Forum > Level Design
Problem with water..
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Steff:
I will release noggit with fixed MCF the next days. Use allocean and fixallocean best before you make the patch. Never on adts you will edit again with noggit. I have all my adts in a folder for noggit and when I make a patch I copy them, let the tools work and make the patch. So I have every-time my original adts for noggit.
larrylaffer:
That exactly what i am doing when i am making the patch, cuz if i have to edit again the map with noggit, i will erase the ocean that i inserted with allocean.
You will release a new version of noggit? I thought that noggit was currently without development (in fact i heard that all future development was halted forever). Anyway, if you release a noggit that properly saves the ocean and/or the doodads, it would be awesome XD.
Regards.
Steff:
I am still code on noggit. We had a problem with the rendering that stops the development. The hole ground was transparent. But i found this bug last week so i start to code again. I hope that Tigu will join also soon and perhaps schlumpf gets boring and start also to fix some stuff.
The problems we must solve next are MCRF, Water, Sky and Light-rendering. Then we can start to add new features. Since we had this crash i searched the bug and implement for this some stuff. The MPQ handling works now over the stormLib and no longer over libMPQ. The libMPQ had a bug with newer WoW MPQs and cant read all files from them. So we had the problem some users only see white UI elements. Also noggit crashed some times because it can´t load a skin file for a model.
I gave out the 120 rev to beta testers but i must fix many things till release.
The progress in development you can watch in the noggit board and the bugtraker here on modcraft. The bugtraker you can find on the top right side of this page beside wiki.
larrylaffer:
Well its a great news that you people started again to code noggit. It would be a great help if tigus help you with the coding cuz it seems that he knows how to put the water in and woltk adt (after all, it seems that he made the allocean... i think XD), besides knowing a lot of things about adts.
As a suggestion... please low the sensivity of the mouse when moving buildings/doodads, cuz it is harder to properly adjust the objects in the map than noggit 2.x
Also, please put again the full info of the doodads, like the xyz angles of the object. This information is showed for the wmos but no for the doodads.
The rev 120 of noggit is public? If that so.. where i can find it? Cuz i want to give it a try...
My best regards and good luck with the coding.
Steff:
As I write its an beta so its not public. First we have to get out some bugs.
As fare I know Schlumpf made Allocean and AllOcenFix.
The informations will come again. I just rework the info to get it from the screen in this window as the big bug appears.
Here some not often used/known features:
You can move, scale and rotate the model with the number block. With tree different speeds.
5 change movement speed. 7 and 9 rotate. + and - scale. (only M2) 8, 6, 2 and 4 move (depends on the axis of the model and not the camera). 1 and 3 up and down.
If you model, the Ground edit mode is also useful. Just press SHIFT and F1. This will toggle all settings for best ground editing. On the next hit of SHIFT and F1 you will get all your last settings back.
SHIFT and F4 turns off the auto selection. That means the cursor will no longer auto follow the mouse. Only clicking on the ground set then the cursor so you can change the hight of a fit place when you ground edit.
If you hit the DOWN key a model will set to the hight level of the ground.
CTRL and R resets the rotation and alignment of a model.
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