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Author Topic: [SHOWOFF] What Are You Working On  (Read 318388 times)

TheBuG

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Re: [SHOWOFF] What Are You Working On
« Reply #330 on: June 16, 2014, 01:02:51 am »
Quote from: "akspa420"
I modified Offsetfix to not do any fixing of the M2 or doodad info for WoTLK maps. I did this to try and fix the resulting non-noggit-compatible maps that Mjollna's GillijimProject creates. As such, my first experiment was a success, aside from the water disappearing (which I'm sure is due to how the offsetfix app processes liquid data - additional hacking will be needed to determine how to get the water back).

As such, I've got Alpha WoW maps working within Noggit!


That's nice. But you could just add the water again manually. Shouldn't be an awefull lot of work.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

akspa420

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Re: [SHOWOFF] What Are You Working On
« Reply #331 on: June 16, 2014, 01:09:56 am »
I'd rather have offsetfix actually do the work appropriately, so I don't have to do anything by hand.  Plus, I could use some time to re-learn basic c++ :D I'll release the *new* code and binaries as soon as I resolve the water bug. I will also release a complete set of 0.5.3->3.3.5a maps in a patch when I'm done.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

iindigo

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Re: [SHOWOFF] What Are You Working On
« Reply #332 on: June 16, 2014, 02:08:14 am »
Tinkering with my DBC editor

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tehrob

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Re: [SHOWOFF] What Are You Working On
« Reply #333 on: June 18, 2014, 07:15:12 pm »
created my own Mountain Style
Hope u guys like it:
[attachment=0:2f3a7pcu]Screen Shot 06-18-14 at 07.01 PM.JPG[/attachment:2f3a7pcu]
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Nekatus

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Re: [SHOWOFF] What Are You Working On
« Reply #334 on: June 18, 2014, 07:19:47 pm »
Looks interesting :D
like it :)
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Laduguer

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Re: [SHOWOFF] What Are You Working On
« Reply #335 on: June 18, 2014, 07:44:58 pm »
That looks incredible Tehrob, the most realistic style i've seen yet! Do let me know if you ever want to come build for my project! ;)
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Allifeur

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Re: [SHOWOFF] What Are You Working On
« Reply #336 on: June 18, 2014, 08:01:02 pm »
I think it is too blurry now, Tehrob. The snowy top is nice, but the other parts are missing the rocky feeling. I think the dirt should go on the mountain texture, and not the contrary.



 Here for instance you feel some kind of rigidity in the mountain, while I feel more like uncertainty when I see your style. Though this is only my personnal opinion.
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Alastor

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Re: [SHOWOFF] What Are You Working On
« Reply #337 on: June 19, 2014, 05:10:10 pm »
How much u all want Soft to delete "Duplicated" Models in ListFile of ADT ? :D
i just started to coding :?
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iindigo

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Re: [SHOWOFF] What Are You Working On
« Reply #338 on: June 19, 2014, 05:28:30 pm »
Working on reading + drawing BLPs. Only DXT-compressed BLPs are supported so far, and either the colors that libsquish decompresses or my conversion from squish’s color format to Cocoa’s is screwed up.

Oddly enough a custom texture (lavagroundholy) renders more accurately than most of Blizzard’s textures…

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schlumpf

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Re: [SHOWOFF] What Are You Working On
« Reply #339 on: June 19, 2014, 05:43:58 pm »
Quote from: "dahaga"
How much u all want Soft to delete "Duplicated" Models in ListFile of ADT ? :D
i just started to coding :?

Code: [Select]
#include <cstdio>
#include <stdint.h>
#include <cassert>
#include <vector>

struct smddf
{
  uint32_t match1;
  uint32_t ign1;
  float match2[6];
  uint32_t ign2;
};
struct smodf
{
  uint32_t match1;
  uint32_t ign1;
  float match2[6];
  float ign2[6];
  uint32_t ign3[2];
};

bool mddfcomp (smddf i,smddf j)
{
  return (i.match1==j.match1)&&(i.match2[0]==j.match2[0]) && (i.match2[1]==j.match2[1]) && (i.match2[2]==j.match2[2]) && (i.match2[3]==j.match2[3]) && (i.match2[4]==j.match2[4]) && (i.match2[5]==j.match2[5]);
}

bool modfcomp (smodf i,smodf j)
{
  return (i.match1==j.match1)&&(i.match2[0]==j.match2[0]) && (i.match2[1]==j.match2[1]) && (i.match2[2]==j.match2[2]) && (i.match2[3]==j.match2[3]) && (i.match2[4]==j.match2[4]) && (i.match2[5]==j.match2[5]);
}

int main(int n, char** v)
{
  assert( n == 2 && "fixmddfs <adt>" );

  FILE* file = fopen( v[1], "rb+" );
  fseek(file,0,SEEK_END);
  size_t filesize = ftell(file);
  fseek(file,0,SEEK_SET);
  char* adt = new char[filesize];
  fread(adt,filesize,1,file);

  assert(*(uint32_t*)adt == 'MVER');
  assert(*(uint32_t*)(adt+0xC) == 'MHDR');
  uint32_t mddf = *(uint32_t*)(adt+0x30) + 0x14;
  uint32_t modf = *(uint32_t*)(adt+0x34) + 0x14;
  assert(*(uint32_t*)(adt+mddf) == 'MDDF');
  assert(*(uint32_t*)(adt+modf) == 'MODF');

  size_t nmddf = *(uint32_t*)(adt+mddf+4) / sizeof(smddf);
  size_t nmodf = *(uint32_t*)(adt+modf+4) / sizeof(smodf);

  smddf* mddfsf = (smddf*)(adt+mddf+8);
  smodf* modfsf = (smodf*)(adt+modf+8);

  std::vector<smddf> mddfs;
  std::vector<smodf> modfs;

  for(size_t i = 0; i < nmddf; ++i)
  {
    for(size_t j = 0; j < nmddf; ++j)
    {
      if(i!=j && mddfcomp(mddfsf[i],mddfsf[j]))
      {
        memset(&mddfsf[j],0,sizeof(smddf));
      }
    }
    if(mddfsf[i].match1)
      mddfs.push_back(mddfsf[i]);
  }

  for(size_t i = 0; i < nmodf; ++i)
  {
    for(size_t j = 0; j < nmodf; ++j)
    {
      if(i!=j && modfcomp(modfsf[i],modfsf[j]))
      {
        memset(&modfsf[j],0,sizeof(smodf));
      }
    }
    if(modfsf[i].match1)
      modfs.push_back(modfsf[i]);
  }

  memcpy((adt+mddf+8),&mddfs[0],mddfs.size());
  memcpy((adt+modf+8),&modfs[0],modfs.size());

  memset((adt+mddf+8+mddfs.size()*sizeof(smddf)),0,sizeof(smddf)*(nmddf-mddfs.size()));
  memset((adt+modf+8+modfs.size()*sizeof(smodf)),0,sizeof(smodf)*(nmodf-modfs.size()));

  *(uint32_t*)(adt+mddf+4) = mddfs.size() * sizeof(smddf);
  *(uint32_t*)(adt+modf+4) = modfs.size() * sizeof(smodf);

  fseek(file,0,SEEK_SET);
  fwrite(adt,filesize,1,file);

  fclose(file);

  delete[] adt;
  return 0;
}
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Alastor

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Re: [SHOWOFF] What Are You Working On
« Reply #340 on: June 19, 2014, 06:05:14 pm »
Ok ......... pwned ... :D
Thanks Schlumpf !
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
No matter how fast light travels it finds the darkness has always got there first and is waiting for it
Star Citizen Referral Code : STAR-XNFS-HVL9

schlumpf

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Re: [SHOWOFF] What Are You Working On
« Reply #341 on: June 19, 2014, 06:13:55 pm »
Quote from: "dahaga"
Ok ......... pwned ... :D
Thanks Schlumpf !
Please note that I have no idea if and how it works.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Alastor

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Re: [SHOWOFF] What Are You Working On
« Reply #342 on: June 19, 2014, 06:19:02 pm »
i will have a look on it later btw for me its strange code too dont worry :D
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
No matter how fast light travels it finds the darkness has always got there first and is waiting for it
Star Citizen Referral Code : STAR-XNFS-HVL9

Met@

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Re: [SHOWOFF] What Are You Working On
« Reply #343 on: June 19, 2014, 09:07:13 pm »
I'm working on some areas for my Gnomeregan rebuild, made with blender.
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Hanfer

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Re: [SHOWOFF] What Are You Working On
« Reply #344 on: June 20, 2014, 01:54:41 pm »
Quote from: "tehrob"
created my own Mountain Style
Hope u guys like it:
not want to be a dick (again) but to me that looks kinda undefined. yeah maybe even blurry (the black parts).
what i do like is that you have "vegetation zones" like a real mountain does. if you refine these + get rid of the blur im sure it will like pretty dammn awesome.


Quote from: "iindigo"
Tinkering with my DBC editor
i like that. MAC only i suppose?

Quote from: "Met@"
I'm working on some areas for my Gnomeregan rebuild, made with blender.
probably dumb question: these are imported from WMO, aren't they?
« Last Edit: January 01, 1970, 01:00:00 am by Admin »