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Author Topic: [SHOWOFF] What Are You Working On  (Read 318389 times)

TheBuG

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Re: [SHOWOFF] What Are You Working On
« Reply #210 on: May 02, 2014, 10:43:30 am »
Quote from: "Hanfer"
Quote from: "schlumpf"
Please refrain from flaming and claiming you'd crush other people's heads irl. We don't care and just want to see nice things here.
this.

so what im working on?
currently im rewriting some of FuTa's code to eliminate some Bugs:

Cool to see you're back working on it!

Any chance on greyscale heightmap implementation? It's just that it would make it possible to create more detailed environment than is currently possible with Noggit ;). Aswell as rotating ADTs etc as copying the textures is already possible.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Hanfer

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Re: [SHOWOFF] What Are You Working On
« Reply #211 on: May 02, 2014, 03:45:12 pm »
Quote from: "TheBuG"
-snip-
Any chance on greyscale heightmap implementation? It's just that it would make it possible to create more detailed environment than is currently possible with Noggit ;).  
-snip-
erff nope. thats just wrong. the "resolution" of the shades of gray a PC can display is just to low to get anything close to decent results. there wont be more detail at all. there would be less....
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

flagg78

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Re: [SHOWOFF] What Are You Working On
« Reply #212 on: May 02, 2014, 09:09:13 pm »
Hozu wearing Worgen skin for testing. Still cant quite get the shoulders to be seamless.

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Arid

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Re: [SHOWOFF] What Are You Working On
« Reply #213 on: May 03, 2014, 01:22:25 pm »
Quote from: "flagg78"
Hozu wearing Worgen skin for testing. Still cant quite get the shoulders to be seamless.

Impressive. I did a Worgen body on a Saurok / Dragonman skeleton at one point. Should you finsh that project I'd very much like to give you it, see if you can finsh it for me since I'm trying to save my stress for when I need to move at the end of the month :P
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schlumpf

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Re: [SHOWOFF] What Are You Working On
« Reply #214 on: May 03, 2014, 02:40:13 pm »

Playing around with SceneScripts

[paragraph:2vtdrokb]To investigate what's possible with them, I'm looking at existing scene scripts which never made it to live, modify them a bit, look what one can accomplish.[/paragraph:2vtdrokb]

325 - Test - Darren's Test Interactible Actor

[paragraph:2vtdrokb]It is possible to have interactible actors. This can be used for client side "quests". Alliance players may remember the SI:7 Report quests in Jade Forest where one has to snipe enemies, or the daily in Uldum. Classic implementations require a phase per player on the quest. The scene script implementation requires nothing at all, as every player has his own enemies only in the client. The only downside is that one can of course fake quest credit way more easily and progress is lost when restarting the client.[/paragraph:2vtdrokb][media:2vtdrokb]http://www.youtube.com/watch?v=XYLDd-BMhjw[/media:2vtdrokb]


329 - Test - Darren's Dynamic Spawning

[paragraph:2vtdrokb]In addition to just spawning stuff, one may want to have AI on those NPCs. Another scene script by Darren shows how this is possible: All "NPCs" here have an idle behavior: They randomly walk, sometimes dig into the ground and show up somewhere else. They also react to the player: When coming close, they try to flee. Also, When clicking them to pick them up, they jump on to the player and disappear.[/paragraph:2vtdrokb][media:2vtdrokb]http://www.youtube.com/watch?v=LoLbpTx2Jfg[/media:2vtdrokb]


[paragraph:2vtdrokb]These videos show how scene scripts are enabling much more than just some cutscenes. In fact, MoP has used quite a lot of scene scripts most players did not even notice as it is impossible to really distinct a real NPC with a local one. In fact, the fun-item Sen'jin Spirit Drum from 5.3 Northern Barrens spawns the drums only client side. It is also a good example to show how easy scene scripts are:[/paragraph:2vtdrokb]
Code: [Select]
local soundKit = 37112
actorA:SetInteractCursor("interact", CursorRange.RangeFromPlayer, 20, nil)

while (true) do
actorA:WaitRightClick()
actorA:PlaySoundKitStereo(soundKit, true)
end
[paragraph:2vtdrokb]The actor is given an interaction-range and cursor, then just repeatedly waits for right clicks, and plays a drum sound.[/paragraph:2vtdrokb]
[paragraph:2vtdrokb]Another example of unexpected scene scripts are the pipes at Siegecrafter Blackfuse. Those also show client-server-interaction quite well:[/paragraph:2vtdrokb]
Code: [Select]
SetCameraFollowPath(522,1,5843,5844,2)
Wait(1)
scene:TriggerServerEvent("teleport")
Wait(2)
scene:SetCamera(0,1,nil,nil)
Wait(2)
[paragraph:2vtdrokb]When entering the pipe, a scene script starts, letting the camera look at the pipe-area. After a second, the server is told to teleport the player, which triggers the server-side "ejection". Then after another two seconds, the camera is reset to be the user-controlled one.[/paragraph:2vtdrokb]
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

stoneharry

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Re: [SHOWOFF] What Are You Working On
« Reply #215 on: May 03, 2014, 03:36:39 pm »
That is so awesome Schlumberger (as my phone autocorrets you to), seems like such a powerful feature. Takes all the processing off the server and allows for more real time events.
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iindigo

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Re: [SHOWOFF] What Are You Working On
« Reply #216 on: May 03, 2014, 09:22:36 pm »
Does Archeology also rely on this technology? It seems like artifacts are spawned client-side since only you can see your artifacts.
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schlumpf

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Re: [SHOWOFF] What Are You Working On
« Reply #217 on: May 04, 2014, 12:51:13 am »
Quote from: "iindigo"
Does Archeology also rely on this technology? It seems like artifacts are spawned client-side since only you can see your artifacts.
No, just like most other stuff which only one player can see. There is technology to have stuff server-side per-player. Just like the farm/garrison/some phased quests where only you are. Letting only one player see an object isn't even hard: Just don't send the object anywhere else. The only reason to not do that for stuff like the 200 mantis flying around at the wall-explosion is server load. Artifacts likely create less load than people spamming heals in your faction's shrine.
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iindigo

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Re: [SHOWOFF] What Are You Working On
« Reply #218 on: May 04, 2014, 04:29:41 am »
Quote from: "schlumpf"
Quote from: "iindigo"
Does Archeology also rely on this technology? It seems like artifacts are spawned client-side since only you can see your artifacts.
No, just like most other stuff which only one player can see. There is technology to have stuff server-side per-player. Just like the farm/garrison/some phased quests where only you are. Letting only one player see an object isn't even hard: Just don't send the object anywhere else. The only reason to not do that for stuff like the 200 mantis flying around at the wall-explosion is server load. Artifacts likely create less load than people spamming heals in your faction's shrine.

Oh cool, good to know.

Client-side mobs, etc definitely pose a lot of potential for player experiences. Much like phasing, Blizzard hasn’t really exploited it to its full potential or even used it the right way.
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Rangorn

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Re: [SHOWOFF] What Are You Working On
« Reply #219 on: May 04, 2014, 10:53:40 pm »

http://img15.hostingpics.net/pics/783545orcmale.png

Here we go, the v1 of Wod ORC Male HD models.
Take me something like 1 week, 90% of the work was on blender.

It's not finished yet, i have to fix some littles bugs, and géosets problems.

I have remade ears, arms, foots and legs.
Ears were taken from Garrosh models and other meshes on Killrogg alpha model which have all geosets :)


Yeah, the Rangorn Prod in background is totally not to make fun about MMO champion.
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darkvexen

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Re: [SHOWOFF] What Are You Working On
« Reply #220 on: May 05, 2014, 12:52:03 am »
Quote from: "Rangorn"

http://img15.hostingpics.net/pics/783545orcmale.png

Here we go, the v1 of Wod ORC Male HD models.
Take me something like 1 week, 90% of the work was on blender.

It's not finished yet, i have to fix some littles bugs, and géosets problems.

I have remade ears, arms, foots and legs.
Ears were taken from Garrosh models and other meshes on Killrogg alpha model which have all geosets :)


Yeah, the Rangorn Prod in background is totally not to make fun about MMO champion.
will you release when ready?
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MR. Farrare

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Re: [SHOWOFF] What Are You Working On
« Reply #221 on: May 05, 2014, 04:02:15 am »
Quote from: "Rangorn"

http://img15.hostingpics.net/pics/783545orcmale.png

Here we go, the v1 of Wod ORC Male HD models.
Take me something like 1 week, 90% of the work was on blender.

It's not finished yet, i have to fix some littles bugs, and géosets problems.

I have remade ears, arms, foots and legs.
Ears were taken from Garrosh models and other meshes on Killrogg alpha model which have all geosets :)


Yeah, the Rangorn Prod in background is totally not to make fun about MMO champion.

realy nicely done best thing I ever heard this month GZ  :D
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matija168

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Re: [SHOWOFF] What Are You Working On
« Reply #222 on: May 08, 2014, 04:09:31 pm »


adding some custom medieval items. Mount and blade mostly.
« Last Edit: May 08, 2014, 05:46:38 pm by Admin »

MR. Farrare

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Re: [SHOWOFF] What Are You Working On
« Reply #223 on: May 08, 2014, 04:50:03 pm »
Quote from: "matija168"

cool mount and blade
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axel0099

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Re: [SHOWOFF] What Are You Working On
« Reply #224 on: May 08, 2014, 11:30:34 pm »
new mountain style im making,
fully made in noggit.















just my first test :P
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