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Messages - Adspartan
1
« on: April 17, 2019, 03:24:25 pm »
Since I'm no longer updating it here are the sources of my downporter: https://mega.nz/#!qd030AxD!4yurYl1S6xLSt1PfemBj-c9immeP5EfM3JWVTXi5Q_wI won't provide any support but feel free to do whatever you want with the sources. A big thanks again to: - All those who contributed / are contributing to the wiki which was my sole source of information on the file formats - Mjollna for her m2 converter and awesome ADT diagram! - PhillipTNG for his m2 conversion script which helped me getting started. Have fun.
2
« on: July 09, 2018, 10:58:46 am »
Аdspartan, will you rewrite code of water shader ? Or please, share a way how to disable it (or edit ), because him overload CPU)
I'm not sure which version you're using but there isn't any cpu issue with the water shader right now so no I won't changed it.
3
« on: June 26, 2018, 08:42:32 pm »
I'm going to do a release soon (this week or next week) so I'd advise you to wait a bit for a better version in every way. But if you really want to use this old beta version now it's still available here.
5
« on: December 29, 2017, 09:45:51 pm »
FFS, report the bugs you encounter >> HERE <<... otherwise don't complain afterwards that they were not fixed... You don't even need to register to open an issue seriously...
6
« on: June 27, 2017, 05:55:01 pm »
E) You guys are actually the ones who have multiple times told users to not use unreleased versions of Noggit for any serious work, as work can be lost. I don't just repeat point C, I want to highlight the fact that you actually are even reminding us of content of C. Its weird to wonder why are users not using versions of Noggit you have actually told them to not use in the past, at least not for anything other than testing.
I know Steff, but you were not the one who was asking . I just get feeling that schlumpf isn't asking similiar kind of question for the first time and wanted to answer it, thats all.
I think schlumpf was just asking why gratural was using a newer AND and older version and not just a the newer version he has :x
7
« on: June 26, 2017, 08:52:55 pm »
I tried with both version 3.1222 and the current build but and I couldn't reproduce this so idk what's the cause. Try to use the 3.1222
8
« on: April 13, 2017, 02:03:05 pm »
9
« on: April 13, 2017, 01:57:13 pm »
The reason "it doesn't work" is because the import path is no longer used for the wmv log since the release 3.1222. You have to use the wmvLogFile variable to set the path to the wmv log file.
It's written on the changelog and is inside the config file bundled with the 3.1222 release :c
10
« on: September 09, 2016, 10:01:30 pm »
Assuming you're using Trinitycore 3.3.5 (idk about the other extensions):
Just create a PlayerScript and override this function to set the player to the phase you want :
virtual void OnLogin(Player* /*player*/, bool /*firstLogin*/) { } (in ScriptMgr.h)
11
« on: August 18, 2016, 09:59:41 pm »
Noggit SDL 3.1222 BETA :!: Please read the changelog carefully for config file changes !I've added a few functionalities and fixed some bugs since the last release so I thought it was the time to do another one. Here are the important changes:- Adspartan | Texturing rework (see below).
- Adspartan | Flatten with an angle.
- Adspartan | Add TabletMode in config file to activate/deactivate tablet support.
- Adspartan | Add texture swapper on the texture picker (swap the current selected texture with the one above/below).
- Adspartan | Fix MFBO bug.
- Adspartan | Add BigAlpha support and a option in the assist menu to convert the current map to BigAlpha.
- Adspartan | Rework fix gap tool, it also automatically fix all gaps on the loaded adt when saving.
- Adspartan | Add object editor (see below).
- Adspartan | Only change height when snapping to the ground.
- Adspartan | Add button in 3D paint to remove duplicates on an adt.
- Adspartan | Add shortcut to remove all ground (t)/remove all holes (alt+t) on the current adt when using the hole tool.
- Adspartan | Split map menus to avoid going out of screen and add arenas.
- Adspartan | Show the inner circle of the paint brush in 3D paint when using the first cursor mode.
- Adspartan | Add filter for the names in the model selector.
- Adspartan | ImportFile in the config is now used to specify the "Import.txt" file.
- Adspartan | Add wmvLogFile in the config to specify where the Wow Model Viewer log file is.
- Adspartan | Fix parsing of WMV log file, it should know works with any version.
- Adspartan | Fix issue where a texture could be deleted in the texture palette.
- Adspartan | Add spray brush for texturing (press t to activate/deactivate it in 3D paint).
Texturing rework:- Texture order should not matter anymore.
- Painting the base texture over others isn't faster anymore.
- It's now possible to change the opacity of the base layer using the gradient if another texture is present on the chunk.
- Unused texture are removed from a chunk when painting on it.
- Chunk borders may be visible with highly contrasted texture and low pressure but should not be visible in game when texturing a map normally.
Object editor:- Press 0 or click on the crate icon in the toolbar to open it.
- Models can now only be selected when using this tool.
- Press CTRL+C or C to copy the selected model.
- Press CTRL+V or V to paste the currently used model (the name is displayed at the bottom of the screen).
- The model copy related options in the edit menu have been moved the the object editor.
- To open the model selector (import file models) press the "From txt" button.
- Clicking on a model's name in the model selector "copy" the model as if you used CTRL+C/C on a selected model.
- To add the selected model to the import file press the "To txt" button.
- The "Spawn on camera" button paste the model at the current camera position without taking into account the orientation.
You can download it here https://mega.nz/#!aY1yjAqa!RLk-569Exnwy ... ma3WNl_iBgI hope you'll like the update, please report any issue or submit your suggestions here https://bitbucket.org/berndloerwald/noggit3
12
« on: July 11, 2016, 07:41:33 pm »
schlumpf, it still won't compile with the same issues as above
Jøk3r, I was using Noggit_QT_libs, thats why it was set like that. I had originally tried Noggit3Libs in the format the readme suggested, and that did not work either. Have you used this readme ? https://bitbucket.org/berndloerwald/nog ... #README-26
13
« on: July 06, 2016, 11:07:06 am »
Minimaps do not work on ADTs from 0_0 to 10_10. Don't ask why. They work and it's explained just above how make them work
15
« on: June 22, 2016, 09:10:58 am »
I have compiled TC2 on my own a few times on both Windows and Linux and still am a little bit lost when it comes to compiling Noggit. Are libs so freaking big that after 5 minutes I am still at 0% of downloading with 150kB/s speed? Maybe some short manual would come in handy. Yes, the compressed size if about 2GB if I remember correctly because boost takes a lot of place, so if you already have boost installed it'd be a lot faster to install the lib manually.
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