This is a read only copy without any forum functionality of the old Modcraft forum.
If there is anything that you would like to have removed, message me on Discord via Kaev#5208.
Big thanks to Alastor for making this copy!

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Steff

Pages: 1 ... 9 10 [11] 12
151
Noggit / BETA V 120 B 21 - changeset 184 (bfe4670eae1d)
« on: May 14, 2011, 01:32:00 am »
http://www.file-upload.net/download-342 ... 1.zip.html

- Fix crash bug if loading blizzard maps.
- Add clear Texture function to the assist menu. Clear all textures on current adt and set the current selected texture as base Texture.
- Add texture picker in paint mode. If you hold down CTRL and click on a chunk you get a window where you can select the textures on this chunk. SHIFT = paint. CTRL and SHIFT = clear textures.
- Add clear heightmap function. Reset the heightmap on the current adt.
- Add set height function. Turn off autoselection (F4)  Select a chunk, fly to new height. Select function.
- Re add old texturing mode till I fix the new implementation. You can switch with CTRL and I between them. On load the old one is turned on. The current mode is shown in the statusbar beside the cords.
- Fix blur

Happy testing.
 
Please no release to public, no images, Videos or what ever.
Thanks

152
Noggit / Can we releas this version as replacement for 104
« on: March 30, 2011, 10:45:56 am »
Do you think we  should release this version to replace 104?
In the last time i see running many beginner guys running in problems with 104. I wanted to first implement water, but this will take some more time. So do you think the current version is ready to work with?

153
Noggit / BETA V 120 B 20 - changeset 174 (4d0574ae3ae1)
« on: March 22, 2011, 11:47:10 pm »
After some days of silence here is the next version.

http://www.file-upload.net/download-330 ... 0.zip.html

- Revert UID stuff to avoid model duplication.
- Fix problem with WMO import from modelviewer by seperating M2 and WMO import.
- Rework 2d view. Only paint mode work there now. You must hold SHIFt for painting so you can size the brush with ALT mouse move. Left mouse move the map now like googlemaps. Right mouse scroll the map.
- Impassible painter (the spider net). Left mouse paint impassible flag right clear it again.
- Add AreaID painter (the map icon) different AreaIDs are displayed with different overlay colores. Left click paint the current AreaID. Rightclick pick the AreaID form the clicked chunk. With x you can open the AreaID browser to get an ID over the name. You will get here only IDs from the current map!
- Add assist function to set areaID of the complet adt.
- Rebuild detail window. Shift X open it up.
- Add some special chars to view them right.

As ever - no screens, videos or informations gett out please.
Happy testing.

154
Noggit / Noggit manual / documentation project.
« on: March 20, 2011, 03:59:29 pm »
As I have no time for it but think a manual is needed, I search for some guys with good English skills to start a wiki-based documentation for Noggit. It should lead to a manual that explains all functions of it.

So if you are interested to help and have some skills in writing texts please make a post here.

Here the Link to the Wiki

wiki/index.php5?title=Noggit_user_manual

155
Miscellaneous / Ascent and Trinity
« on: February 13, 2011, 11:45:16 am »
Here I want to collect the pros and nos for the both server emulators Arcemu and Trinity in modding relation. What are the differences between them. Is one of them better for modding or are they both good?

What do you know about this.

And please not only a post like i like this or that.

Why do you. What are the points?

outcomes:

Trninty Core:

+ Easy setup

Arcemu

+ Better dokumented with wiki and more tutorials.
+ Lua Scripting engine.
+ GameObject placement possible.

If one or more of the points are wrong please participate to the discussion and let us know that.
Also you can tell us more pros for the both sides.
What about the power of the two systems.
User workload?

156
Resources and Tools / [CMD Tool] AllWater for WotLK
« on: January 23, 2011, 12:32:58 am »
This is a CMD tool to add a flat water surface to an WotLK ADT.
It is developed by Gretchin and released on mmowned.com.

http://www.file-upload.net/index.php?to=links&id=3152792&img=0&cod=lbfowq&hash=3fe91d93fa711b7d2f32c3b2bba0c394

Usage:
Copy the tool to the folder where you have your ADTs in.
Do not forget a backup like always.
Open a comand promt, navigat to your ADT folder and type.

AllWater.exe <adt file> <optional water level default=0> <optional Liquid Type default=
2> <optional Opacity 0-100 default=50>

To find out the water level fly in noggit to the place you want water and move to the height where you want it. Then use the Z value for the water level.

The type is an entry in the LiquidType.dbc
Examples:

1 - Water
2 - Ocean
3 - Magma
4 - Slime
15 - Green lava
181 - Orange slime

157
Noggit / BETA V 120 B 19 - changeset 91 (bafa324c29de)
« on: January 23, 2011, 12:06:57 am »
Next version.

http://www.file-upload.net/download-3152685/Noggit3_v120_B19.zip.html

Changes since B17:

- Insert the Map Window from the start menu also inside the 3D view. Open up with M. Replace the old Map.
- New implementation of saving. Now every change on an ADT marks this as changed. If you save now every changed ADT will get saved (CTRL + S) The old Save function is also in. You can find it over the menu or with SHIFT + CRTL + S.
- All changed ADT are marked with a white border in the Map Window.
- Fix a problem with WMO import from ModelViewer ( but found out that WMOs with doodads inside make problems, work on it)
- Add StackWalker to the logfile. So if noggit crash we have some more infos to find out why.

Please test the new save method. Open up the map window (M) and make changes on ADTs.
Every change MUST add the white border to the ADT in the map window that it get saved!
Ground edit. hole, Rotate of models, scalingmovement, texturing .... everything!

158
Noggit / BETA V 120 B 18 - changeset 88 (712952b8fa78)
« on: January 16, 2011, 10:28:48 pm »
Next version.

Download >> http://www.file-upload.net/download-3135918/Noggit3_v120_B18.zip.html

Changes since B17:

- Fix some problems that cause the model delete problem and the invert of the ground light parameters.
- You can now import only the last model that you viewed in modelviewer into noggit.
So search model in viewer, go into noggit and import it.

Please test if the problems in U mode, with models and with the invertation of the ground light parameters are gone. Dont use SIFT + J to reload in the moment. Just go to mainmenu and load map again.

159
Recruitment / Maruum Tech crew
« on: January 11, 2011, 03:10:51 pm »
I search some guys to build up a tech crew for Maruum.

You should have fun and skills in client and/or server modding.
Your functions will be:

- build up the basic server datastructure.
- Handel adt placement, map and minimap stuff.
- Help other builders to integrate their stuff into the server.

You can also be a builder and part of the tech crew.

For more informations about Maruum just visit the project forum, ask me in this thread or per pm.

http://modcraft.io/viewforum.php?f=69

160
Noggit / BETA V 120 B 17 - changeset 86 (1fd13fcfe3f7)
« on: December 21, 2010, 10:49:05 pm »
Next version. hope I get more feedback for this.

Download >> http://www.file-upload.net/download-3068875/Noggit3_v120_B17.zip.html

Changes since B16:

- Configuration file will be used now if it exists. No more -c switch. Rename file if you don´t want use it.
- Moving camera by pressing both mouse buttons the same time. Selection is off now during you move.
- Fix some fog rendering problems on M2/wmos
- WMOs selection fixed
- Until I get font rendering to UTF I convert spezial chars to iso combinations. Like Ö to Oe.
  If you have more Chars I should change please post them in the bugtraker ticket.
- Add more infos to detailwindow again. Texture still missing because they crash noggit.
- Assist menu: Add scaling models.
- Update help page.
- Some Shortcut changes.
- x toggles texture panel now on/off.
- CTRL and x toggles detail window on/off
- Discard the 5 key for the 3 speeds by num pad model modifications. Now you can
     o Speed up double by pressing SHIFT during modification
     o Speed up triple by pressing CTRL
     o Half speed by holding CTRL and SHIFT together during modification.
- If no model is selected SHIFT and +/- modify the fog distance. If selected modify size of model and shift speed up.
- Add auto scaling and position for the ADT selector on the main menu.´
- You can now enter the world in the main menu only where ADTs are located.

161
Noggit / BETA V 120 B 16
« on: December 05, 2010, 02:13:58 am »
Only for Beta tester.
Dont give the files away.
Look at the Bugtraker for known problems.
Please everyone post a report.

- Have you problems to get it running.
- Speed issues spezial with the differen view distance.
- Can you work with it.
- Are the default values ok for you .
- Spelling mistakes.
- Everything you find, also a jep everything works fine for me is ok but not nothing.

Download >>>http://www.file-upload.net/download-3045116/Noggit3_v120_B16.zip.html

Questions and discussion here bugs in the traker.
Please dont post bugs that are already listet in the traker.
Happy testing.

bugtraker/index.php

- model adding.
- new ground modeling modes.
- UI Fixes.
- ADT and model loading in the background in seperate threads.
- ADTs dont unload so you can have a huge area in the ram and so at your fingertips.
- Increased view distance configurable over the config file.
- WDTs get loadet from disk again.
- Fixing of many bugs from the traker.

162
Random / RPG Outing
« on: November 23, 2010, 09:31:51 am »
I play now for 20 years pen&paper RP and I am interested how many of you are dice rollers too :)

So lets start the outing. How log do you play and what are your systems.
I play DSA,ADND,Shadowrun the most times. But i played over 20 Systems the last years.

163
Noggit / Noggit 3 Beta testing and more.
« on: September 13, 2010, 12:57:19 pm »
If you are interested in testing new betas of noggit then please join the beta-testing group here on the board. New versions will only be available over the beta board in the future.

You should:

- Have time to do this.
- Have good to expert knowledge of wow modding and/or the ADT file structure.

Guys with membership and no activity in the tracker will be sling out of the tester group.

Please also write an post in this thread as an application to tell my why I should let you beta test.

And please NO private questions about noggit to me.
There is the bugtracker where you can see what problems are in the current version.
If you find a new bug, then post it there and don´t send this info direct to me.

No feature requests please. I know what the app needs :)
There are over 4 word sites of features I contrived.

If you test and have a starting problem. All new versions are tested. If it not start the problem is to 95% on your side. Test the path. Run it against a clean wow installations wthout any files and custom MPQs in it. Look in the logfile. Under Vista and 7 you MUST run noggit in XP sp3 or sp2 compatibility mode.

If i personal help out to run noggit i cant code in this time. If you cant get it to work, ask in the beta board in the future.

To use the config file you MUST start noggit with the -c switch. To do this make a shortcut to the exe and open the settings of it. Behind the noggit.exe write a space and then -c.
Now you can set the paths in the noggit.config file.

And also please no questions when a new version will be released. It will if it is ready. We have also a real life, have to go work, do some stuff at home, and have other hobbies beside coding noggit. I know you all burn on the new version, I do also because I am a modder too. But it needs time.
In the moment we try to erase some things that get modders in trouble in the past.

164
Noggit / Noggit Rev 120
« on: September 03, 2010, 01:07:13 am »
Some beta testers get the new rev. 120 beta 4 version yesterday.
Please use the bugtraker if you find bugs that are not already listed.


It should be more stable and erase the 2 big bugs MCRF writing error and white textures that happened most with enUS clients.

Changes:
- Switch from libMPQ to Stormlib for managing MPQs. The old libMPQ can´t load many files form newer MPQs and force crashes and leads to the missing textures in noggit.
- Fix MCRF writing (M2s now appear direct in-game. No need to fix with Taliis)
- Handle some crash bugs.
- New main menu with a real menu for selecting maps and bookmarks.
- Rework the selection map in the main-menu because you sometimes did not see where to click to get on the map. Especially when you create a new map and have no wdl created.


Screens:



http://imagr.eu/up/4c7f934933a0b7_NGMain1.jpg



http://imagr.eu/up/4c7f938edce246_NGMain2.jpg

165
Tutorials / [TUTORIAL] Minimaps
« on: August 17, 2010, 09:58:40 am »
Minimaps are small images for every ADT. I will only describe the tech stuff not the creative :)


First create a new image with a resolution of 256 x 256 pixel.
Save and convert it with a BLP converter like BLPConverter6 from the Tools section.

Name it like your map plus the ADT number behind.
Like:

MyMap2345.blp for the ADT MyMap_23_45.adt

The copy this file into your patch folder in the directory

TexturesMinimap

Extract the file md5translate.trs from the MPQs to the same directory and open it up with a editor.

To find this file read tip 4 in this tut http://modcraft.io/viewtopic.php?f=26&t=98

The file has many lines so the basic windows notepad will take some time to load it.
In this file add a new line for your map. Insert it in the alphabetic right position to find it again.

dir: MyMap

It should come direct before dir: NetherstormBG with this name.

Than you must add one line for every ADT that connects the ADT and your BLP.

MyMapmap23_45.blp            MyMap2345.blp

The 2 lines MUST be separated with a TAB and NOT with a SPACE!
In the first line you have your map-name followed by a backslash (  ) and the word map.
Then add the ADT numbers separated by an underscore.
Followed by .blp. Don´t ask why BLP and not ADT,  just do it and don´t think about it again ;)

Then a TAB followed by the name of your minimap BLP file.

Save the file and put all together in an MPQ and test it in-game. Fly to the ADT you have added your minimap and you should see it.


Pages: 1 ... 9 10 [11] 12