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!

Menu

Author Topic: Neo - A WoW Development Suite  (Read 99570 times)

Laduguer

  • Registred Member
  • Wiki Incarnate
  • *****
  • Posts: 144
    • View Profile
Re: Neo - A WoW Development Suite
« Reply #150 on: February 22, 2015, 12:12:28 pm »
Quote from: "Cromon"
Im working on the asset browser as a preparation for texturing and model spawning. Meanwhile ive also added the two ways of asset transformations. Exporting files to the filesystem and importing them back into the client. Right now its only implemented with meta functionality for textures. If you export a texture it will be exported as png and if you import an image file (jpg, png, bmp, gif, etc) it will be converted to a blp texture.

When importing you select the file youd like to import (yes, folders are planned) and then the options (for folders it will check what kind of files are present and show the appropriate ones) for the file import can be choosen:
.

That looks incredible. I notice models on the list there; does that mean we can import models from formats like .obj etc. and Neo will convert them into m2/wmo?
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Marlamin

  • Registred Member
  • GM Isle Explorer
  • *****
  • Posts: 23
    • View Profile
Re: Neo - A WoW Development Suite
« Reply #151 on: February 22, 2015, 04:45:00 pm »
Model preview in asset browser is pretty awesome. This could really be an all in one map viewer (+ editor) and model viewer.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Bravelad

  • Registred Member
  • LUA Script Tinker
  • *****
  • Posts: 43
    • View Profile
Re: Neo - A WoW Development Suite
« Reply #152 on: February 24, 2015, 12:01:52 am »
The .exe crashes whenever I load my 6.0.3 client in Neo as of a new build several days ago. It loaded 6.1 files fine on my PTR client before the build as well, any ideas why it crashes?

I built the project with Visual Studio 2013.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Cromon

  • Contributors
  • Polygonshifter
  • *****
  • Posts: 56
    • View Profile
Re: Neo - A WoW Development Suite
« Reply #153 on: February 24, 2015, 12:32:50 am »
@Bravelad: Check the console, whats printed there?

For the models etc, its pretty much implemented, see:
https://www.dropbox.com/s/0gk3lmev8djqg ... 9.mp4?dl=0
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

majorcyto

  • Registred Member
  • Race Changer
  • *****
  • Posts: 33
    • View Profile
Re: Neo - A WoW Development Suite
« Reply #154 on: February 24, 2015, 01:18:14 am »
Quote from: "Cromon"
@Bravelad: Check the console, whats printed there?

For the models etc, its pretty much implemented, see:
https://www.dropbox.com/s/0gk3lmev8djqg ... 9.mp4?dl=0


You all have made some impressive changes in a short amount of time.. Now that you have a lot of the viewing done, does this mean placing will come soon? Or will you work on something even more technical first like water support? Im sure that will be a fun one... /s but it would surely be a very welcome addition lol.

Also, i don't see a way to register on the gitlab just sign in. So im guessing it is invite only.. I guess you would rather bug reports just be in the topic rather than on the bug tracker?

Have you considered on setting up a milestone page for "things coming up" that you want to work on. Not necessarily in exact order but in a vague timeline. Each contributor could have a milestone section, or you could have 1 larger one with the contributors initials next to it.

No one likes a hard lined schedule, thats why i said a vague "what were working on right now" milestone type of thing.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Cromon

  • Contributors
  • Polygonshifter
  • *****
  • Posts: 56
    • View Profile
Re: Neo - A WoW Development Suite
« Reply #155 on: February 24, 2015, 01:33:00 am »
Quote from: "majorcyto"
You all have made some impressive changes in a short amount of time.. Now that you have a lot of the viewing done, does this mean placing will come soon? Or will you work on something even more technical first like water support? Im sure that will be a fun one... /s but it would surely be a very welcome addition lol.

Model placement is actually one of the next things im tryin to implement.

Quote from: "majorcyto"
Also, i don't see a way to register on the gitlab just sign in. So im guessing it is invite only.. I guess you would rather bug reports just be in the topic rather than on the bug tracker?

I would allow sign up, but i kinda fail with gitlab to do so...

The stuff im working on kinda depends on what people in modcraft chat post :P. Speaking of a milestone plan or so is a bit too much.... :P
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

majorcyto

  • Registred Member
  • Race Changer
  • *****
  • Posts: 33
    • View Profile
Re: Neo - A WoW Development Suite
« Reply #156 on: February 24, 2015, 05:33:39 am »
Quote from: "Cromon"
Quote from: "majorcyto"
You all have made some impressive changes in a short amount of time.. Now that you have a lot of the viewing done, does this mean placing will come soon? Or will you work on something even more technical first like water support? Im sure that will be a fun one... /s but it would surely be a very welcome addition lol.

Model placement is actually one of the next things im tryin to implement.

Quote from: "majorcyto"
Also, i don't see a way to register on the gitlab just sign in. So im guessing it is invite only.. I guess you would rather bug reports just be in the topic rather than on the bug tracker?

I would allow sign up, but i kinda fail with gitlab to do so...

The stuff im working on kinda depends on what people in modcraft chat post :P. Speaking of a milestone plan or so is a bit too much.... :P


Sweet, i look forward to model placement :D

Hmm, the gitlab seems broken now since you made this comment it doesn't load at all... >->

Also, maybe make a separate issue tracker then? Better than nothing lol.

And, hopefully water support and DBC Editing from within the editor will be supported? :D
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Kaev

  • Contributors
  • Creator of Worlds
  • *****
  • Posts: 308
    • View Profile
Re: Neo - A WoW Development Suite
« Reply #157 on: February 24, 2015, 08:02:18 am »
Quote from: "Bravelad"
The .exe crashes whenever I load my 6.0.3 client in Neo as of a new build several days ago. It loaded 6.1 files fine on my PTR client before the build as well, any ideas why it crashes?

I built the project with Visual Studio 2013.
I've encountered the same problem yesterday too.
Can't give you the console log atm (i'm at work), but it was something like this:

Can't find Font A!
Can't find Font B!
.. till Font D
...
IOFileNotFoundException
...

But i had this on my laptop and started it there the first time. Had no time to check it at my desktop pc though.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

TheBuG

  • Contributors
  • Creator of Worlds
  • *****
  • Posts: 469
    • View Profile
Re: Neo - A WoW Development Suite
« Reply #158 on: February 24, 2015, 11:07:38 am »
I was wondering, if somewhere down the line (like, way down) it would be possible to have a feature like height/slope based texturing? This could allow us to easily create the concept for zones, while adding the details later.

As example, paint snow inside the cursor radius but only above a certain height. Or a rock texture on a slope of 30 to 90 degree instead of everywhere.

I suppose it's a bit of a lazy-ass feature, but it would allow us to quickly create a rather large zone layout with only the detailed texture work remaining.

Besides that, I love the progress you're making and it looks incredibly amazing!
« Last Edit: February 25, 2015, 10:23:43 am by Admin »

Skarn

  • Contributors
  • Creator of Worlds
  • *****
  • Posts: 807
    • View Profile
    • http://skarn-project.net
Re: Neo - A WoW Development Suite
« Reply #159 on: February 24, 2015, 11:36:26 am »
TheBug, why not just use Photoshop for that?
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

TheBuG

  • Contributors
  • Creator of Worlds
  • *****
  • Posts: 469
    • View Profile
Re: Neo - A WoW Development Suite
« Reply #160 on: February 25, 2015, 10:29:40 am »
Quote from: "Skarn"
TheBug, why not just use Photoshop for that?

Is that an actual, serious question?

A. Photoshop is a bloody 2D/Image creator/editor. It doesn't allow me to paint texture X on height Y and only on slopes with a fall off of (for example) 20 to 30 degrees.

B. It's middleware, it is an unnecessary step which takes quite some time without being able to see immediate results, which would be possible in the editor.

C. It would require me to shape the terrain after the texture. That's not how it should work, nearly every developer first creates the shape (after numerous concepts on paper and work meetings), then a couple of texture layers and the larger game objects (WMOs). Then after the basics of intended gameplay (which in terms of NPCs is possible in the editor) are working they go into detail with terrain texturing and doodad placement.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Skarn

  • Contributors
  • Creator of Worlds
  • *****
  • Posts: 807
    • View Profile
    • http://skarn-project.net
Re: Neo - A WoW Development Suite
« Reply #161 on: February 26, 2015, 11:57:00 am »
Wow vanilla content is templated if you don't know. That means terrain was made after the alphamap.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Frawar

  • Registred Member
  • MS Paint Freak
  • *****
  • Posts: 4
    • View Profile
    • http://wow-rp.dracihnizdo.cz
Re: Neo - A WoW Development Suite
« Reply #162 on: February 28, 2015, 02:45:18 pm »
Why couldn’t it be done? What is different between the present practice:
- create the terrain and than texture it
or with what designed the TheBuG
- create the terrain and every change will automatically according to the parameters. Than you can just manually finished the details.
First painting the textures and than modelling the terrain is the old practice and it is not creative enough. Why to make a second Nogit (MS Paint), when you can create a Photoshop (Neo)? Who would not want this function can turn it off.
To create only a Blizzlike editor is a bad way. We need to gain the maximum.
Tomorrow I will probably send my vision of what Neo could do.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

TheBuG

  • Contributors
  • Creator of Worlds
  • *****
  • Posts: 469
    • View Profile
Re: Neo - A WoW Development Suite
« Reply #163 on: February 28, 2015, 03:00:34 pm »
Quote from: "Skarn"
Wow vanilla content is templated if you don't know. That means terrain was made after the alphamap.

The detailed work on the shape is done after the alphamap, but I'm not talking about the finishing touches. I'm talking about conceptualising. If you think Blizzard first did an entire "2D" alphamap before trying out gameplay then you're delusional. If you look at the Betas of the game, you'll see the overall shape and texturing was done before the templated textures.

And yes, we could potentionally use Photoshop for conceptualising as well. But it would simply work better if you could do it in the editor, rather than having to use other software for it.
« Last Edit: February 28, 2015, 04:15:57 pm by Admin »

Jøk3r

  • Contributors
  • Creator of Worlds
  • *****
  • Posts: 544
    • View Profile
Re: Neo - A WoW Development Suite
« Reply #164 on: February 28, 2015, 04:08:15 pm »
Take for example the development screenshot of Ararhi Basin. Ther you can see that the basic layout of the terain with some wmos was made and then the texturing.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
I don't like Noggit... I LOVE it :D
If you have any question about Noggit, feel free to contact me. I will give my best to help you (: