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Author Topic: Noggit3 SDL  (Read 12031 times)

Steff

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Noggit3 SDL
« on: February 02, 2012, 02:02:02 pm »
I have started to create a last version of the SDL noggit3.

I think it will take some time to get QT version in a state we can use it productiv. So I add all stuff I am missing in the SLD source to release it.
After this I will start again with QT coding.

I will update this list:

Basic stuff.

- Fix ESC bug. You can now exit a map again to main menu.
- Discard the unused icons from Toolbar.
- FIx Server cords. Displayed in wrong order.
- Circle tuning :) Hase now a heigher resolution and is only one line. So you can use it also if it is very smale.
- Add selected Model to Import.txt. This add the current selected modelpath to the bottom of the  imports.txt file
- Add ULR to modcraft in Help menu.
- Add again the shortcuts to add last WMO ( ALT + v ) or last M2 ( Shift + v ) from Modelviewer. Its the same function as located in the menu but over shortcuts. Make it faster and was wished form some guys.


http://imagr.eu/up/4f2a78538e4988_01.jpg

Add Texture Swapper

1. Activate texture mode.
2. Click on new Texture swapper button in settings window.
3. New Window open up.
4. Select the Texture you want to swap in toolbar. (U can also use texture picker for this)
5. Press Button set source
6. Set the new texture you want and just Shift paint on the chunks you want to swap.
Alternativ you can just press the swap ADT button to swap all chunks on the adts.

[youtube:yynbppp0]http://www.youtube.com/watch?v=Fqlw4BXs29E[/youtube:yynbppp0]

Save current position to ports.txt.

This creates a file ports.txt inside the noggit folder if it do not exist and add every time you press the g key an entry for your current locations. This entry includes a trinity and a ArcEmu port command. (arcemu must get tested)

File with 2 port entry´s

Code: [Select]
Map: Brennende Steppe: Schreckensfels on ADT 37 46

Trinity:
.go -7980.23 -2735.4 231.522 0

ArcEmu:
.worldport 0 -7980.23 -2735.4 231.522


Map: Meberian on ADT 17 28

Trinity:
.go 1648.88 7499.56 19.9097 651

ArcEmu:
.worldport 651 1648.88 7499.56 19.9097

Mark ADTs from disc in minimap.

ADTs that are located in your project path get now marked in a light orange on the map. This way you find your modded ADTs much easier.


http://imagr.eu/up/4f2dc3388b1173_onDisc.jpg

ESC warning.

If you press now ESC if you have loaded a map, a warning will ask U if you really want to exit. This way you lost no work by pressing ESC not wanted.


http://imagr.eu/up/4f2dd23a563be2_ExitWarning.jpg

Add own window for helper models.

Move the helper models out of the menu to a new window. Give more space in the menu and focus to the important stuff.


http://imagr.eu/up/4f2e729b2391a4_HelperModels.jpg

Copy size and rotation option.

You can now toggle the option "Copy size and rotation" in the edit menu.
If it is activated, what is the standard stat, then the size and rotation for M2s and the rotation for WMOs get copied from the source model.


http://imagr.eu/up/4f30a68b5f7476_SizeAndRot.jpg

Import from Import.txt with selection window.

If you select the menu point to import a model from Import.txt, a scroll pan open now up that shows all models from the file. You must select a chunk and can then add a model you want with a click in the list.


http://imagr.eu/up/4f344f48099a08_ModeImport.jpg
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
Please mark as solved if solved.
Don't ask if you could ask a question... JUST ask the Question.
You can send me also offline messages. I will answer if I get online.
Skype: project.modcraft
Discord: steff#6954

Zim4ik

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Re: Noggit3 SDL
« Reply #1 on: February 02, 2012, 02:07:19 pm »
Omg, so awesome!)
Only one word... When?)
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

TheBuG

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Re: Noggit3 SDL
« Reply #2 on: February 02, 2012, 03:03:43 pm »
Very nice Steff, it has some really nice additions. But if I may ask, you used CTRL + v as hotkey for the last m2 from WMV, however that conflicts with the copy pasting of already existing models doesn't it? (Being CTRL + C to copy and CTRL + V to paste).
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Steff

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Re: Noggit3 SDL
« Reply #3 on: February 02, 2012, 03:51:07 pm »
Nope :) No I use Shift + v for this ctrl + v is still paste.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
Please mark as solved if solved.
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You can send me also offline messages. I will answer if I get online.
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TheBuG

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Re: Noggit3 SDL
« Reply #4 on: February 02, 2012, 04:04:05 pm »
Quote from: "Steff"
Nope :) No I use Shift + v for this ctrl + v is still paste.

Oh right :( :p
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Nevoras

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Re: Noggit3 SDL
« Reply #5 on: February 02, 2012, 07:09:13 pm »
woow cool stuff i really need this nice work *-*
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Jøk3r

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Re: Noggit3 SDL
« Reply #6 on: February 02, 2012, 08:17:35 pm »
It sounds/look amazing *__*
Can't wait to test it (:
Realy good work! : D
« 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 (:

frezer748

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Re: Noggit3 SDL
« Reply #7 on: February 04, 2012, 03:33:26 pm »
Did you fix in the current version you work on, the water problem? so that it never will be deleted? ;P or do i overread it?
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

glararan

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Re: Noggit3 SDL
« Reply #8 on: February 04, 2012, 04:31:25 pm »
I think Steff dont fix it. It's hard to save MH2O :D and all of allwater implement old water to ADT so it's bad..Schlumf written allwater with MH2O but he told me here isn't.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Steff

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Re: Noggit3 SDL
« Reply #9 on: February 05, 2012, 12:47:49 am »
ADTs that are located in your project path get now marked in a light orange on the map. This way you find your modded ADTs much easier.


http://imagr.eu/up/4f2dc3388b1173_onDisc.jpg
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
Please mark as solved if solved.
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Steff

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Re: Noggit3 SDL
« Reply #10 on: February 05, 2012, 01:52:54 am »
If you press now ESC if you have loaded a map, a warning will ask U if you really want to exit. This way you lost no work by pressing ESC not wanted.


http://imagr.eu/up/4f2dd23a563be2_ExitWarning.jpg
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
Please mark as solved if solved.
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You can send me also offline messages. I will answer if I get online.
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Zim4ik

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Re: Noggit3 SDL
« Reply #11 on: February 05, 2012, 09:43:59 am »
You heared my voice!
Hallelujah!!! :lol:
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Steff

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Re: Noggit3 SDL
« Reply #12 on: February 05, 2012, 09:58:14 am »
I always here what the users say :) But sometimes time is to less. And this here have a great advantage. I can code without having any other coder or future releases in mind.
All this stuff will also flow into the QT version. But i need a good noggit now to work on Maruum.
I have to fix many ADTs and integrate them into the Map.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
Please mark as solved if solved.
Don't ask if you could ask a question... JUST ask the Question.
You can send me also offline messages. I will answer if I get online.
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Zim4ik

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Re: Noggit3 SDL
« Reply #13 on: February 05, 2012, 10:38:27 am »
sdl version is not bad to.)
I can't wait to see release version of this sdl)))
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Steff

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Re: Noggit3 SDL
« Reply #14 on: February 05, 2012, 01:15:58 pm »
Move the helper models out of the menu to a new window. Give more space in the menu and focus to the important stuff.


http://imagr.eu/up/4f2e729b2391a4_HelperModels.jpg
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
Please mark as solved if solved.
Don't ask if you could ask a question... JUST ask the Question.
You can send me also offline messages. I will answer if I get online.
Skype: project.modcraft
Discord: steff#6954