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Author Topic: Neo - A WoW Development Suite  (Read 99581 times)

iindigo

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Re: Neo - A WoW Development Suite
« Reply #135 on: February 19, 2015, 06:37:05 pm »
I think I've mentioned it in older threads, but I don't think it'd be a bad idea to abstract server interactions into a separate library, keeping core-specific code out of Neo while also making it easier to build applications that do server work.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Kaev

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Re: Neo - A WoW Development Suite
« Reply #136 on: February 19, 2015, 08:10:04 pm »
Quote from: "Valkryst"
Quote from: "Kaev"
Quote from: "Bravelad"
Will Neo support WMO editing to add doodads eventually? I.e., WMO Editor for 5.3+?
Afaik it isn't planned. Maybe someone is bored and will do this in the future.

Just taking a shot as how that would work right now...

    Let's assume there is a list of all the doodads that can be placed and the user selects one for placement.
    The doodad is brought into the world and is able to be moved on the XYZ axis, but without rotation as Trinity or any other core I've used doesn't support that AFAIK.
    After the user finishes placing the doodad and either deselects it or clicks a 'Finalize' button, a query would be built and added to a queue of queries.
    When the user saves, the queue of queries will, depending on the editor settings, be saved to an SQL file or sent directly to the database.

The only tough things, assuming that you can easily implement the placement and that, would be to get the table schema for every database setup within the program to allow for the queries to be built and/or sent to the database.

Then you'd also need to keep up support for the different cores databases whenever they change, so maybe having the schema loaded from a delimited text file could work. You'd just have a folder with a number of text files with different schema supporting a number of cores and their databases, or just have one file with all of them.

I'd be up for helping with that if I knew more than the absolute basics of C#, but too bad I guess. =P
Uhm, do you talk about gameobjects? That's something that we plan to implement and i already started with that. He spoke about editing WMOs, like with the WMO editor for 3.3.5 that Cromon released (afaik it was Cromon, sorry if not).
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Supora

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Re: Neo - A WoW Development Suite
« Reply #137 on: February 19, 2015, 10:17:00 pm »
Quote from: "Cromon"
you can find a log file with the same content as the console/log tab in LogsLog.txt

Ive downgraded all shaders to shader model 4.0, this is the last thing i can do to lower the requirements, maybe it works now.

Now got this:
Code: [Select]
23:09:02 Program.cs:15 - Debug: SharpDX.SharpDXException: HRESULT: [0x80070057], Module: [General], ApiCode: [E_INVALIDARG/Invalid Arguments], Message: Параметр задан неверно.

   в SharpDX.Result.CheckError()
   в SharpDX.Direct3D11.Device.CreatePixelShader(IntPtr shaderBytecodeRef, PointerSize bytecodeLength, ClassLinkage classLinkageRef, PixelShader pixelShaderOut)
   в SharpDX.Direct3D11.PixelShader..ctor(Device device, Byte[] shaderBytecode, ClassLinkage linkage)
   в WoWEditor6.Graphics.ShaderProgram.SetPixelShader(Byte[] code) в c:Program Files (x86)JenkinsjobsNeo - WoWEditorworkspaceWoWEditor6GraphicsShaderProgram.cs:строка 148
   в WoWEditor6.Scene.Models.M2.M2PortraitRenderer.Initialize(GxContext context) в c:Program Files (x86)JenkinsjobsNeo - WoWEditorworkspaceWoWEditor6SceneModelsM2M2PortraitRenderer.cs:строка 138
   в WoWEditor6.Scene.WorldFrame.Initialize(RenderControl window, GxContext context) в c:Program Files (x86)JenkinsjobsNeo - WoWEditorworkspaceWoWEditor6SceneWorldFrame.cs:строка 143
   в WoWEditor6.Program.Main() в c:Program Files (x86)JenkinsjobsNeo - WoWEditorworkspaceWoWEditor6Program.cs:строка 23
But thnx for trying to solve the problem
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akspa420

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Re: Neo - A WoW Development Suite
« Reply #138 on: February 19, 2015, 11:29:05 pm »
I'm waiting on a global light option to be added, to take an in-depth look at LevelDesignLand-DevOnly without having to hack together a 'working' client. As it stands right now, the map loads, wmo's and M2's, but there's no/very little light data (just whatever spills out from WMO's) to be able to see the terrain.

I'm not a programmer, but have been familiarizing myself with the code, to try and comprehend it. At least now we have a current-generation map viewer, with lots of work going into reversing the current engine changes. The work that Relaxok has done on his own MMOSDK has now helped to get him on board this project - it's the melding of a bunch of talented people into a single, great application.
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Bravelad

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Re: Neo - A WoW Development Suite
« Reply #139 on: February 20, 2015, 08:11:23 am »
Quote from: "iindigo"
I think I've mentioned it in older threads, but I don't think it'd be a bad idea to abstract server interactions into a separate library, keeping core-specific code out of Neo while also making it easier to build applications that do server work.

An interactive GUI for the SQL output is one possible solution. Table name(s) as applicable; e.g., create entry in `gameobject_template` for entry x while table `gameobject` receives the XYZ coordinates and etc for the query/queries. I'm only familiar with TrinityCore though.

Quote from: "akspa420"
I'm waiting on a global light option to be added, to take an in-depth look at LevelDesignLand-DevOnly without having to hack together a 'working' client. As it stands right now, the map loads, wmo's and M2's, but there's no/very little light data (just whatever spills out from WMO's) to be able to see the terrain.

Lighting is controlled by DBCs in the client. You can always add entries and settings for the map by hand.

For MOP and WOD: http://www.wowdev.wiki/index.php ... htData.dbc
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Kaev

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Re: Neo - A WoW Development Suite
« Reply #140 on: February 20, 2015, 08:19:53 am »
Quote from: "Bravelad"
Quote from: "iindigo"
I think I've mentioned it in older threads, but I don't think it'd be a bad idea to abstract server interactions into a separate library, keeping core-specific code out of Neo while also making it easier to build applications that do server work.

An interactive GUI for the SQL output is one possible solution. Table name(s) as applicable; e.g., create entry in `gameobject_template` for entry x while table `gameobject` receives the XYZ coordinates and etc for the query/queries. I'm only familiar with TrinityCore though.
I've planned it like that: You enter your MySQL connection data and choose your core. After you've done that and everything loaded succesfully (for example, it will load everything from creature, creature_template, gameobject and gameobject_template in TrinityCore), you have a list of your available creatures and gameobjects in Neo.
If you now choose the server-tool or whatever we'll call it, you can place NPCs and gameobjects, move them etc.
Neo automatically will execute the needed SQL stuff to your database, that means if you place a gameobject in Neo, it will send the data to your database and you can see the placed gameobject, after you have started/restarted your server. That means you don't even need to execute any SQL stuff by yourself. :)
Ofcouse you can edit the creature_template/gameobject_template data too.
The UI of the creature editor is kinda finished, but i'm not sure if i want to keep it as it is now.
I can deliver a screenshot when i'm at home again, if you want. I tried to copy WoWEdit a bit.. :P
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Bravelad

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Re: Neo - A WoW Development Suite
« Reply #141 on: February 21, 2015, 12:05:04 am »
Quote from: "Kaev"
I've planned it like that: You enter your MySQL connection data and choose your core. After you've done that and everything loaded succesfully (for example, it will load everything from creature, creature_template, gameobject and gameobject_template in TrinityCore), you have a list of your available creatures and gameobjects in Neo.

That sounds awesome! So if we have a gameobject patch on our server it will read GameObjectDisplayInfo.DBC from the client directory (for WOD) and select `gameobject_template` from the database. Then I can use gameobjects from the patch to build too. This would essentially remove the need for a WMO Editor and the 3D rotation would be a fantastic (and interactive) bonus. This is a perfect alternative, thanks so much and good luck with Neo. :)

The only down side I can think of is for users without database access for other servers which is why I was hoping for a WMO Editor feature, but this is no big deal.
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Kaev

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Re: Neo - A WoW Development Suite
« Reply #142 on: February 21, 2015, 12:15:16 am »
Quote from: "Bravelad"
Quote from: "Kaev"
I've planned it like that: You enter your MySQL connection data and choose your core. After you've done that and everything loaded succesfully (for example, it will load everything from creature, creature_template, gameobject and gameobject_template in TrinityCore), you have a list of your available creatures and gameobjects in Neo.

That sounds awesome! So if we have a gameobject patch on our server it will read GameObjectDisplayInfo.DBC from the client directory (for WOD) and select `gameobject_template` from the database. Then I can use gameobjects from the patch to build too. This would essentially remove the need for a WMO Editor and the 3D rotation would be a fantastic (and interactive) bonus. This is a perfect alternative, thanks so much and good luck with Neo. :)

The only down side I can think of is for users without database access for other servers which is why I was hoping for a WMO Editor feature, but this is no big deal.
No database access? Create a local server - Voila. :)
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Bravelad

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Re: Neo - A WoW Development Suite
« Reply #143 on: February 21, 2015, 12:19:04 am »
True! Best of luck once again!!
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tom234

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Re: Neo - A WoW Development Suite
« Reply #144 on: February 21, 2015, 04:51:57 am »
So I will need to be able to access my servers database to use Neo?
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geeicht

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Re: Neo - A WoW Development Suite
« Reply #145 on: February 21, 2015, 06:49:04 am »
Amazing, im speechless.
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Skarn

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Re: Neo - A WoW Development Suite
« Reply #146 on: February 21, 2015, 07:32:30 am »
Quote from: "tom234"
So I will need to be able to access my servers database to use Neo?
I assume only for using its serverside features.
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Kaev

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Re: Neo - A WoW Development Suite
« Reply #147 on: February 21, 2015, 10:11:33 am »
Quote from: "Skarn"
Quote from: "tom234"
So I will need to be able to access my servers database to use Neo?
I assume only for using its serverside features.
^this
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Cromon

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Re: Neo - A WoW Development Suite
« Reply #148 on: February 22, 2015, 12:54:04 am »
LIttle update what we are currently working on:

Steff is working on the UI layout. There are already are first designs and implementations and it looks very comfortable, it will also support those drawing tablets.

tripleslash implements more details on the rendering pipeline as well as some in world text rendering for selected models etc.

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:



When you are done its imported:


And yes, the image was this blurry before, i had to scale it up to 512x256 to be power of two for the tileset texture type. These types btw decide the format used (dxt1, dxt3, dxt5) and if mipmaps will be generated or not.
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Amaroth

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Re: Neo - A WoW Development Suite
« Reply #149 on: February 22, 2015, 10:23:49 am »
That actually looks very, very well. You guys keep surprising me how quickly you can get so many things done. I just wish I had time and experience to help you, I'm quite like "omfg, and what will I do?" :D.
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