Modcraft - The community dedicated to quality WoW modding!
Projects => Development and Presentation => Topic started by: Cromon on February 26, 2012, 07:32:01 pm
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Good news everyone
After a long struggle on YiasDX with unstable and improper code i decided two weeks ago that i will start all over again with a clean and well organized base of code which will allow a better and more flexible way of extensibility in the future. And besides that the new product aims to provide you an All-In-One solution for all your needs. You no longer need to use a dozen of programs to change all that you wanna change like DBC files, terrain files or light parameters you do that all in the same application with editors specialized for that specific task.
During the last two weekends a lot of code already evolved (around 3500 lines) and the most basic features are now implemented. Of course a lot of things that are implemented are though still WIP and not finished (like captions in windows, placements of menus, ...). With this post id like to give you a first preview of the features and the possibility to intervene if you think something is going in a wrong direction (or of course confirmation if its what you absolutely wanna have ;)).
Well, talked enough, here is a playlist where all the videos concerning SharpWoW will end up:
SharpWoW - YouTube (http://www.youtube.com/playlist?list=PL6102480E5638C86A&feature=mh_lolz)
Greetings
Cromon
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Welcome on modcraft!
Really good job! Light stuff is amazing. :D
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Hello :)
Nice to see you post here about your work. It looks very promising and I think lots of people here are looking forward to testing it when it's available.
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Yes also from me a big welcome :)
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its rly nice....but it bad when you dont work on noggit :/
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Just as I said on your last vid, I really look forward to test it ;)
welcome to modcraft from me as well :)
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woah, really nice
I advise you to implement:
*Double Brush radius, ExternalInternal:
(http://imagr.eu/up/4f4ae7b3b2d548_Brush.png)
(http://imagr.eu/up/4f4af7bcbbabb6_brush3.png)
full: http://imagr.eu/up/4f4af7bcbbabb6_brush3.png (http://imagr.eu/up/4f4af7bcbbabb6_brush3.png" onclick="window.open(this.href);return false;)
*Sprite function:
(http://imagr.eu/up/4f4ae873885630_sprite.png)
Sprite settings:
(http://imagr.eu/up/4f4aead6843e10_particles2.png)
it bad when you dont work on noggit :/
noggit uncomfortable to HQ texturing Therefore, some are looking for alternative WE
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also,(to Cromon) It would be cool to see a similar interface in your WE (http://media.mmo-champion.com/images/news/2011/october/art89.jpg)
full
http://media.mmo-champion.com/images/ne ... /art89.jpg (http://media.mmo-champion.com/images/news/2011/october/art89.jpg" onclick="window.open(this.href);return false;)
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Oh what I'd give for WowEdit and their texturing tool... *Dreams to infinity*
Oh well, back on topic. SharpWoW looks epic indeed, as I've already said. Keep up the good work ^^
Thanks
Keta
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@Vel: Cool stuff, ill implement that!
And to all: Thanks for welcoming me :)
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I envy people who can take an incredibly complicated request, and just go "Good idea, Ill make that". Like its something you do every day u_u
xD
Thanks
Keta
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It's looking really promising Cromon! (And welcome to modcraft btw!)
I'm really, really looking forward to this as it's shown quite some interesting features already :).
And just a small request, seeing we're doing those anyway. It's not anything special and it shouldn't have any high priority but it would be a nice extra.
Could you make it possible to, let's say, if we have an object (either WMO or M2) selected to easily swap the textures on the object and save it as a seperate object (So it doesn't overwrite every of the same model in the entire world). Sometimes it's nice to just have another color roof for buildings for example, but to do that we first have to open up the model in a hex editor, change the treepath of the texture and then rename the model (and possible a lot of the sub WMO things if you have a large WMO) before we can use it without changing it everywhere.
It's not really related to terrain editing, but I'd say it is sometimes quite handy for worldbuilding in general.
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I agree with TheBug. Though I'd probably recommend putting this on the ToDo list for plugins, so it can be added as a plugin later, if possible ofc. Would be awesome.
Thanks
Keta
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For all who have suggestions and stuff you can have a look at the code here:
http://code.google.com/p/sharpwow/ (http://code.google.com/p/sharpwow/" onclick="window.open(this.href);return false;)
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Cool i will have a look :)
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duh nice will have one later
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I have strange effects here :) The models move not the same as the ground. They wigel around a little. Will try to change the gfx settings and see if it have to do with them.
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Loading speed is amazing :)
Alpha will follow i think?
Have you a list if there are some keys?
Like sizing the brush?
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What do you mean with alpha? Currently alpha is supported for all maps except northend ones, that algo is still missing, forgot that :D.
The keys are not fixed yet because the changing stuff is still in development, but for now you c an change the radius with the r key (and t (or R) to lower i guess). There is no GUI for that yet.
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(http://is.gd/AtjRPd)
http://is.gd/AtjRPd
It´s Elvynn :)
Many other maps seams to work fine. Only the move/ground move problem is wired.
Next would be nice (keys are ok :) )
- Move speed
- Edit speed for all tools. Its to fast :)
Can i turn off the lines?
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ah, its not the latest version, you got an experimental one. I disabled alpha test there. Its on again ;). Same for the unsynchronized movement of models and terrain :D
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I can't use it. It says I have to install Microsoft® .NET Framework® 4.5 Developer Preview - Web Installer but i can't install this on my op ._.
What should i do now?
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Shouldnt be necessary anymore, the latest csproj targets framework 4.0! It does not need 4.5 to run, that was a default from VS11 :D
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But i have no regristrated Visuial Studio so i wanted to use the binreleaseSharpWoW.exe |:
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Umm, well, i didnt update that one because it will use to much space over time. Visual C# Express is free, just to say.
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Ok, will try this, thanks Cromon! (:
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But so far, here you go:
http://www.file-upload.net/download-415 ... W.exe.html (http://www.file-upload.net/download-4155272/SharpWoW.exe.html" onclick="window.open(this.href);return false;)
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Is there a compiled binary anywhere? I'd like to see if I can get it running under WINE.
i gave it a fast try an hour ago and had no success with mono
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oh, i find a great bug - in wowsharp is missing shadows :G (On the Ground - Rocks e.t.c)
for example shadows ingame:
(http://imagr.eu/up/4f4dc2a86728f3_example.png)
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I've tried it and I'm quite impressed that it runs as smooth as it does with the amount of m2s most of Blizzard's areas have.
It detects custom MPQs, which is really great! However, when I tried to open my custom map it gives and error, which I think is because it doesn't have a heightmap.
And I had another small request. I don't know where Sharpwow opens it's ADT's etc. from. But could you make it possible for it to have multiple project folders? I personally work on several projects at a time, but I like to keep them seperated (so I don't get certain files mixed up). Currently I've got to change Noggit's config every time I want to work on another project, but it'd be nice if SharpWoW had a feature to have several project folders at the same time, while keeping everything seperated.
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I think i try to load the WDL to render the colored map behind the adt selector. We had this problem also in noggit. Just dont load the WDL if it dont exist Cromon.
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@Cromon
Could you please make a config file to set the path of our WoW-folder by our self?
but I think I have to wait for requests until weekend ;)
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As some of you may have noticed development was stuck for the past few months. This is due to the fact that my job at the armed forces used more time than expected! But now things are back to normal and development is up again!
Latest changes from the past two or three days:
Texturing:
http://www.youtube.com/watch?v=K7vRvWBzcJ0 (http://www.youtube.com/watch?v=K7vRvWBzcJ0" onclick="window.open(this.href);return false;)
Models:
http://www.youtube.com/watch?v=5oqBLzWvhQ8 (http://www.youtube.com/watch?v=5oqBLzWvhQ8" onclick="window.open(this.href);return false;)
Lot of small changes to improve the look and feel of the editor!
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Videos look really cool, that's great you continue on this project :)
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I like to way to print... but is there no search function for objects?
And can your projekt saves also the (forgott the name...) saves the shadows of mountains for far distances?
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That picture vel, looks pretty much like how I texture atm xD except the detail where the tool (noggit) doesn't look half as great :D
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Here are again some updates visible:
https://www.youtube.com/watch?v=nP5gUSFqyv4 (https://www.youtube.com/watch?v=nP5gUSFqyv4" onclick="window.open(this.href);return false;)
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hey crommon why the debug release not work, how i compile the sharpwow me ?
Net Framework: What Version?
DiredctX: What Version ?
What more?
:shock:
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.net4
http://slimdx.org/download.php (http://slimdx.org/download.php" onclick="window.open(this.href);return false;)
x86 for .net4
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the programs crash after i load a adt TT
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Any error code?
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What is the latest download link of this program please ? ^^
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Very awesome progress!
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the program works correctly but i need to install :net Framework 4.5 from dreamspark of microsoft, i have a premium account for free xD, mi high school is paying for me xD. But have a lot of bugs and don't spawn objects for me.
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Any way to save My edit's and have them ingame is there an key blind to save?
and another question its work similar to noggit?
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Any way to save My edit's and have them ingame is there an key blind to save?
and another question its work similar to noggit?
yes it's very similar but you have a another function very very useful if you have a TrinityCore database or an Arcemu database you can spawn your creatures in game when you edit the terrain
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my question is how i put my MysqlConnectionExample into Trinity cause a comented line coments that need more code that i don't know how to program it
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an clue how to save my edits?
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yeah ? how i can save Adts ?
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It's a beta release, so I guess you can't. But I haven't used it much, so search properly for save button :)
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As far i know its not don. Save for light stuff works but not DBC.
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Apologies for necroing this thread a bit. Just to clarify; is there any way to save changes you make? I'm specifically interested in changing the lighting.
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Apologies for necroing this thread a bit. Just to clarify; is there any way to save changes you make? I'm specifically interested in changing the lighting.
Yes there is though I couldn't explain anything cuz I don't use that program. I find manual editing to be more my element. You should look into Light.dbc and LightIntBand.dbc sometime. Huge learning curve, but then it's like riding a bike.
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Hmm, I can't find any working save function at all. Can anyone enlighten me?
I'd like to learn LightInt Milly, but I just don't have the time to delve into it!
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Is there a link to download or a repository to compile ?
I have a repo from aug 2012 if I`m not mistaken. From what stage is that one ?
And I couldn't compile because of some MySQLconnector.cs