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Author Topic: [RELEASE] Latest Version: SDL 1.3  (Read 52086 times)

Dracbane

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Re: [RELEASE] Latest Version: SDL 1.3
« Reply #60 on: November 08, 2013, 03:05:32 am »
I have not taken them into 010 editor if that is what you mean.
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Rangorn

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Re: [RELEASE] Latest Version: SDL 1.3
« Reply #61 on: November 09, 2013, 01:05:14 pm »
Hey, everyone

I have just a little request.

I'm actually doing Model changing and other stuff on a Cataclysm 4.3.4, I use Noggit and Mjollna's ADT Converter
Yeah sometimes it crash, but sometimes it work
So this isn't my request.

My request is about the MCRF chunk,
When noggit saves ADT, sometimes some MCRF chunk are broken, with cataclysm, if a chunk doesn't have a MCRF chunk, there is no collision inside the chunk.

So, it's possible to fix it with Noggit, or with another tool ?

Thanks,
(Ps : Sorry, English is not my first language ^^)
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phucko1

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Re: [RELEASE] Latest Version: SDL 1.3
« Reply #62 on: November 09, 2013, 05:48:02 pm »
010Editor :) The hexeditor can do all modding, you can even use it to make your worlds but it takes time :)
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Rangorn

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Re: [RELEASE] Latest Version: SDL 1.3
« Reply #63 on: November 09, 2013, 06:05:31 pm »
Yeah i know it ^^

My method is placing a wmo under each chunk (Orc burrow)
Open 010 editor adt template, and switch WMO value by my WMO.

But this method kinda suck xD
You had to do this every time you save your ADT
With 1-2 Wmo there is no problem, but with 50 large wmo, it's very very long :/
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Hanfer

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Re: [RELEASE] Latest Version: SDL 1.3
« Reply #64 on: November 13, 2013, 09:00:54 pm »
Quote from: "Rangorn"
Hey, everyone

I have just a little request.

I'm actually doing Model changing and other stuff on a Cataclysm 4.3.4, I use Noggit and Mjollna's ADT Converter
Yeah sometimes it crash, but sometimes it work
So this isn't my request.

My request is about the MCRF chunk,
When noggit saves ADT, sometimes some MCRF chunk are broken, with cataclysm, if a chunk doesn't have a MCRF chunk, there is no collision inside the chunk.

So, it's possible to fix it with Noggit, or with another tool ?

Thanks,
(Ps : Sorry, English is not my first language ^^)
if mcrf is broken collision is also broken in 3.3.5a,,,,,,thats what that chunk does...
however: i worked on mcrf/uid/collision problems last days.....just grab the latest unstable version and give it a try.
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Rangorn

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Re: [RELEASE] Latest Version: SDL 1.3
« Reply #65 on: November 13, 2013, 10:12:20 pm »
I have forgot to say something important
There is no problem with m2, only problem with wmo collision

I will try the unstable version, thank you !


Edit : The unstable version work perfeclty ! Many thanks Hanfer :D
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Elinora

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Re: [RELEASE] Latest Version: SDL 1.3
« Reply #66 on: November 14, 2013, 01:33:00 am »
I am not sure if it's fixed yet, but can you make it possible for the user to edit each terrain polygon individually without glitches.

I use the 1.2 NoggIt at the moment (my computer is god awful but updating soon) I've had this bug where, if I raise/lower 1 polygon on the map, the in-game render turns it into a spike or a hole.

This makes it difficult to create complex terrains (which I love playing around with).


If it's not fixed, (assuming you knew about it) is there something preventing you from doing so?


regards, Elinora.
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Jøk3r

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Re: [RELEASE] Latest Version: SDL 1.3
« Reply #67 on: November 14, 2013, 05:49:20 am »
In SDL 1.3 they worked on the rendering and made it "wow like".
As far as i kniw this should not apear in 1.3.
« 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 (:

Hanfer

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Re: [RELEASE] Latest Version: SDL 1.3
« Reply #68 on: November 14, 2013, 05:58:49 am »
Quote from: "Elinora"
I am not sure if it's fixed yet, but can you make it possible for the user to edit each terrain polygon individually without glitches.

I use the 1.2 NoggIt at the moment (my computer is god awful but updating soon) I've had this bug where, if I raise/lower 1 polygon on the map, the in-game render turns it into a spike or a hole.

This makes it difficult to create complex terrains (which I love playing around with).


If it's not fixed, (assuming you knew about it) is there something preventing you from doing so?


regards, Elinora.
WoW uses triangle fan to render the polygons
in 1.2 triangle lists were used which means that the same vertices formed to different polygons in noggit and ingame.
in 1.3 we changed the rendering to fans. now such problems should not appear.

so u should be fine with 1.3 but u may want to test unstable or wait for 1.3.1 since we already fixed a lot of other things there

edit: just had to lol a bit.....was clicking your "check my ACTIVE blog" link...one post there :D
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Elinora

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Re: [RELEASE] Latest Version: SDL 1.3
« Reply #69 on: November 14, 2013, 10:13:25 am »
Quote from: "Hanfer"
Quote from: "Elinora"
I am not sure if it's fixed yet, but can you make it possible for the user to edit each terrain polygon individually without glitches.

I use the 1.2 NoggIt at the moment (my computer is god awful but updating soon) I've had this bug where, if I raise/lower 1 polygon on the map, the in-game render turns it into a spike or a hole.

This makes it difficult to create complex terrains (which I love playing around with).


If it's not fixed, (assuming you knew about it) is there something preventing you from doing so?


regards, Elinora.
WoW uses triangle fan to render the polygons
in 1.2 triangle lists were used which means that the same vertices formed to different polygons in noggit and ingame.
in 1.3 we changed the rendering to fans. now such problems should not appear.

so u should be fine with 1.3 but u may want to test unstable or wait for 1.3.1 since we already fixed a lot of other things there

edit: just had to lol a bit.....was clicking your "check my ACTIVE blog" link...one post there :D
''


Pff! I started the blog last night!
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Currently studying Game Design at Copenhagen University. I also have a big project going on, sadly I have no portfolio of it (yet).

Hanfer

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Re: [RELEASE] Latest Version: SDL 1.3
« Reply #70 on: November 14, 2013, 01:58:29 pm »
Quote from: "Elinora"
Pff! I started the blog last night!
yeah i know but i was like "Yay! a new blog filled shitloads of neat things!" - then yeah...
however i gonna follow it for sure.
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Elinora

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Re: [RELEASE] Latest Version: SDL 1.3
« Reply #71 on: November 14, 2013, 02:30:20 pm »
Quote from: "Hanfer"
Quote from: "Elinora"
Pff! I started the blog last night!
yeah i know but i was like "Yay! a new blog filled shitloads of neat things!" - then yeah...
however i gonna follow it for sure.

Yeah I also started digitalizing the concepts last night, going to try and post every day or every second day :) And when I get my new computer i'll be starting up noggit etc.
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Currently studying Game Design at Copenhagen University. I also have a big project going on, sadly I have no portfolio of it (yet).

axel0099

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Re: [RELEASE] Latest Version: SDL 1.3
« Reply #72 on: November 14, 2013, 04:04:05 pm »
:)
that messages made me happy again ppl.
well done.
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Elinora

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Re: [RELEASE] Latest Version: SDL 1.3
« Reply #73 on: November 14, 2013, 07:09:39 pm »
Oh and it doesn't seem to work with windows 8.
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Currently studying Game Design at Copenhagen University. I also have a big project going on, sadly I have no portfolio of it (yet).

fearless_wind

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Re: [RELEASE] Latest Version: SDL 1.3
« Reply #74 on: November 14, 2013, 07:43:49 pm »
Works for me. Elinora, if you want I can help you installing it with teamviewer.
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