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Author Topic:  [RELEASE] [BETA] Noggit SDL 1.4  (Read 39311 times)

axel0099

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Re:  [RELEASE] [BETA] Noggit SDL 1.4
« Reply #60 on: February 13, 2015, 10:35:44 pm »
man if you can't afford a few gigabytes than you can better stop wowmodding,
Take this advice into a count, and stop contacting people about useless things.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Vayne

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Re:  [RELEASE] [BETA] Noggit SDL 1.4
« Reply #61 on: February 13, 2015, 11:55:24 pm »
I can afford a lot of space for MY modding, don't worry. But I mainly do that for a server, for a community, for people who, THEM, can't afford all that space.

Beside, it seems kinda logic, for me, to save space if I can, which was just my original question. Nothing more, nothing less.

Anyway, "thanks" again for the responses and that special and very, very warm welcome. A very impressive and friendly one, really.

Now going back to my hills, simply watching the mighty men you guys are.
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Petisoo

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Re:  [RELEASE] [BETA] Noggit SDL 1.4
« Reply #62 on: February 14, 2015, 12:02:22 am »
Quote from: "axel0099"
man if you can't afford a few gigabytes than you can better stop wowmodding,
Take this advice into a count, and stop contacting people about useless things.

He asked for help, if u don't know how to solve it, just don't post that kind of things.

ENGLISH IS NOT MY MAIN, SORRY.

Btw, the only way that I know to solve this problem is:

Right ADT is yours, left is the one that you don't want.

[attachment=3:kw1ykybs]image1.jpg[/attachment:kw1ykybs]

First, look at the white lines over left adt, that means that the tree is in both adts.

then, you need to delete that tree because if u use only right adt in your patch, that results in a duplication.

[attachment=2:kw1ykybs]image2.jpg[/attachment:kw1ykybs]

at last, delete all the m2s and wmos that are over both, three, four, etc, adts. Don't worry, this wouldn't delete the gob at all. (USE THE WHITE LINES TO RECOGNIZE THEM)

The only problem of doing that is this:
[attachment=1:kw1ykybs]image3.jpg[/attachment:kw1ykybs]
[attachment=0:kw1ykybs]image4.jpg[/attachment:kw1ykybs]

M2s will be invisible in certain angles, but is a tiny error compare to a duplication, don't worry. (ONLY M2s!!!!!!!!!!)

EDIT: DO THIS IN THE LAST EDITING, WHEN YOU'RE ABOUT TO RELEASE YOUR MAP.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Skarn

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Re:  [RELEASE] [BETA] Noggit SDL 1.4
« Reply #63 on: February 14, 2015, 07:57:59 am »
Stop posting this crap in the thread teaching people wrong things about the editor usage. Any editor NOT JUST SAVES EXTRA ADTs it also writes the actual data to them. It solves a lot more problems than duplication. If you want to edit the world you should be able to handle such sizes of data. If you are not, then give up on this idea.
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mathias234

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Re:  [RELEASE] [BETA] Noggit SDL 1.4
« Reply #64 on: February 17, 2015, 11:57:41 am »
Something i wish noggit had was a future that let you make a map from the beginning without all these other applications
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larrylaffer

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Re:  [RELEASE] [BETA] Noggit SDL 1.4
« Reply #65 on: February 19, 2015, 01:02:36 am »
Well there's this bug:

When saving an ADT that have ground effects, if the ADT have one chunk without 4 textures, it will cause a WoW Error 132 on game.

It shouldnt matter the quantity of textures on all chunks... the ground effects soulndt reference to a texture that doenst exists in a chunk.
This error will often happens while saving Blizz maps.

And i know that the workaround is fill the 4 textures in all chunks, but is a pain in the ass... it shouldnt be necessary
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Skarn

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Re:  [RELEASE] [BETA] Noggit SDL 1.4
« Reply #66 on: February 19, 2015, 08:09:00 am »
I know about this bug but we have very little time to look at it at the moment, so it has to wait a bit.
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Amaroth

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Re:  [RELEASE] [BETA] Noggit SDL 1.4
« Reply #67 on: February 19, 2015, 09:52:58 am »
Quote from: "Skarn"
If you want to edit the world
Thats the most important thing about your "size and not-editd ADTs". You are editing WORLD, not some crappy 1 ADT. Deal with it. Some data is shared by more ADTs and deleting it only from a few of them will always, no matter what you do, lead to bugs.

If you want to edit world, be ready for actually editing the whole world. Thats why I advice to everyone to not use blizzard maps. Yes, I know, some projects can't avoid that and it can lead to a lot of other, SS based problems when you are not completely familiar with some DBC, DB, core and even interface things, but when we speak only about noggit and level design, editing (and only part of) blizzlike map is always problem. Its sad, I know, but keep on mind that we are trying to edit only a few parts of game which was created as one complex system - and is made to be edited as one complex system. Sad but true.
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Vorillj

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Re:  [RELEASE] [BETA] Noggit SDL 1.4
« Reply #68 on: February 19, 2015, 01:54:40 pm »
Must say this update looks very interesting. Although it has been over a year since I last worked with Noggit, could say I gave up since I wasn't the brightest at learning how to do stuff. Well, mainly because I barely ever asked for help from anyone.

Buuut if I ever get around, I sure as hell might try it again and hopefully get a lil' better at it than before. :P And who knows, that time may come next week for all I know. Depends on my mood, as I usualy say. And my mood can vary quite a lot from time to time. But I wish ya'll good luck with your projects and Skarn, I wish you and your team, I suppose, the best of luck with developing Noggit! Great job so far :)
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Amaroth

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Re:  [RELEASE] [BETA] Noggit SDL 1.4
« Reply #69 on: February 21, 2015, 11:03:50 am »
I finally have time for testing this tool. So, my first 8 points:
1. You can no longer acces texture pallete by clicking on selected texture, you just have to go there via that stupid View menu. Can't it work again as button?

2. I generally hate those top dropdown menus which close always after clicking on anything there, we would need toolbars with buttons, not actually 1 toolbar with 9 huge buttons and everything other in those damned dropdowns which close everytime you click on anything there... At least things like turn visible/invisible and random rotations/size toggles should be somewhere else than in dropdown menu.

3. ctr+alt+shift (for clearing textures from chunk) causes in 2D mode crazy moving around map.

4. Just a stupid minor thing, Detail infos (F8) window currently always apperas over toolbar and needs to be everytime moved manually.

5. There was still not fixed one duplication bug. Whenever you don't save all ADTs containing some models (it happens on boarders of edited areas) you got duplication with next save of before unsaved ADTs.

6. I would also welcome descriptive buttons. Those spell icons stolen from client are really "cute", but simple vector image with hill and arrow would be better in my opinion.

7. It would be great if things like toolbar, detail info F8 window, import from window and such things would be all resizeable and moveable (toolbar currently can't be move).

8. Whenever you are in areaID paint mode and move into new ADT, your "currently painted" area is set to some which is on ADT you wen't into. I am not sure if it happens only when new ADTs are being loaded or really whenever, but its pretty anoying to always select again correct areaID.
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Skarn

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Re:  [RELEASE] [BETA] Noggit SDL 1.4
« Reply #70 on: February 21, 2015, 02:09:45 pm »
Thanks for reporting. Can you give me your skype? I want to ask you a few questions.
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Amaroth

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Re:  [RELEASE] [BETA] Noggit SDL 1.4
« Reply #71 on: February 21, 2015, 03:18:17 pm »
Striker159753
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schlumpf

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Re:  [RELEASE] [BETA] Noggit SDL 1.4
« Reply #72 on: February 24, 2015, 02:48:53 pm »
Quote from: "Skarn"

Open source



Coming soon enough  ;)

Please let this happen and make a pull request to the official repository, or request accounts there. There has been at least one person interested in helping on noggit since this release, and I can only tell him that his changes will unlikely be seen by anyone as you are doing closed-source development.
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larrylaffer

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Re:  [RELEASE] [BETA] Noggit SDL 1.4
« Reply #73 on: February 24, 2015, 05:10:36 pm »
I will ask to add another features for next ver:

-Change nameset flag for WMO. As you may know, some WMO have a flag that is related to a DBC that defines the name and type (pvp, conquest, sanctuary) of the area inside the WMO.

Check the MODF chunk, uint16_t nameset flag:

http://www.wowdev.wiki/index.php ... MODF_chunk

Currently change that flag is only is possible using 010 Editor (after properly creating the area in the nameset DBC)


-Clear/Fill holes of the ADT

An option to clear all/fill all holes in the current ADT. The fill is needed cause sometimes, when you need and instance that is only an WMO, the  UV Maps and Vmaps enter in conflict with the Vmaps of the WMO.
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Skarn

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Re:  [RELEASE] [BETA] Noggit SDL 1.4
« Reply #74 on: February 24, 2015, 09:59:58 pm »
This flag is hardcoded to wmos, so I need to change wmos then. I won't do that because Noggit does not have any basic wmo editing and saving. That's just too much to implement and also pointless because Cromon is doing pretty fast with Neo.
Speaking about holes, we might look into that if we have time.
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