This is a read only copy without any forum functionality of the old Modcraft forum.
If there is anything that you would like to have removed, message me on Discord via Kaev#5208.
Big thanks to Alastor for making this copy!

Menu

Author Topic: [SHOWOFF] What Are You Working On  (Read 318835 times)

spik96

  • Registred Member
  • Model Change Addict
  • *****
  • Posts: 275
    • View Profile
Re: [SHOWOFF] What Are You Working On
« Reply #1635 on: November 21, 2015, 06:03:49 pm »
I'm trying to dev a generic Java class ArrayRef<T> (an n&ofs leading to an array of generic type T objects) and a getContent() method that return an actual array of T elements.
This is based on http://www.wowdev.wiki/index.php ... animations
You may say easy, just follow the offset and read what you want.
But nooo because there is f*cking type erasure. Depending on T you have to read a different number of bytes and you don't know T at runtime ! This is madness. No, this is JAVAAA.

A friend of mine said "I see you create many functions for many types in your C program. If you were using Java, you could make generic things !". Meh.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
Github ]https://github.com/Koward[/url]    Skype : koward723 =)

Rangorn

  • Contributors
  • Model Change Addict
  • *****
  • Posts: 291
    • View Profile
Re: [SHOWOFF] What Are You Working On
« Reply #1636 on: November 21, 2015, 06:08:50 pm »
Quote from: "spik96"
I'm trying to dev a generic Java class ArrayRef<T> (an n&ofs leading to an array of generic type T objects) and a getContent() method that return an actual array of T elements.
This is based on http://www.wowdev.wiki/index.php ... animations
You may say easy, just follow the offset and read what you want.
But nooo because there is f*cking type erasure. Depending on T you have to read a different number of bytes and you don't know T at runtime ! This is madness. No, this is JAVAAA.

A friend of mine said "I see you create many functions for many types in your C program. If you were using Java, you could make generic things !". Meh.

Good luck for this, animations are probably the most difficults files to unnderstand
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

spik96

  • Registred Member
  • Model Change Addict
  • *****
  • Posts: 275
    • View Profile
Re: [SHOWOFF] What Are You Working On
« Reply #1637 on: November 21, 2015, 06:28:22 pm »
Oh, I understand the way they are stored pretty well. My converter in C parses them perfectly. But I ended with a lot of copy-paste as there is no generic types in C (at least in the standard I'm using).
So I decided to change to Java and it's a bit fresh for me.
I ended up with something like this :
http://www.hastebin.com/kokezilipe.avrasm
(giving the class in parameter when trying to read).

I will test it later. If it works well, I will finally finish my dream of a clean implementation of M2 parsing.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
Github ]https://github.com/Koward[/url]    Skype : koward723 =)

iindigo

  • Registred Member
  • Wiki Incarnate
  • *****
  • Posts: 198
    • View Profile
Re: [SHOWOFF] What Are You Working On
« Reply #1638 on: November 21, 2015, 07:30:54 pm »
Don't have anything to really show for it yet, but I too have been working on parsing M2s. My focus is on lights though, because I'm trying to build a visual light editor  that hopefully doesn't have the bugs that lightadder has.

I'm writing the logic in C++ and the UI in Objective-C. Why Objective-C? Because I'm firstly making the tool for myself and I use a Mac and because making UIs with Cocoa is amazing (even Qt is painful in comparison). I'll see about other platforms once the tool is more complete.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

spik96

  • Registred Member
  • Model Change Addict
  • *****
  • Posts: 275
    • View Profile
Re: [SHOWOFF] What Are You Working On
« Reply #1639 on: November 21, 2015, 07:46:31 pm »
You'll also have to implement the AnimationBlock/M2Track. But at least C++ has structures. I wish so hard I could master this language. Seems so powerful and pragmatic.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
Github ]https://github.com/Koward[/url]    Skype : koward723 =)

iindigo

  • Registred Member
  • Wiki Incarnate
  • *****
  • Posts: 198
    • View Profile
Re: [SHOWOFF] What Are You Working On
« Reply #1640 on: November 21, 2015, 08:01:49 pm »
Well if it's any consolation, I don't know C++ very well either, haha. I'm far, far stronger in Objective-C. That doesn't stop me from using it, though! I learn languages by diving right into ambitious projects and going in way over my head because I learn through hands-on/practical experience far more easily than I do through books and reference. I can read about something for days but I won't have a real understanding of it until I just use it.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Skarn

  • Contributors
  • Creator of Worlds
  • *****
  • Posts: 807
    • View Profile
    • http://skarn-project.net
Re: [SHOWOFF] What Are You Working On
« Reply #1641 on: November 21, 2015, 08:27:52 pm »
Quote from: "iindigo"
Don't have anything to really show for it yet, but I too have been working on parsing M2s. My focus is on lights though, because I'm trying to build a visual light editor  that hopefully doesn't have the bugs that lightadder has.

I'm writing the logic in C++ and the UI in Objective-C. Why Objective-C? Because I'm firstly making the tool for myself and I use a Mac and because making UIs with Cocoa is amazing (even Qt is painful in comparison). I'll see about other platforms once the tool is more complete.
Lightadder does not have bugs. They are client side limits of 3.3.5a. Blizzard lights are also bugged.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

iindigo

  • Registred Member
  • Wiki Incarnate
  • *****
  • Posts: 198
    • View Profile
Re: [SHOWOFF] What Are You Working On
« Reply #1642 on: November 21, 2015, 09:08:23 pm »
Quote from: "Skarn"
Quote from: "iindigo"
Don't have anything to really show for it yet, but I too have been working on parsing M2s. My focus is on lights though, because I'm trying to build a visual light editor  that hopefully doesn't have the bugs that lightadder has.

I'm writing the logic in C++ and the UI in Objective-C. Why Objective-C? Because I'm firstly making the tool for myself and I use a Mac and because making UIs with Cocoa is amazing (even Qt is painful in comparison). I'll see about other platforms once the tool is more complete.
Lightadder does not have bugs. They are client side limits of 3.3.5a. Blizzard lights are also bugged.

Well whatever the case, in 3.3.5 if you add a light to something you’ve also got to adjust the bounding box for it to work right, and light adder doesn’t do that. You have to tweak the box manually in a hex editor which is incredibly tedious if you’re adding lights more than once in a blue moon.

If I target a newer version instead (say WoD) to get around the issue, it’d still be nice to have a visual editor that lets me choose a color with a color palette, lets me copy + paste lights between M2s, etc.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Rangorn

  • Contributors
  • Model Change Addict
  • *****
  • Posts: 291
    • View Profile
Re: [SHOWOFF] What Are You Working On
« Reply #1643 on: November 21, 2015, 11:17:41 pm »
Legion map to Wod Map, with m2 wmo and blp_adt without m2 and wmo textures.

Going in 7.x adts, take 95% of my processor and make a huge lag, you better have a very good computer if u want to explore.

« Last Edit: January 01, 1970, 01:00:00 am by Admin »

MR. Farrare

  • Registred Member
  • Creator of Worlds
  • *****
  • Posts: 963
    • View Profile
Re: [SHOWOFF] What Are You Working On
« Reply #1644 on: November 22, 2015, 12:15:30 am »
I did a small listfile of legion it don't contain all but many try it out
http://www60.zippyshare.com/v/OZKd8TCl/file.html
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

TheRealDavidTwo

  • Registred Member
  • Polygonshifter
  • *****
  • Posts: 60
    • View Profile
Re: [SHOWOFF] What Are You Working On
« Reply #1645 on: November 22, 2015, 05:30:25 am »
Quote from: "Rangorn"
Legion map to Wod Map, with m2 wmo and blp_adt without m2 and wmo textures.

Going in 7.x adts, take 95% of my processor and make a huge lag, you better have a very good computer if u want to explore.


Gee, I wonder what WoD client you're using to test that on. Heh heh..

Nice though. Even if you have to edit the ADTS a bit to not have floating objects, it'll look decent :P
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

xJKz

  • Registred Member
  • Polygonshifter
  • *****
  • Posts: 62
    • View Profile
Re: [SHOWOFF] What Are You Working On
« Reply #1646 on: November 22, 2015, 05:34:42 pm »
I've added two pair of horns on the playable race with a skin and tattoo of Legion, and this is beautiful on WoD. The first one is glitchy, and the second one has the same glitch. I don't know why.




The turn of an Night Elf !



And with the Legion glaive.



Yup, Blood Elf with horns, new hand, and the tabard (without transparency idk how to manage to get this perfectly perfect.)

« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Ghaster

  • Registred Member
  • Polygonshifter
  • *****
  • Posts: 51
    • View Profile
Re: [SHOWOFF] What Are You Working On
« Reply #1647 on: November 23, 2015, 04:53:48 pm »
How did you get the horns 'n' stuff?
EDIT: Nvm found them.
« Last Edit: November 24, 2015, 08:11:10 pm by Admin »

MR. Farrare

  • Registred Member
  • Creator of Worlds
  • *****
  • Posts: 963
    • View Profile
Re: [SHOWOFF] What Are You Working On
« Reply #1648 on: November 23, 2015, 11:22:39 pm »
found the dhmaletank blps
[attachment=0:2tyovnos]WoWScrnShot_112415_012138.jpg[/attachment:2tyovnos]
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Met@

  • Contributors
  • Wiki Incarnate
  • *****
  • Posts: 120
    • View Profile
Re: [SHOWOFF] What Are You Working On
« Reply #1649 on: November 24, 2015, 12:06:52 am »
Working on my Casripos house model (temporary textures and still needs to fix some bugs on the m2 version)



Test in the forest (level design by Allifeur)



Still trying to find the right flag to set the two-sided faces.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »