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!

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Topics - Kaev

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Resources and Tools / AzerothCore - Module - Better Item Reloading
« on: December 04, 2017, 08:37:41 am »
Description:

BetterItemReloading is a C++ Azerothcore module which allows to reload items on the server side and as much as possible on the client side of WoW 3.3.5.

Sadly some things are cached on the client which can't be properly invalidated and need DBC file changes.
The following things must be changed in DBC files:

ItemClass
ItemSubClass
sound_override_subclassid
MaterialID
ItemDisplayInfo
InventorySlotID
SheathID

Multiple items can be reloaded by splitting each entry id with a space like: .breload item 12345 23456 34567


Download link:

https://github.com/Kaev/BetterItemReloading


How to install?

This module only works for AzerothCore.
Check the module page for the explanation, but it's very easy to do and works the same for all the modules.

Credits:
Me and a german chocolate company because i ate some chocolate while developing it.
I share this module with you because we support each other in the AzerothCore community.


How to thank us?

The answer is simple: contribute! You can help by making new modules, fixing or improving other modules, converting fixes from TC to AzerothCore, fixing our own issues, spreading the word (by talking about it, making tutorials or releasing stuff), donating, testing our pull requests or identifying issues etc...
Contributors will receive better support and tips.

-------------------------------------------------

What is AzerothCore?

Click here for an (incomplete) overview of AzerothCore's advantages. And have a look at the wiki.


Join us!

Join our discord and post on our forum!

https://discord.gg/PaqQRkd - The main place to talk, come !
https://github.com/azerothcore/azerothcore-wotlk
http://azerothcore.org/

2
Showoff - what you are working on / Onyx - TrinityCore DBMS
« on: May 15, 2017, 08:01:37 am »
Hi :)

I'm currently working on a project which i named Onyx for whatever reason.
It's a database management system (DBMS) for TrinityCore (i might implement other cores later too).
It's written entirely in ASP.Net Core, Javascript, HTML and CSS so it can be used on Windows, Linux and Mac!
Installation should be really easy because it's based on Docker.

I already have a solid base which i can already present you (see screenshots below).
Onyx directly edits the database so you don't have to insert SQL queries or other things by yourself. Just create content! 
Currently i only implemented PlayerLevelStats and Creature_Template, but more tables will follow soon. I'll also implement linking to other tables after i implemented more of them. That means if you find a ID of something (e.g. loot ID in Creature_Template data), you can click on it and it will directly link you to the correct entry so you can instantly edit it too.

I didn't do any design yet, everything you see is the standard ASP.Net Core design. If there is a web designer out there who wants to help me with a neat design, please contact me!

Of course it's open source like all my other projects, you can find it on GitHub: https://github.com/Kaev/Onyx

Here are the promised screenshots:

CreatureTemplate - Index:
CreatureTemplate - Create a new dataset:
CreatureTemplate - Edit a dataset:
CreatureTemplate - Detail view of a dataset:
PlayerLevelStats - Index:
PlayerLevelStats - Create a new dataset:
PlayerLevelStats - Edit a dataset:
PlayerLevelStats - Detail view of a dataset:

3
Noggit / [Release] Noggit SDL 3.1021 BETA
« on: May 26, 2016, 06:28:03 pm »


Noggit SDL 3.1021 BETA



Finally Noggit SDL 3.1021 BETA is there!
The most important change is probably a fix of the well known model bug as well as the removal of the requirement to fill all four layers.
But here's a approximate changelog:

  • Steff | Fix: If you selected an model, copied to clipboard, deleted source (it it is last model on map of this type) and pasted it then. Noggit crashed.
  • Steff | Calculate camera height related to terrain height on map load.
  • Steff | Fix that texture swapper stayed visible if you changed the tool
  • Steff | Add new option to toggle model animation rendering. F11 and Menu option in View menu added for this. For easyer model selection like birds.
  • schlumpf | various memory leaks or potential crashes
  • Valium | Initial support for drawing tablets on Windows.  Crashes if you don't have a tablet installed.
  • Valium | Implemented Blizzard style wireframe.
  • schlumpf | mapchunk: save: fix: only set low_quality_texture_map bits once to avoid error in overwriting (missing clean) (the 4 layer bug)
  • Adspartan | Fix to prevent texture duplication on a chunk (swapping duplicated textures remove the duplicate).
  • Adspartan | Fix random hole bug when using the hole tool by checking is the cursor is not underground when adding a hole.
  • Adspartan | Set tile as changed when using "swap adt".
  • Adspartan | prevent m2/wmo selection when using a tool
  • Adspartan | Fix texture shift ingame
  • Adspartan | Alphamap loading / saving changes
  • Adspartan | Prevent crash when loading or drawing wmo. (for retroported WMOs)
  • Adspartan | Fix texture shift between noggit and wow client
  • Adspartan | Fix alphamap loading for uncompressed (2048)
  • Adspartan | Paste object at the cursor pos if nothing is selected
  • Adspartan | Vertex shading is now correctly implemented.
  • Kaev | This should hopefully fix all model bugs when you save your files

You can download Noggit SDL 3.1021 with all needed .dll files from here: https://mega.nz/#!qU01SZ4Y!YQvbjXQTo2_a ... 0AaINbzXq0

Have fun and happy modding!

EDIT: Be careful, Steff warned me that there are some untested things in the SDL branch which could lead to bugs. If you can find any, please report them!

4
Software Development / [RELEASE:WotlK] WoW335Tools
« on: September 16, 2015, 08:25:19 pm »
Hiho :3
The last few days i worked on two libraries which will (hopefully) result in some really nice modding tools.
Huge thanks to Cromon and schlumpf who answered my questions!

AdtLib335
This library can read and save your adt files for WoW 3.3.5.
Current status: Reading is working and i tested it on many adt files.
Saving is not yet implemented and will come later.

WdtLib335
This library can read and save your wdt files for WoW 3.3.5.
Current status: Reading is working and i tested it on many wdt files.
Saving is not yet implemented and will come later.

I also uploaded a minimal demo application.
I actually wanted to write a newer Fileinfo/Loadinfo tool, but i'm way too lazy for that.

If you can find any bugs, please report them! :)

You can find the libraries in this repository: https://github.com/Kaev/WoW335Tools
They're written in VB.Net, you can easily implement them in your .Net applications.

Have a nice day! :)

5
Random / WCell Terrain
« on: August 25, 2015, 02:20:06 pm »
I was just looking through a repository of the old .NET WoW emulator WCell and found a piece of software which sounds kinda interesting.
The tool is called WCell Terrain and has classes with names like ADTRenderer and so on.
I'm not home atm and can't compile it, so i'm asking myself what this could be.
You can find the sourcecode here: https://github.com/WCell/WCell-Terrain/ ... ll-Terrain
There's also a screenshot in the repository: https://github.com/WCell/WCell-Terrain/ ... nshot1.png

Does anyone know what this is? It kinda looks like a (unfinished?) map display tool, but why don't we know it then?
Maybe it was just used to develope a collision system for the emulator, but maybe it's more. :)

6
Showoff - what you are working on / [TC 3.3.5] C++Templates
« on: June 15, 2015, 06:05:07 pm »
Hi!
I really don't like to write the same code several times, so i created some templates for me which i want to share with you today.
The templates are made for TrinityCore 3.3.5, but could also work on newer versions, if they didn't change the scripting hooks. But i never tested anything besides 3.3.5.

   CreatureScript
   Gossip-Template
   ScriptedAI-Template
   Quest-Template

   GameObjectScript
   Gossip-Template
   GameObjectAI-Template
   Quest-Template

   ItemScript
   ItemScript-Template

   PlayerScript
   OnPVPKill-Template
        OnLevelChanged-Template

Tell me if you have any template wishes. :)

~Kaev

7
Neo / Neo - A WoW Development Suite
« on: January 22, 2015, 06:19:14 pm »
Hello Modcraft!

Today i want to present you our project:

Neo - A WoW Development Suite

You maybe ask yourself what this means. I'll tell you!
Neo will be THE WoW modding tool.
You can mod nearly anything you can imagine. The biggest point will be the map editor, which is written from scratch. From modifying the terrain over placing WMOs and M2s to place NPCs and gameobjects, you can do everything with it. Creating custom content will never be that easy.
But this isn't everything, we plan to integrate a database and DBC editor too.

Here's a list of features that we plan to add or already working on:
  • Support for every version. Classic to WoD!
  • Map editor (Modify terrain, place WMO and M2)
  • NPC and GameObject placement via map editor
  • DBC editor
  • Database editor
  • Edit ground effects
  • Easy creation of new ADTs
  • More! :P

You will always find the newest progress always in this thread!
Here are screenshots and videos of the development (Newest to oldest).
If the videos won't load, use firefox. If the site won't load, wait some minutes:

Cromon recently started automatic terrain generation.
https://www.dropbox.com/s/zgzldutldsao3 ... 3.mp4?dl=0

WDL Generation Hype! o/
https://gitlab.cromon.ch/Cromon/wowedit ... 41868f3956

Cromon is so fast..: https://www.dropbox.com/s/2xky0nbces0sd ... 6.mp4?dl=0

I didn't post something the last days, so here is a small video about texturing that i made for you:

MCLV and MCSH are now displayed correctly. MCLV is additive lighting as you can see near the brazier inside the brush, MCSH is the predefined shadows for example near the trees.


M2 models are now properly positioned and animated all around the world.

All of the old UI and some new stuff like the log is now integrated into the docking ui

The appropriate flags get set in the wdt if you enable vertex shading.

The brush now features anti-aliasing and animation, see: https://www.dropbox.com/s/kiohi23xt5ssn ... 4.mp4?dl=0

We renamed the project to Neo!

You can compile the software with Visual Studio 2013 now.

Some UI tests.. :) https://cloud.cromon.ch/f/e7e792085c074 ... 94e666693d

No screenshot or video, but a good message: Changing height, flattering and MCCV stuff is already implemented. You also can save the MCCV sub-chunk and the modified height of your terrain! IMO that's a huge step forwards to our goals! :)

Cromon is working on some MCCV stuff: https://cloud.cromon.ch/f/51574846a577e ... d0b4e9b6a9

Stuff is going on: https://cloud.cromon.ch/f/31ac6824fd043 ... 42a08922b8

M2 with animations? Sure, why not? Stuff is going so well, dudes.
https://cloud.cromon.ch/f/d690e4939698b5f27257103d59dafea6

M2 not finished yet, but...:


Seems like scalable textures are working.


Want to search something fast? No problem, loading is fast as hell! Video: https://cloud.cromon.ch/f/50a4748c153bb ... 0e0b1241e2

Yay! WMO rendering! :)


Ground effects! And an ashenvale ADT in durotar.. CROMON, IT DOESN'T WORK LIKE THIS!


Cameramovement? Yup. Video: https://cloud.cromon.ch/f/2333d26bc5f67 ... eebf90c7fe

Scalable textures aren't working yet.. but soon!


Maploading works fine! Video: https://cloud.cromon.ch/f/96349608efcb1363bee7ce000367490f

Fog and lightning works! :)


Maploading from CASC files works!


The first buttons are working!


Development informations:

List of developers:
  • Cromon
  • Kaev
  • Beket
  • Steff
  • Relaxok
  • Tripleslash/Master674

Estimated date of the next stable version:
N/A - Don't ask for it! If there is no date in this thread, we don't have one yet!

If the download link above is not available, try to compile it by yourself.
Here's a small instruction by kreha1:
Quote from: "kreha1"
Download Visual Studio 2013 and everything from the repository

Then you Open -> Project/Solution and select the file from the archive. After it loads, press F5.


Thanks for reading the thread!
We hope you will like our program!  :)

~Kaev


Steff: Here a compiled version for testing. Renember it is very alpha and you should not use it on any live data. Also the icons you see have no function. I just started to do the UI.

http://www.file-upload.net/download-11291544/Neo_Alpha_02_2016.zip.html

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