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Featured => Noggit => Topic started by: Steff on February 02, 2012, 02:02:02 pm

Title: Noggit3 SDL
Post by: Steff on February 02, 2012, 02:02:02 pm
I have started to create a last version of the SDL noggit3.

I think it will take some time to get QT version in a state we can use it productiv. So I add all stuff I am missing in the SLD source to release it.
After this I will start again with QT coding.

I will update this list:

Basic stuff.

- Fix ESC bug. You can now exit a map again to main menu.
- Discard the unused icons from Toolbar.
- FIx Server cords. Displayed in wrong order.
- Circle tuning :) Hase now a heigher resolution and is only one line. So you can use it also if it is very smale.
- Add selected Model to Import.txt. This add the current selected modelpath to the bottom of the  imports.txt file
- Add ULR to modcraft in Help menu.
- Add again the shortcuts to add last WMO ( ALT + v ) or last M2 ( Shift + v ) from Modelviewer. Its the same function as located in the menu but over shortcuts. Make it faster and was wished form some guys.

(http://imagr.eu/up/4f2a78538e4988_01.jpg)
http://imagr.eu/up/4f2a78538e4988_01.jpg

Add Texture Swapper

1. Activate texture mode.
2. Click on new Texture swapper button in settings window.
3. New Window open up.
4. Select the Texture you want to swap in toolbar. (U can also use texture picker for this)
5. Press Button set source
6. Set the new texture you want and just Shift paint on the chunks you want to swap.
Alternativ you can just press the swap ADT button to swap all chunks on the adts.

[youtube:yynbppp0]http://www.youtube.com/watch?v=Fqlw4BXs29E[/youtube:yynbppp0]

Save current position to ports.txt.

This creates a file ports.txt inside the noggit folder if it do not exist and add every time you press the g key an entry for your current locations. This entry includes a trinity and a ArcEmu port command. (arcemu must get tested)

File with 2 port entry´s

Code: [Select]
Map: Brennende Steppe: Schreckensfels on ADT 37 46

Trinity:
.go -7980.23 -2735.4 231.522 0

ArcEmu:
.worldport 0 -7980.23 -2735.4 231.522


Map: Meberian on ADT 17 28

Trinity:
.go 1648.88 7499.56 19.9097 651

ArcEmu:
.worldport 651 1648.88 7499.56 19.9097

Mark ADTs from disc in minimap.

ADTs that are located in your project path get now marked in a light orange on the map. This way you find your modded ADTs much easier.

(http://imagr.eu/up/4f2dc3388b1173_onDisc.jpg)
http://imagr.eu/up/4f2dc3388b1173_onDisc.jpg

ESC warning.

If you press now ESC if you have loaded a map, a warning will ask U if you really want to exit. This way you lost no work by pressing ESC not wanted.

(http://imagr.eu/up/4f2dd23a563be2_ExitWarning.jpg)
http://imagr.eu/up/4f2dd23a563be2_ExitWarning.jpg

Add own window for helper models.

Move the helper models out of the menu to a new window. Give more space in the menu and focus to the important stuff.

(http://imagr.eu/up/4f2e729b2391a4_HelperModels.jpg)
http://imagr.eu/up/4f2e729b2391a4_HelperModels.jpg

Copy size and rotation option.

You can now toggle the option "Copy size and rotation" in the edit menu.
If it is activated, what is the standard stat, then the size and rotation for M2s and the rotation for WMOs get copied from the source model.

(http://imagr.eu/up/4f30a68b5f7476_SizeAndRot.jpg)
http://imagr.eu/up/4f30a68b5f7476_SizeAndRot.jpg

Import from Import.txt with selection window.

If you select the menu point to import a model from Import.txt, a scroll pan open now up that shows all models from the file. You must select a chunk and can then add a model you want with a click in the list.

(http://imagr.eu/up/4f344f48099a08_ModeImport.jpg)
http://imagr.eu/up/4f344f48099a08_ModeImport.jpg
Title: Re: Noggit3 SDL
Post by: Zim4ik on February 02, 2012, 02:07:19 pm
Omg, so awesome!)
Only one word... When?)
Title: Re: Noggit3 SDL
Post by: TheBuG on February 02, 2012, 03:03:43 pm
Very nice Steff, it has some really nice additions. But if I may ask, you used CTRL + v as hotkey for the last m2 from WMV, however that conflicts with the copy pasting of already existing models doesn't it? (Being CTRL + C to copy and CTRL + V to paste).
Title: Re: Noggit3 SDL
Post by: Steff on February 02, 2012, 03:51:07 pm
Nope :) No I use Shift + v for this ctrl + v is still paste.
Title: Re: Noggit3 SDL
Post by: TheBuG on February 02, 2012, 04:04:05 pm
Quote from: "Steff"
Nope :) No I use Shift + v for this ctrl + v is still paste.

Oh right :( :p
Title: Re: Noggit3 SDL
Post by: Nevoras on February 02, 2012, 07:09:13 pm
woow cool stuff i really need this nice work *-*
Title: Re: Noggit3 SDL
Post by: Jøk3r on February 02, 2012, 08:17:35 pm
It sounds/look amazing *__*
Can't wait to test it (:
Realy good work! : D
Title: Re: Noggit3 SDL
Post by: frezer748 on February 04, 2012, 03:33:26 pm
Did you fix in the current version you work on, the water problem? so that it never will be deleted? ;P or do i overread it?
Title: Re: Noggit3 SDL
Post by: glararan on February 04, 2012, 04:31:25 pm
I think Steff dont fix it. It's hard to save MH2O :D and all of allwater implement old water to ADT so it's bad..Schlumf written allwater with MH2O but he told me here isn't.
Title: Re: Noggit3 SDL
Post by: Steff on February 05, 2012, 12:47:49 am
ADTs that are located in your project path get now marked in a light orange on the map. This way you find your modded ADTs much easier.

(http://imagr.eu/up/4f2dc3388b1173_onDisc.jpg)
http://imagr.eu/up/4f2dc3388b1173_onDisc.jpg
Title: Re: Noggit3 SDL
Post by: Steff on February 05, 2012, 01:52:54 am
If you press now ESC if you have loaded a map, a warning will ask U if you really want to exit. This way you lost no work by pressing ESC not wanted.

(http://imagr.eu/up/4f2dd23a563be2_ExitWarning.jpg)
http://imagr.eu/up/4f2dd23a563be2_ExitWarning.jpg
Title: Re: Noggit3 SDL
Post by: Zim4ik on February 05, 2012, 09:43:59 am
You heared my voice!
Hallelujah!!! :lol:
Title: Re: Noggit3 SDL
Post by: Steff on February 05, 2012, 09:58:14 am
I always here what the users say :) But sometimes time is to less. And this here have a great advantage. I can code without having any other coder or future releases in mind.
All this stuff will also flow into the QT version. But i need a good noggit now to work on Maruum.
I have to fix many ADTs and integrate them into the Map.
Title: Re: Noggit3 SDL
Post by: Zim4ik on February 05, 2012, 10:38:27 am
sdl version is not bad to.)
I can't wait to see release version of this sdl)))
Title: Re: Noggit3 SDL
Post by: Steff on February 05, 2012, 01:15:58 pm
Move the helper models out of the menu to a new window. Give more space in the menu and focus to the important stuff.

(http://imagr.eu/up/4f2e729b2391a4_HelperModels.jpg)
http://imagr.eu/up/4f2e729b2391a4_HelperModels.jpg
Title: Re: Noggit3 SDL
Post by: gorq on February 05, 2012, 02:33:51 pm
This is really nice :D We will test it when u need ;)
Title: Re: Noggit3 SDL
Post by: Zim4ik on February 05, 2012, 03:26:47 pm
It so great! I love your work!) And all other codders too)
Title: Re: Noggit3 SDL
Post by: Keta on February 05, 2012, 11:14:15 pm
Mind me, the ignorant mortal user, when I ask... What is SDL? >.<

Thanks
Keta

PS. Looks good :D
Title: Re: Noggit3 SDL
Post by: Steff on February 06, 2012, 12:31:00 am
http://www.libsdl.org/ (http://www.libsdl.org/" onclick="window.open(this.href);return false;)
Title: Re: Noggit3 SDL
Post by: Growy_13 on February 06, 2012, 03:47:01 pm
So perfect, I like it!
Congratulations for the work!

Greetings, Graham
Title: Re: Noggit3 SDL
Post by: Eremis on February 06, 2012, 11:41:26 pm
God, its awesome  :o
Title: Re: Noggit3 SDL
Post by: Steff on February 07, 2012, 05:22:34 am
Copy size and rotation option.

You can now toggle the option "Copy size and rotation" in the edit menu.
If it is activated, what is the standard stat, then the size and rotation for M2s and the rotation for WMOs get copied from the source model.

(http://imagr.eu/up/4f30a68b5f7476_SizeAndRot.jpg)
http://imagr.eu/up/4f30a68b5f7476_SizeAndRot.jpg
Title: Re: Noggit3 SDL
Post by: Eluo on February 07, 2012, 06:30:29 pm
Nice... i missed this feature a great deal as it is very important for a fluid process of worldbuilding.
Great process guys!
Title: Re: Noggit3 SDL
Post by: Steff on February 08, 2012, 09:06:25 am
Yes me too :) That´s why I spend some time in the old version to get it in a stat where i can use it :)
Title: Re: Noggit3 SDL
Post by: Zim4ik on February 08, 2012, 03:25:35 pm
will be source code of sdl released?)
Title: Re: Noggit3 SDL
Post by: Steff on February 08, 2012, 05:06:39 pm
This will be y final work to get something we can work with till qt is fine. So i don´t think so.
All stuff i add here will also get implemented in QT version.
Title: Re: Noggit3 SDL
Post by: Shutok2 on February 08, 2012, 09:08:33 pm
So F*cking Awesome ! Can't wait for the release ;), i really like the new form to elevate and down and paint, the triangle sometimes fails at the position ^^
Title: Re: Noggit3 SDL
Post by: Steff on February 10, 2012, 12:04:26 am
Import from Import.txt with selection window.

If you select the menu point to import a model from Import.txt, a scroll pan open now up that shows all models from the file. You must select a chunk and can then add a model you want with a click in the list.

(http://imagr.eu/up/4f344f48099a08_ModeImport.jpg)
http://imagr.eu/up/4f344f48099a08_ModeImport.jpg
Title: Re: Noggit3 SDL
Post by: glararan on February 11, 2012, 12:58:09 am
fine work Steff. I waiting on u after u finish SDL.
Title: Re: Noggit3 SDL
Post by: Zim4ik on February 11, 2012, 06:59:13 am
and this is awesome. now we can use listfiles)
Title: Re: Noggit3 SDL
Post by: Steff on February 11, 2012, 01:17:17 pm
In the last version everything is brighter :)

What do you mean with list files?
Title: Re: Noggit3 SDL
Post by: Zim4ik on February 11, 2012, 01:29:03 pm
just copy all m2 from listfile of your custom or blizz models, wmos)
Title: Re: Noggit3 SDL
Post by: frezer748 on February 12, 2012, 03:27:36 pm
I have maybe a new Idea for the new noggit changeset, if you press F8 a box will show, here my idea :

(http://img7.imagebanana.com/img/hk4j0jes/thumb/noggit.png) (http://www.imagebanana.com/view/hk4j0jes/noggit.png)
Title: Re: Noggit3 SDL
Post by: Steff on February 12, 2012, 09:23:01 pm
Just select model
Add to import.txt
Then use the Add form file to add where ou want it.
Title: Re: Noggit3 SDL
Post by: magictrick on February 17, 2012, 02:29:33 am
Wow... I need that texture replace function. What is the estimated release date for this?
Title: Re: Noggit3 SDL
Post by: Steff on March 05, 2012, 07:46:18 pm
I decide to release the current version. Because it have so much nice stuff in :)
All in this thread posted features are in.

Have fun.

http://fbe.am/36q
Title: Re: Noggit3 SDL
Post by: Migaoli on March 05, 2012, 09:19:29 pm
Thank you very much :))

If already found a little bug: Noggit dont show me water in Draenor
Title: Re: Noggit3 SDL
Post by: Eremis on March 08, 2012, 07:43:32 pm
Omg its so fucking awesome, very great job, thx a lot Steff and noggit team :D
Title: Re: Noggit3 SDL
Post by: Steff on March 09, 2012, 07:38:03 am
It hase a problem with new added wmo saving! I work on it.
Title: Re: Noggit3 SDL
Post by: Domminust on March 10, 2012, 09:08:16 pm
Quote from: "iindigo"
Also, if you want I can try to provide a Mac binary for this build, just let me know.


please do :)
Title: Re: Noggit3 SDL
Post by: Rename on March 10, 2012, 09:43:47 pm
Can you please make a download tutorial? I cant make it work :(
Title: Re: Noggit3 SDL
Post by: TheBuG on March 10, 2012, 10:31:00 pm
Quote from: "Rename"
Can you please make a download tutorial? I cant make it work :(

Scroll up, there's a link to the download.
Title: Re: Noggit3 SDL
Post by: Migaoli on March 11, 2012, 12:44:03 am
I cant add objects in noggit with modelviewer anymore. The path to modelviewer is correct.
Are there any other people who have the same problem?

EDIT: Problem solved :D
Title: Re: Noggit3 SDL
Post by: Steff on March 11, 2012, 11:59:05 am
And HOW :) So others perhaps find this helpful.
Title: Re: Noggit3 SDL
Post by: Migaoli on March 11, 2012, 01:01:19 pm
I was my fail. It searched on the wrong hard drive xD
Title: Re: Noggit3 SDL
Post by: Nevoras on March 20, 2012, 05:51:26 pm
okay i got some problems dont know   if this noggit is the problem about that... but okay..

here it comes i changd from th old 120 rev to noggit  SDL it all worked fine just some problems with m2's wich are half visible but okay... so now i wanted to add some groundeffects via Taliis but Taliis dont wanted to open the Texture / Water and some other Lists just the Doodads and Objekt  Lists are opening normal...  i tryed to resave the adts with noggit 3 rev 279  but same now i switched to the 120 build and saved a adt and taliis showed all perfekt :/

got the newest and older taliis version and both diddnt worked after saving in SDL the adts again

if its a problem with the SDL let me know i i have made an mistake and its not working ofcourse of that pls telll me ^^  btw is it makeable to set the Texture (Id's for Groundeffekts) direktly in Noggit ?  =) that would be awsome too
Title: Re: Noggit3 SDL
Post by: Steff on March 20, 2012, 07:34:09 pm
Taliis is build for a older wow version. So if we update noggit to write newer format taliis cant read it anymore.
Title: Re: Noggit3 SDL
Post by: Migaoli on March 20, 2012, 08:40:08 pm
When you resave it with noggit Rev 94 (I´m not sure which version it was) it should work
Title: Re: Noggit3 SDL
Post by: Vel on April 29, 2012, 09:40:53 am
function: alt + left mouse + mouse moove = lagged in silithus
(If you press keys Noggit - 0 fps)


hotkey "T" (change terrain mode) does not work
Title: Re: Noggit3 SDL
Post by: Steff on April 29, 2012, 02:08:04 pm
Use the number keys 1 2 3 4. Changed this and perhaps not in the description of the ehlp screen. We just reup the fork of SDL to fix such smaler bugs paralell to QT development.