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Featured => Noggit => Topic started by: Steff on February 02, 2012, 02:02:02 pm
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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
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
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Omg, so awesome!)
Only one word... When?)
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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).
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Nope :) No I use Shift + v for this ctrl + v is still paste.
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Nope :) No I use Shift + v for this ctrl + v is still paste.
Oh right :( :p
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woow cool stuff i really need this nice work *-*
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It sounds/look amazing *__*
Can't wait to test it (:
Realy good work! : D
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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?
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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.
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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
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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
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You heared my voice!
Hallelujah!!! :lol:
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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.
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sdl version is not bad to.)
I can't wait to see release version of this sdl)))
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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
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This is really nice :D We will test it when u need ;)
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It so great! I love your work!) And all other codders too)
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Mind me, the ignorant mortal user, when I ask... What is SDL? >.<
Thanks
Keta
PS. Looks good :D
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http://www.libsdl.org/ (http://www.libsdl.org/" onclick="window.open(this.href);return false;)
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So perfect, I like it!
Congratulations for the work!
Greetings, Graham
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God, its awesome :o
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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
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Nice... i missed this feature a great deal as it is very important for a fluid process of worldbuilding.
Great process guys!
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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 :)
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will be source code of sdl released?)
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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.
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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 ^^
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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
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fine work Steff. I waiting on u after u finish SDL.
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and this is awesome. now we can use listfiles)
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In the last version everything is brighter :)
What do you mean with list files?
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just copy all m2 from listfile of your custom or blizz models, wmos)
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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)
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Just select model
Add to import.txt
Then use the Add form file to add where ou want it.
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Wow... I need that texture replace function. What is the estimated release date for this?
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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
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Thank you very much :))
If already found a little bug: Noggit dont show me water in Draenor
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Omg its so fucking awesome, very great job, thx a lot Steff and noggit team :D
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It hase a problem with new added wmo saving! I work on it.
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Also, if you want I can try to provide a Mac binary for this build, just let me know.
please do :)
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Can you please make a download tutorial? I cant make it work :(
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Can you please make a download tutorial? I cant make it work :(
Scroll up, there's a link to the download.
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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
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And HOW :) So others perhaps find this helpful.
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I was my fail. It searched on the wrong hard drive xD
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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
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Taliis is build for a older wow version. So if we update noggit to write newer format taliis cant read it anymore.
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When you resave it with noggit Rev 94 (I´m not sure which version it was) it should work
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function: alt + left mouse + mouse moove = lagged in silithus
(If you press keys Noggit - 0 fps)
hotkey "T" (change terrain mode) does not work
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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.