Thanks for the tool!
Thanks for the tool!
Thats true, some m3 models seem to have different geometry layout, havent been able to reverse that so far.
Currently also adding a feature that allows you do your own small reversing/feature implementation in javascript directly inside wildstar studio. You could for example implement the material part of .obj on your own with a few javascript commands. In the screenshot you see something for area ive thrown together, its not really doing anything but you can see what i mean.
Mucho gracias amigo!
Nice, thanks for the tool.
Do you plan adding the ability to re add files to the archive eventually?
Make sure you check out:
https://bitbucket.org/mugadr_m/wildstar-studio
Everything experimental im talking about in this thread is implemented there. Once it works it gets pushed to the launcher. If you want to keep up to date with the latest trends make sure to follow and/or check out the repository
Greetings
Cromon
And another update:
Terrain soon reaches a state where i can push a new build to the launcher!
Thank you!
In order to make updating and version distribution easier i am currently porting the application to a webpage. If you open this link you will allways get the most recent version of the application in your browser.
https://bitbucket.org/mugadr_m/wilds...ar-online.html
Hello all
Add several updates today. A lot of terrain rendering has been improved:
Integrating models into terrain are on my Todo pile, together with sky rendering (if its only the ambient/diffuse lighting). Also normal/parallax mapping for textures is theoretically planned but im having some issues understanding the shader exactly. They seem to not use the usual approach (or so it seems right now).
Then thanks to JuceMMOCrawler you can now export the *.tbl files in DB as sql files to quickly import them into your database. Together with my general fix about table parsing you should even get the correct values. As usual you can choose this setting in the settings dialog. You can choose csv and sql, then it creates both.
You can see disassembled shader code from their shaders, those of you that are a bit used to GPU code can understand whats going on. Im currently looking for a nice decompiler to create HLSL pseudocode of that, but it seems like there is no such thing right now.
Current output:
Maybe there is some other stuff i forgot, please also have a look at the changelog.
Does anybody know where the Mount Art is located?
Art\Mount\*
thanks man!
Will we be able to import our own characters anytime soon? Since we can not use armories to snatch data, maybe you could use account-cache stored on your PC?
Thanks for the tool though <3