Looks great man!
Looks great man!
Not related to wow but still (watch in HD):
DX11 rendering is now fully supported as well as you can see =)
All UI you see there is done in lua.
(The game is WildStar, make sure to check it out if you haven't already! it's awesome)
Last edited by Master674; 01-09-2014 at 02:37 PM.
Is this too overkill?
now go and implement an irc client lol , awesome work so far!
What was your approach for the WebBrowser Widget?
Trying out a combination of Delphi programming, WoW memory reading and outputting to Arduino-hardware.
Two upcoming projects:
- A ledstrip connected to my monitor that visualizes the amount of HP.
- A fully automated rare spotting hardware bot. Keep watching the screens
Still working on it :3
I like my hole checking code, shift that bits around!
Code:private static bool isHoleAt(int row, int col, uint holemap) { return (holemap & ((1 << ((col >> 1) << 2)) << (row >> 1))) > 0; }
"Threads should always commit suicide - they should never be murdered" - DirectX SDK
well, not realy. My tool reads a adt file and converts it into a wavefront obj file. I use blender only for the visual part of my debugging workflow.
I'm trying to create a navmesh generator, but nothing special by now.
"Threads should always commit suicide - they should never be murdered" - DirectX SDK
Ahw, what a shame, now i'm sad i'm searching for tool quite like yours, that can extract an entire area, with all the terrain/object/texture with exact coordinate , to do some scene, like this one -> https://i.imgur.com/BphaJLV.jpg
(This one was a pain in the ass to do, since it needed to put all the texture and the coordinates of the object, one by one .. )
I've tried it by the past on a private server but i wasn't convinced by the result.
The method i used for my picture was to use Machinima Studio, search for the area, and extract all the things i wanted, resulting in a shitload of .obj, textures, and a list the X Y Z coordinates by object, nothing more.
Since I have to refactor my world parsing code anyway, I might add support for texture coordinates, colors and shadowmaps. No promises at this point though, since I have to find a suiting model format to export into. Wavefront objects are kinda limited (no animations for example), might looking into collada or directly exporting into the blender format. Maybe an own format for importing might be even more suitable. On the other hand, adding a converter for their textures (blp format) is kinda easy, since I already have a working lib for that manner :3
"Threads should always commit suicide - they should never be murdered" - DirectX SDK