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  1. #1696
    karliky's Avatar Contributor Authenticator enabled
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    Testing BugCraft Studio in WoW Alpha Bugcraft Studio
    The ultimate Machinima tool -> Bugcraft Studio https://noggaholic.github.io

    Screenshot Thread
  2. Thanks DarkLinux, squiggy, noes (3 members gave Thanks to karliky for this useful post)
  3. #1697
    FunnybunnyJR's Avatar Member Authenticator enabled
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    Originally Posted by badusername1234 View Post
    Ah, I'm familiar with that but how would you know which model you were affecting? For example, how would you paint your target unit red and no other entities?



    Edit: I've got something working, didn't need to touch DirectX at all - Can't figure out how to get a reference to the appropriate objects to do this to other entities than the local player yet though

    https://i.gyazo.com/a18e65dfa80cd422...4dd2e2591f.mp4


    Edit 2: oh, i figured it out

    I found a CVector3 field on the CM2Model class (not sure what the real name is) that is used to apply an emissive color to the model. The client uses it for highlighting when you mouse over units and gameobjects, and maybe other things. Then I wrote code to walk the visible object list and apply different emissive colors based on the object type. I'm working with the mac client but this stuff should be the same across platforms and versions.

  4. #1698
    ejt's Avatar Contributor
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    Code:
    local Draw = TextHook.Instance()
    
    function Startup()
    	local pos = Vec2.new(300, 300)
    	Draw:AddText('LuaTest', pos)
    end
    
    function Update()
    	Draw:SetText('LuaTest', 'Hello from Lua!')
    end


    Simple stuff but nice to know my scripting engine is working as expected. Time to implement more fun stuff
    Attached Thumbnails Attached Thumbnails Screenshot Thread-fhim97r-png  

  5. #1699
    karliky's Avatar Contributor Authenticator enabled
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    BugCraft Studio Colorizer. Everything made with JS, CSS3 and HTML5. Thanks Torpedoes for creating Robot-js.
    The ultimate Machinima tool -> Bugcraft Studio https://noggaholic.github.io

  6. Thanks ujhnjklmlmnsq (1 members gave Thanks to karliky for this useful post)
  7. #1700
    squiggy's Avatar Active Member
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    Originally Posted by squiggy View Post
    This is really not as interesting as many other posts but heres a pic of a tbc bot ive been working on (and off) for about 9months now. Written in c# using greymagic and external asm injection.

    Theres only a grinding and fishing botbase atm but both work well at this point and I plan to write something for gathering later on. Navigation is waypoint based, sort of, I recently rewrote it so my waypoint profiles are converted into a graph and use dijkstra's algorithm to generate paths. Makes for a slightly more intelligent and flexible system. The game logic runs through a simple interruptable state machine which works fairly well.

    Still working on it but so far its been a fun and educational project ive been somewhat obsessed with

    iRetainer
    An update on my bot project. Although I'm not working on it much nowadays a lot has happened since my last post.

    Theres been a lot of trial and error going into this, trying new ideas and improving old ones. Rethinking structuring which stopped scaling with a larger codebase, staring at assembler and decompiled c for days, hoping time will make sense of things. I've really poured everything I got into this project, and loved every moment of it! While its not perfect Im happy to share these videos showcasing some of its features

    Current main features:

    • Chat monitoring with push notification forwarding
    • Session timer (auto quit/shutdown)
    • Multi clients
    • Spirit walking
    • Basic vendoring (repair/sell greys)
    • Grinding botbase
    • Gathering botbase
    • Fishing botbase
    • "Loot everything" botbase
    • Profile creation tools,
    • Basic player avoidance and alarms.
    • Waypoint/graph navigation


    Mixed grinding demo,


    Gathering herbs:


    Many thx to the community at ownedcore, the resources available here have been invaluable.

  8. Thanks Valmere, homer91, Penge17, WowVendor, razhol (5 members gave Thanks to squiggy for this useful post)
  9. #1701
    noes's Avatar Contributor

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    Originally Posted by karliky View Post
    BugCraft Studio Colorizer. Everything made with JS, CSS3 and HTML5. Thanks Torpedoes for creating Robot-js.
    Are you planning to release this to the public?

  10. #1702
    QKdefus's Avatar Active Member
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    nothing new just loaded the old project for some ingame drawing and Astar
    Attached Thumbnails Attached Thumbnails Screenshot Thread-be1b677d2a-jpg  

  11. Thanks DarkLinux, homer91 (2 members gave Thanks to QKdefus for this useful post)
  12. #1703
    kulas15's Avatar Member
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    someone know something about this tool? is it shared? or project closed
    [EmuDevTool] Preview: Objects Rotation - YouTube
    [EDT] Messing around with objects - YouTube
    i can pay if someone could do things like this

  13. #1704
    Valmere's Avatar Contributor
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    cobbled together a tracky thing while trying out VS2019, pretty happy with it
    edit: for tbc
    Last edited by Valmere; 03-30-2019 at 02:52 AM. Reason: no
    wat

  14. Thanks Neer, squiggy, homer91 (3 members gave Thanks to Valmere for this useful post)
  15. #1705
    maikel23350's Avatar Member
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    Got hyped for wow classic
    so i made this a few days ago:


    Final result:

    Going to level now wont be touching this for a while
    Attached Thumbnails Attached Thumbnails Screenshot Thread-wxfvfov-jpg  
    Last edited by maikel23350; 06-15-2019 at 05:48 PM.

  16. Thanks DarkLinux, buschaffe (2 members gave Thanks to maikel23350 for this useful post)
  17. #1706
    Jadd's Avatar 🐸 Premium Seller
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    Kinda sad to see so little activity after Classic is launched. Anyways, here's something new:

    I wanted to have my bots prefer roads/paths since it's safer in regards to hostile mobs and has the added benefit of looking more human. There's nothing in the game files/databases to distinguish a road from other terrain types (it's purely visual,) so I made a tool to quickly map out individual textures based on the selected tiles.


    Within a couple hours I had all of Kalimdor and Eastern Kingdoms mapped out and had finished touching up the roads in photoshop. From there I projected the bitmap on to the navmeshes in the form of areas - ie. polygons with explicitly lower "cost" than regular terrain. Depending on the task at hand, my bot can now prioritize using roads.


    With a little more time in photoshop I should also be able to produce a 2D roads-only navmesh for long distance pathing since all polys are guaranteed to be walkable.

    Bonus edit: I've also been messing around with R&D a lot and coming up with some post-processing functions to stop my bot from clinging to the walls. With some Bézier curves and keyturning it should look almost like a stupid human. Yay!
    https://dl.dropboxusercontent.com/s/...3466301ac2.mp4
    Last edited by Jadd; 11-20-2019 at 08:37 AM.

  18. Thanks homer91, Corthezz, charles420, LogicWin, Freefall552, sendeos23, airjqqq, DarkLinux, stoneharry, greenthing (10 members gave Thanks to Jadd for this useful post)
  19. #1707
    aeo's Avatar Contributor
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    @jadd I did something similar with the use of the ReallyLowQualityTextureingMap in the MCNK chunk. I was able to build a list of "road" textures and mark them when building the mesh. I never tested it on a huge botting scale just in a few places like elwynn and stv but it worked well.
    Last edited by aeo; 11-21-2019 at 07:30 AM.

  20. Thanks Corthezz (1 members gave Thanks to aeo for this useful post)
  21. #1708
    namreeb's Avatar Legendary

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    I've recently been resurrecting my pathfinding code and adding python bindings so that the author of the questie ui mod can improve his quest objective tracking database. Example python script:

    Code:
    #!/usr/bin/python3
    
    import time
    import sys
    import os
    import math
    import argparse
    
    sys.path.insert(0, os.path.abspath(os.path.join(os.path.dirname(__file__), '..', 'lib')))
    
    import pathfind
    
    # Depends on the psutil python package:
    # pip install psutil
    def try_print_mem_usage():
        try:
            import psutil
            mem_gb = psutil.Process().memory_info().rss / (1024.0**3)
            print('Memory usage: %.2f Gb' % mem_gb)
        except ModuleNotFoundError:
            return
    
    def time_load(data_path):
        print('Loading Azeroth from %s' % data_path)
    
        start = time.time()
        map = pathfind.Map(data_path, 'Azeroth')
        load_time = time.time() - start
    
        print('Loaded Azeroth map in %.2f seconds' % load_time)
    
        start = time.time()
        count = map.load_all_adts()
        load_time = time.time() - start
    
        print('Loaded entire Azeroth mesh (%d tiles) in %d seconds' % (count, load_time))
    
        return map
    
    def path_length(path):
        result = 0
        for i in range(1, len(path)):
            delta_x = path[i-1][0] - path[i][0]
            delta_y = path[i-1][1] - path[i][1]
            delta_z = path[i-1][2] - path[i][2]
    
            result += delta_x * delta_x + delta_y * delta_y + delta_z * delta_z
    
        return math.sqrt(result)
    
    if __name__ == '__main__':
        parser = argparse.ArgumentParser()
        parser.add_argument('-n', '--navdata', help='Path to navigation data', default=r'f:\nav_vanilla')
    
        args = parser.parse_args()
    
        try:
            if not os.path.isdir(args.navdata):
                raise RuntimeError('Navigation data directory %s does not exist' % args.navdata)
    
            map = time_load(args.navdata)
    
            start = time.time()
            test_path = map.find_path(-8949.95, -132.493, 83.5312, -8833.38, 628.628, 94.0066)
            find_path_time = time.time() - start
    
            print('Path from Human start to Stormwind (length = %.2f, took %.2f seconds):' % (path_length(test_path), find_path_time))
            for point in test_path:
                print('    (%.2f, %.2f, %.2f)' % (point[0], point[1], point[2]))
        except:
            raise
            sys.exit(1)
        finally:
            try_print_mem_usage()
    
        sys.exit(0)
    And resulting output:

    Code:
    Loading Azeroth from /var/questie/navmesh/
    Loaded Azeroth map in 0.29 seconds
    Loaded entire Azeroth mesh (736 tiles) in 246 seconds
    Path from Human start to Stormwind (length = 277.27, took 0.01 seconds):
        (-8949.95, -132.49, 83.53)
        (-8959.22, -119.64, 83.48)
        (-8966.67, -100.00, 85.85)
        (-8970.83, -68.15, 91.45)
        (-8970.83, -67.56, 91.70)
        (-8969.05, -61.01, 91.95)
        (-8969.05, -60.71, 91.70)
        (-9000.00, 0.00, 93.63)
        (-9014.29, 27.68, 104.83)
        (-9014.88, 28.57, 106.58)
        (-9066.67, 100.00, 131.74)
        (-9073.81, 137.20, 117.74)
        (-9073.81, 138.09, 116.99)
        (-9066.67, 300.00, 93.40)
        (-9066.67, 366.67, 93.40)
        (-9085.12, 397.92, 93.65)
        (-9085.12, 398.81, 93.65)
        (-9084.52, 399.40, 93.65)
        (-9083.33, 400.60, 93.65)
        (-9082.14, 401.79, 93.40)
        (-9080.95, 402.98, 93.15)
        (-9078.57, 405.06, 92.90)
        (-9076.49, 406.85, 92.90)
        (-9069.05, 412.50, 92.90)
        (-8977.98, 512.20, 96.65)
        (-8971.73, 523.81, 97.15)
        (-8961.90, 555.65, 93.90)
        (-8961.61, 555.95, 93.90)
        (-8949.11, 555.95, 93.90)
        (-8929.17, 550.59, 94.40)
        (-8928.87, 550.59, 94.40)
        (-8928.27, 550.89, 94.40)
        (-8927.68, 551.19, 94.40)
        (-8900.00, 566.67, 92.90)
        (-8847.32, 614.29, 93.40)
        (-8833.38, 628.63, 94.01)
    Memory usage: 1.88 Gb

  22. Thanks GlittPrizes (1 members gave Thanks to namreeb for this useful post)
  23. #1709
    krustx's Avatar Member
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    hey guys, i have been reading this forum for a few months and i am very grateful for all the resources provided by all of you.
    I learned a lot thank you so much!
    Im working on a simple bot base for 3.3.5 on linux.
    I managed get some hooks and imgui working, and implemented a simple waypoint system, a fishing bot, simple teleport and 3dradar/esp.
    I also tough about implementing a python scripting interface as soon as my core is good structured.

  24. Thanks Corthezz, thateuler (2 members gave Thanks to krustx for this useful post)
  25. #1710
    GlittPrizes's Avatar Active Member CoreCoins Purchaser Authenticator enabled
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    I finally got lua setup the way I want. I have a script that I can make adjustments to then just reinject the lua and release the dll/close exe; it's great for testing. In the screenshot I'm just testing closeby waypoints, but soon I'll pass in a position instead. "after(ms, 'func')" is my C_Timer.After method. I plan on making a C_Timer.NewTicker script as well. For now, I'm pretty excited because it will be super easy to do dungeons or whatnot until I actually implement navmeshes.

    script.png

    Here's the full video of it..
    Last edited by GlittPrizes; 08-04-2020 at 03:31 PM.

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