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  1. #751
    UnknOwned's Avatar Legendary
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    Originally Posted by DrakeFish View Post
    Memory variable that will make WMO's render differently.
    Main use of this is to see the real collision of the WMO (the grey one shows detailed collision), as you can see, stormwind top is being rendered because it has an "invisible top".
    Note that all those images are rendered by WoW, it's not something made with photoshop.

    Information:
    1. Normal view, we can't see collision and we do see the textures.
    2. Collision view, we don't see the visual WMO model, what we see is the whole collision.
    3. No render, doesn't show the WMO.
    4. Visible Collision, it shows the collidable surface.
    5. Visible only, it shows the non-collidable visible surface.
    6. Non-Visible Collision, it shows the invisible collidable surface only.

    The normal view is made by the blue and green, with textures on it.
    The grey surface is made by the green and red surfaces together, because it's the collision.

    Its sad that m2's can't use that render function.
    I'd love the collision mesh(2) applied everywhere.

    Screenshot Thread
  2. #752
    Cursed's Avatar Contributor
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    Originally Posted by DrakeFish View Post
    Memory variable that will make WMO's render differently.
    Main use of this is to see the real collision of the WMO (the grey one shows detailed collision), as you can see, stormwind top is being rendered because it has an "invisible top".
    Note that all those images are rendered by WoW, it's not something made with photoshop.

    Information:
    1. Normal view, we can't see collision and we do see the textures.
    2. Collision view, we don't see the visual WMO model, what we see is the whole collision.
    3. No render, doesn't show the WMO.
    4. Visible Collision, it shows the collidable surface.
    5. Visible only, it shows the non-collidable visible surface.
    6. Non-Visible Collision, it shows the invisible collidable surface only.

    The normal view is made by the blue and green, with textures on it.
    The grey surface is made by the green and red surfaces together, because it's the collision.
    *Image not quoted for size's sake...*

    Very nice, +Rep. Is it possible to apply multiple effects at once?

  3. #753
    DrakeFish's Avatar Lazy Leecher

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    Originally Posted by Cursed View Post

    Very nice, +Rep. Is it possible to apply multiple effects at once?
    I don't think it's possible to apply multiple render modes because the stucture doesn't look to allow it.
    Last edited by DrakeFish; 04-19-2010 at 06:30 AM.

  4. #754
    UnknOwned's Avatar Legendary
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    Originally Posted by Cursed View Post

    Very nice, +Rep. Is it possible to apply multiple effects at once?
    The effects are seem to be debugging for WMO's, the "styles" are hardcoded (functions) so it would require quite some ASM tinkering to get diffrent looks from it. But there are a few more "styles" than thoes displayed there.
    And ye, good find DrakeFish.

  5. #755
    rainvair's Avatar Member
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    My private Gatherbot, a little bit buggy but working! Still working on the Mobil Device :/

    too big.

  6. #756
    UnknOwned's Avatar Legendary
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    [YT]<object width="1280" height="745"><param name="movie" value="http://www.youtube.com/v/n1mSXooFuTA&hl=en_US&fs=1&color1=0xcc2550&color2=0xe87a9f&hd=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/n1mSXooFuTA&hl=en_US&fs=1&color1=0xcc2550&color2=0xe87a9f&hd=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="1280" height="745"></embed></object>[/YT]


    Stuff for WoW Machinima Tool


    Autotilt
    Slowmotion
    Improved panning and... hmm.. can't remember the last thing.
    Last edited by UnknOwned; 04-21-2010 at 12:29 PM.

  7. #757
    DrakeFish's Avatar Lazy Leecher

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    Originally Posted by UnknOwned View Post
    [YT]<object width="1280" height="745"><param name="movie" value="http://www.youtube.com/v/n1mSXooFuTA&hl=en_US&fs=1&color1=0xcc2550&color2=0xe87a9f&hd=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/n1mSXooFuTA&hl=en_US&fs=1&color1=0xcc2550&color2=0xe87a9f&hd=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="1280" height="745"></embed></object>[/YT]


    Stuff for WoW Machinima Tool


    Autotilt
    Slowmotion
    Improved panning and... hmm.. can't remember the last thing.
    Nice job getting the character rotation to follow the terrain ^^ But what method did you use? Is it a patch for it or do you make a loop constantly reading and writing the values?
    Last edited by DrakeFish; 04-21-2010 at 05:02 PM.

  8. #758
    suicidity's Avatar Contributor
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    Originally Posted by DrakeFish View Post
    Nice job getting the character rotation to follow the terrain ^^ But what method did you use? Is it a patch for it or do you make a loop constantly reading and writing the values?
    http://www.mmowned.com/forums/wow-me...ml#post1837874


  9. #759
    schlumpf's Avatar Retired Noggit Developer

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    Actually, its 2 bit changed per model file.

  10. #760
    UnknOwned's Avatar Legendary
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    Originally Posted by schlumpf View Post
    Actually, its 2 bit changed per model file.
    Originally Posted by DrakeFish View Post
    Nice job getting the character rotation to follow the terrain ^^ But what method did you use? Is it a patch for it or do you make a loop constantly reading and writing the values?

    Just like schlumpf noted its 2 bits per model, but since wow flushes every model after 1 minute of not being used i wrote a patch for it instead.

  11. #761
    UnknOwned's Avatar Legendary
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    This is how wow looks today.... missing something?
    Well i kinda see a lamp above my head but for some reason... it does not emit light. (were blizzard too lazy to put lights in the lamps or was it a technical limitation?).







    Fortunatly for us... there is a app for that.
    (i call it autoit^^ :wave:apoc)
    1xIngame light injection



  12. #762
    Mr.Zunz's Avatar Contributor
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    That's fkn awesome UnknOwned!


  13. #763
    schlumpf's Avatar Retired Noggit Developer

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    Well, as there are models (weapons) which have actual light emitters, its not a technical limitation but rather a "we might not use lights _that_ often on commonly used models as performance may suffer." or "we are lazy as ****.".

  14. #764
    UnknOwned's Avatar Legendary
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    Originally Posted by schlumpf View Post
    Well, as there are models (weapons) which have actual light emitters, its not a technical limitation but rather a "we might not use lights _that_ often on commonly used models as performance may suffer." or "we are lazy as ****.".
    Its everywhere in venilla wow. Someone should make a MC-patch to fix this in the model editing section. It actually enhances the graphics quite much when you apply it to all the lamp post in elwynn, darnasus and so..
    Im sadly a bit too lazy to do it myself.

  15. #765
    UnknOwned's Avatar Legendary
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    Thanks for the PM's ppl, its always good with some feedback.
    I don't really take that many screenshots of my projects other than the stuff i post here, but i did fund a few in the stash that i might not have posted before.



    Failed ingame model editing....


    Failed attempt to get a hold of wow's shader system


    Worst ingame terrain editing attempt in history.


    Worst ingame texture editing attempt in history.


    Not sure exactly how i did this, but its not possible... (to place 2 ADT chunks above eachother and deform them freely in XY space



    Messing around too much... waaaay too much... the screenshot is also named "WoWScrnShot_(null).jpg"


    Some of that funky terrain editing again


    Picture in picture (kinda)


    PiP again..

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