Perhaps i can finaly make my maps
Perhaps i can finaly make my maps
Awesome work Cromon! - If i could request something can you please try to get detaildoodads to work in the editor, like the blizzard editor does be able to paint it onto the ground as the texture tool. Or a function to add them to a chunk. As you might guess they are very important for a good edit.
Last edited by LIMEEE; 03-19-2012 at 03:40 PM.
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Just a heads-up to anyone trying to compile the source code - you'll need: SlimDX, the Mysql .NET Connector, Visual Studio 2010, ???, WoW client (3.x/4.x). As of now, x86 compilation is supported, but I suppose that a few tweaks will be needed in order to utilize x64 - I tried an x64 build, without replacing stormlib with an x64 version, and the app loads but cannot open any of the mpq archives. Unfortunatly, the graphics subsystem seems to hit out of memory exceptions quite frequently, but that's probably due to the fact that there is currently no exception handling in the program, aside from the stuff that .NET provides in error message form.
This project has a lot of potential, especially since it already supports 4.x files (albeit without wmo's or models, yet), and it's open source right off the bat. The renderer is very efficient - I get really reasonable framerates (resting/idles at ~300fps, ~80-120 when moving around).
awesome, on both accounts!
i cant offer up alot of info on the UDK, im not a programmer unfortunatly. but as to info on the format...alot of games go through that, or CAN go through that, first one that comes to mind is EVE Online and how people use TriExporter to view its models for movie making purposes. i dont know of how much use that might be but i would imagine a small homebrew program would be easier to take apart than a larger professional program
http://www.agronom.pl/triexporter.zip
edit: random example video for people who have no idea what UDK is: http://youtu.be/VYGG2e9CEBE
Last edited by pyriel; 03-19-2012 at 09:39 PM.
Just gonna mention a few things that would be really help full and reduce the amount of time on big edits.
1. Be able to add detail doodads (grass small rocks etc) to chunks or even better be able to paint it on the textures.
2. Be able to rotate/move/scale a bunch of objects at the same time.
3. Have a list of all the objects in the editor and be able to add them.
Will add more things if i come up with something important.
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Ill have a look on that, Limeee
Just for fun i was looking a bit on MoP, they changed stuff, but should be no big deal. Currently just a small thing in the _tex.adt files is preventing me from rendering the world
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Whoah, imagine if we had a working MoP worldbuilding tool before they even release MoP... XD
Gratz on getting it to work!. However it looks horrible when the new texture scaling function don't work. so the 512,1024 textures either looks way to big or to small ^^
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Currently im focusing on the integrated WMO-Editor which pops up as soon as you right click a WMO-model in the world:
The property pane will allow you to change several facts of the WMO.
Will any of these changes be committed to the project page? The last commit appears to be a while ago![]()
Awesome progress Cromon! (Keep your post on modcraft updated!, I'm always late to see the changes here.)
Amazing Cromon.
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