SharpWoW - The new Mapeditor for WoW menu

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  1. #31
    sertyr22's Avatar Private
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    Perhaps i can finaly make my maps

    SharpWoW - The new Mapeditor for WoW
  2. #32
    LIMEEE's Avatar Member
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    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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  3. #33
    akspa420's Avatar Contributor
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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).

  4. #34
    pyriel's Avatar Member
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    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

    Originally Posted by Cromon View Post
    @pyriel:
    Water: Someone is currently working on its implementation

    UDK: Got me interested . I just need to find a documentation of the .udk file format to export the stuff understandable for the UDK.

    About the progress:
    All models are nearly fully implemented. Currently missing: Rotation
    Last edited by pyriel; 03-19-2012 at 09:39 PM.

  5. #35
    LIMEEE's Avatar Member
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    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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  6. #36
    Cromon's Avatar Legendary


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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



  7. #37
    EveronMightbane's Avatar Master Sergeant
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    Whoah, imagine if we had a working MoP worldbuilding tool before they even release MoP... XD

  8. #38
    Cromon's Avatar Legendary


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  9. #39
    LIMEEE's Avatar Member
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    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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  10. #40
    Cromon's Avatar Legendary


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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.

  11. #41
    akspa420's Avatar Contributor
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    Will any of these changes be committed to the project page? The last commit appears to be a while ago

  12. #42
    DeGGuB's Avatar Private
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    Awesome progress Cromon! (Keep your post on modcraft updated! , I'm always late to see the changes here.)

  13. #43
    LIMEEE's Avatar Member
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    Amazing Cromon.
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  14. #44
    stoneharry's Avatar Moderator Harry


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    Originally Posted by Cromon View Post
    You no longer need to use a dozen of programs to change all that you wanna change like DBC files, terrain files or light parameters you do that all in the same application with editors specialized for that specific task.
    This is the reason I could never get into ME. Spending hours struggling to find programs to do, what you would think, is simple stuff. Especially when there are 200 different versions and you can never find a version that works for you.

    If this ever gets finished, <3.

  15. #45
    R0w4n's Avatar Retired Model Editor :3
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    Originally Posted by stoneharry View Post
    This is the reason I could never get into ME. Spending hours struggling to find programs to do, what you would think, is simple stuff. Especially when there are 200 different versions and you can never find a version that works for you.

    If this ever gets finished, <3.
    You don't even know half the pain :P Though it was alot "simpler" back "then", then it is now.


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