Very nice work!
Very nice work!
Yes, models, yes!
This looks amazing bro! I actually just found this thread a day or two ago, and i just watched your doodad spawning video on youtube. I'm loving what i see haha!Keep it up man; if i ever return to this scene, i would love to try out your software when it's finished
Max respect for you mate, +rep!
Not sure if you got my message on msn, but once again Looking great really love the "do everything in the editor" and not needing to have 80 different small programs at the side!. If i might ask, could you start the with the Detaildoodas after you are done with the model spawning i didn't see any rotation/scale function as of yet so i just assume your not done with that.
About Detaildoodads The best solution would ofc be that you can paint them on texture layers like blizzard does it but i guess that won't be easy to create. Option two would be to add them to a texture layer so you cover all the texture on a chunk or adt. Anyway really looking forward to the release and keep up the good work!.
Cromon please add my MSN, i need helpill give u something as thanks if u help me
Just add me Thanks!
[email protected]
I can build the app, and use it, but I have to remove app.config from the project, and then once compiled, change the .config files to use the .net 4.0 framework - I'm not a coder, so I'm kinda in the dark when it comes to fixing this within the code. I also haven't synced my code since last week, so this issue could in fact be fixed already :/
@Limeee: That sounds interesting, ill have a look on that
@akspa420: Oh right, the app.config seems to be missing on the SVN, will fix that!
Hey Cromon I've got a question. Are you going to impliment a "phase editor" into this program as well? You know, like how Blizzard does changes to the terrain in-game via phasing whenever you do world-changing quests?
Most phases are setup as separate adt's, but in some cases, the phase is server-side, utilizing game object scripting. I can imagine support for editing the separate adt's, but not the server-side phasing (obviously).
Yeah I'd rather do the separate ADT's thing since I'm not a scripter anyway. XD So long as I can copy and paste separate ADT's and edit them for that... One of my projects would be an Azeroth as it might have been in the months before the Third War.
But I'd rather not lose Azeroth AFTER the Third War though, because again I'm interested in doing machinima and comics.
I'm pretty sure terrain phasing is a 4.x.x+ feature and not implemented in WotLK. And if I remember correctly SharpWoW will focus at 3.3.5 at first.
About the phasing:
I dont know yet what you all can do clientside about phasing. Surely it is not a big deal to copy a world into a new continent, thats something i consider implementing.
About the current state:
Made a lot with models! Rotation, movement, spawning, selection and all that kind is now implemented as well as some major fixes. Watch here
This looks awesome. I haven't dabbled in map editing, but regardless of that I'll check out SharpWoW when it's released. +rep
@Cromon: Is liquid parsing for Cata implemented in SharpWoW? Can the source be used for parsing map files for Recast&Detour?
Viano
The software is for Mist of Pandaria or 3.x//4.x ?