[Archive] [speculating] WoW-Toolkit (allround editing)
[Archive] [speculating] WoW-Toolkit (allround editing)
Quote: we try to build an universal plugin-based toolkit.
plans are:
1. create a base gui with opengl renderer in C / C++ and look that it can be compiled on any OS -> works
2. create a plugin system (putting a .dll for specific function into modules folder) -> in the work. Our first testmodules will be model / world / mpq /dbc etc viewing. than adding editor functions etc. Last will be a patch creator which creates an .exe to patch your client. Maybe if we get this project done somewhen... what will take a lot of time, we can add a object & npc spawner in it to and you can fly through the world, create npcs via menu, place them, drag&drop them, create waypoints etc.
3. set up an documentation for writing own plugins -> will be done after viewer works.
We use atm an own fileformat for saving projects till you click on "deploy to game" later. reason for that is compatibility. you can simply apply it again after a new patch when modules have been changed too.
The main reason for this project is:
1. i like modding games, after developing several years on doom3 engine i wanted to continue on wow.
2. my tries with mapping and modding in wow were extremely hard. always you need X differend console apps, copy things yourself. starting game several times to test something... whatever it was /is realy crappy.
3. everytime i wrote some guys on the forum here for better tools (after they said they have them) i got a "yeah, have it works super, but i dont give it away" so i thought myself "wtf, we have a community for modding and its been abused by some people to make them look like gods, just because they have gotten tools others dont have" so a real nice toolkit which you can use.. or should be able to use... would be awesome i think. giving everyone the posibility to create content with good quality. sure it will give more crap then, but most of the talented people cant atm find a start.
Another thing was my canceled "naga temple", a year ago, because i couldnt get it back to an .wmo ingame. so all i did with that was exporting to doom3 (again :/) and playing some "king of the hill" with it.
Thats the reason i ask here for ideas, cause sometimes you dont think of a specific feature which makes the code ugly if you add it later.
So feel free to spend some ideas, maybe we wil realy get this thing ready... if now we release source and maybe some1 continues it. but we wont release sources / builds before specific milestones are reached.
Ühm jeah. thanks for reading xD And please do not give me rep or sth like that for something i didnt have released or ready.
Archived author: IceReaper • Posted: 2025-11-04T11:54:33.187703
Original source
Quote: we try to build an universal plugin-based toolkit.
plans are:
1. create a base gui with opengl renderer in C / C++ and look that it can be compiled on any OS -> works
2. create a plugin system (putting a .dll for specific function into modules folder) -> in the work. Our first testmodules will be model / world / mpq /dbc etc viewing. than adding editor functions etc. Last will be a patch creator which creates an .exe to patch your client. Maybe if we get this project done somewhen... what will take a lot of time, we can add a object & npc spawner in it to and you can fly through the world, create npcs via menu, place them, drag&drop them, create waypoints etc.
3. set up an documentation for writing own plugins -> will be done after viewer works.
We use atm an own fileformat for saving projects till you click on "deploy to game" later. reason for that is compatibility. you can simply apply it again after a new patch when modules have been changed too.
The main reason for this project is:
1. i like modding games, after developing several years on doom3 engine i wanted to continue on wow.
2. my tries with mapping and modding in wow were extremely hard. always you need X differend console apps, copy things yourself. starting game several times to test something... whatever it was /is realy crappy.
3. everytime i wrote some guys on the forum here for better tools (after they said they have them) i got a "yeah, have it works super, but i dont give it away" so i thought myself "wtf, we have a community for modding and its been abused by some people to make them look like gods, just because they have gotten tools others dont have" so a real nice toolkit which you can use.. or should be able to use... would be awesome i think. giving everyone the posibility to create content with good quality. sure it will give more crap then, but most of the talented people cant atm find a start.
Another thing was my canceled "naga temple", a year ago, because i couldnt get it back to an .wmo ingame. so all i did with that was exporting to doom3 (again :/) and playing some "king of the hill" with it.
Thats the reason i ask here for ideas, cause sometimes you dont think of a specific feature which makes the code ugly if you add it later.
So feel free to spend some ideas, maybe we wil realy get this thing ready... if now we release source and maybe some1 continues it. but we wont release sources / builds before specific milestones are reached.
Ühm jeah. thanks for reading xD And please do not give me rep or sth like that for something i didnt have released or ready.
Quote: /endthread
Archived author: obox • Posted: 2025-11-04T11:54:33.187703
Original source
Quote: /endthread
Quote: I would like to see this application done. I like Noggit, but it is missing many features and is a bit complicated to use. And as you stated...it is shitty to use a wide range of DOS/Console apps where you have to write lines of commands for one single thing. And there's sadly no max/3ds/obj/whatever file format converter to convert it to WMO. There's a big lack of programs, which would allow us to modify World of Warcraft properly without having a MIT certificate.
So, you've got my endorsement.
Archived author: Maxunit • Posted: 2025-11-04T11:54:33.187703
Original source
Quote: I would like to see this application done. I like Noggit, but it is missing many features and is a bit complicated to use. And as you stated...it is shitty to use a wide range of DOS/Console apps where you have to write lines of commands for one single thing. And there's sadly no max/3ds/obj/whatever file format converter to convert it to WMO. There's a big lack of programs, which would allow us to modify World of Warcraft properly without having a MIT certificate.
So, you've got my endorsement.
Quote: Originally Posted by obox
/endthread
First I thought this was going to be a camouflaged, unrealistic request thread. However, the OP seems to have some actual experience and know-how of these things so I'm actually a little excited to see where this goes.
Germans are famous for being good scientists and engineers, after all.
Archived author: Grymskvll • Posted: 2025-11-04T11:54:33.187703
Original source
Quote: Originally Posted by obox
/endthread
First I thought this was going to be a camouflaged, unrealistic request thread. However, the OP seems to have some actual experience and know-how of these things so I'm actually a little excited to see where this goes.
Germans are famous for being good scientists and engineers, after all.
Quote: German Power ftw:
MMOForge > Projects > Taliis - WoW Files Editor > Home <-Germans created this(ok through me the code is very filthy :/)
MMOForge > Projects > M2Class > Home <-this could be usefull if you want to implement m2-editing(ok animation/bone-editing is still very unstable)
IceReaper: wir sollten uns vllt mal zusammensetzen
Archived author: Tigurius • Posted: 2025-11-04T11:54:33.187703
Original source
Quote: German Power ftw:
MMOForge > Projects > Taliis - WoW Files Editor > Home <-Germans created this(ok through me the code is very filthy :/)
MMOForge > Projects > M2Class > Home <-this could be usefull if you want to implement m2-editing(ok animation/bone-editing is still very unstable)
IceReaper: wir sollten uns vllt mal zusammensetzen