Forums WoW Modding Discussion Modeling [Archive] [WIP] Machinima Tool

[Archive] [WIP] Machinima Tool

[Archive] [WIP] Machinima Tool

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rektbyfaith
Administrator
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11-04-2025, 12:21 PM
#11
Archived author: Flavius • Posted: 2025-11-04T13:21:44.331727
Original source

Quote: Originally Posted by Fadelol
[Image: lastpost-right.svg]

This looks fantastic (though half of the attachments doesn't seem to be working).

Not sure why, I can see all the attachments. Here's an imgur link to the gallery: Machinima Tool Previews - Album on Imgur

Originally Posted by trineon89
[Image: lastpost-right.svg]

Hey,

Nice work, keep it on!

You use some subversion control I could have a look at? (like GitHub)

Thanks a lot!

I only have the assets/code on my pc at the moment. I'll have to look at how to get it syncing with Github since I'm using Unity to manage my project not VS.

Cheers [Image: smile.png]
rektbyfaith
11-04-2025, 12:21 PM #11

Archived author: Flavius • Posted: 2025-11-04T13:21:44.331727
Original source

Quote: Originally Posted by Fadelol
[Image: lastpost-right.svg]

This looks fantastic (though half of the attachments doesn't seem to be working).

Not sure why, I can see all the attachments. Here's an imgur link to the gallery: Machinima Tool Previews - Album on Imgur

Originally Posted by trineon89
[Image: lastpost-right.svg]

Hey,

Nice work, keep it on!

You use some subversion control I could have a look at? (like GitHub)

Thanks a lot!

I only have the assets/code on my pc at the moment. I'll have to look at how to get it syncing with Github since I'm using Unity to manage my project not VS.

Cheers [Image: smile.png]

rektbyfaith
Administrator
0
11-04-2025, 12:21 PM
#12
Archived author: trineon89 • Posted: 2025-11-04T13:21:44.331727
Original source

Quote: There is a great tutorial from Unity at https://unity3d.com/learn/tutorials/...playlist=17866 how to get git working with your project.

I am currently working on an own engine including World of Warcaft Maps (I don't want to share too much Informations to Public at the current stage), and your import tool is exactly what I am struggling at the moment. If you could share it how to read WDT and properly assign ADT-Files with it, i would apreciate it. If you want more Informations 'bout my Project, Message me in private.

Thanks and again, very good work till now, keep it on!
rektbyfaith
11-04-2025, 12:21 PM #12

Archived author: trineon89 • Posted: 2025-11-04T13:21:44.331727
Original source

Quote: There is a great tutorial from Unity at https://unity3d.com/learn/tutorials/...playlist=17866 how to get git working with your project.

I am currently working on an own engine including World of Warcaft Maps (I don't want to share too much Informations to Public at the current stage), and your import tool is exactly what I am struggling at the moment. If you could share it how to read WDT and properly assign ADT-Files with it, i would apreciate it. If you want more Informations 'bout my Project, Message me in private.

Thanks and again, very good work till now, keep it on!

rektbyfaith
Administrator
0
11-04-2025, 12:21 PM
#13
Archived author: Flavius • Posted: 2025-11-04T13:21:44.331727
Original source

Quote: Edited the main post to reflect what I have going so far with the tool.

There are a lot of things that need fixing now until I move on to the next phase (probably the animation system):

- Textures don't seem to want to assign correctly to some WMO's and BLP's, assuming it's a parsing issue.

- Need to import the terrain normals, right now I let Unity recalculate them, so each small chunk has sharp looking edges.

- The terrain UV's aren't a tight fit, need to calculate it better.

- Loading multiple terrain chunks will result in some WMO's (around the edges) getting loaded twice, need to skip them.

The #modcraft community has been very helpful [Image: smile.png]

Some more previews to show.

[Image: attachment.php?attachmentid=26655&stc=1]

[Image: attachment.php?attachmentid=26656&stc=1]
rektbyfaith
11-04-2025, 12:21 PM #13

Archived author: Flavius • Posted: 2025-11-04T13:21:44.331727
Original source

Quote: Edited the main post to reflect what I have going so far with the tool.

There are a lot of things that need fixing now until I move on to the next phase (probably the animation system):

- Textures don't seem to want to assign correctly to some WMO's and BLP's, assuming it's a parsing issue.

- Need to import the terrain normals, right now I let Unity recalculate them, so each small chunk has sharp looking edges.

- The terrain UV's aren't a tight fit, need to calculate it better.

- Loading multiple terrain chunks will result in some WMO's (around the edges) getting loaded twice, need to skip them.

The #modcraft community has been very helpful [Image: smile.png]

Some more previews to show.

[Image: attachment.php?attachmentid=26655&stc=1]

[Image: attachment.php?attachmentid=26656&stc=1]

rektbyfaith
Administrator
0
11-04-2025, 12:21 PM
#14
Archived author: Flavius • Posted: 2025-11-04T13:21:44.331727
Original source

Quote: Been a while since I posted here ,but I am now back to working on this project.

I've started working on a simplified casc extracting method in Unity, with a lot of hair pulling because of the limitaions you get with a game engine.

This (Analysis of the CASC filesystem) thread and Tom Rus' casc library has been tremendous help, wanted to mention that.

Getting really close to having it work now, but I have hit a wall that I want to ask about if anyone can figure it out:

I managed to find and save the Encoding file without any problems, however using the same method to get the Root file and I can't seem to find its 9 byte key in the IDX archives.

They way I'm doing this is, saving all of the IDX data in a generic Dictionary <String, EncodingEntry>, converting the 9 byte key into a String key with Convert.ToBase64String ( it didn't seem to find the encoding file either when i used a byte[] key instead )

I'm converting the encoding/root hashes from the build config into a byte array, trimming the array to the first 9 bytes, then converting that into a string which I use to search in the dictionary.

Currently stuck at this, got the encoding file, but can't find the root file. Hitting my head against this wall Tongue
rektbyfaith
11-04-2025, 12:21 PM #14

Archived author: Flavius • Posted: 2025-11-04T13:21:44.331727
Original source

Quote: Been a while since I posted here ,but I am now back to working on this project.

I've started working on a simplified casc extracting method in Unity, with a lot of hair pulling because of the limitaions you get with a game engine.

This (Analysis of the CASC filesystem) thread and Tom Rus' casc library has been tremendous help, wanted to mention that.

Getting really close to having it work now, but I have hit a wall that I want to ask about if anyone can figure it out:

I managed to find and save the Encoding file without any problems, however using the same method to get the Root file and I can't seem to find its 9 byte key in the IDX archives.

They way I'm doing this is, saving all of the IDX data in a generic Dictionary <String, EncodingEntry>, converting the 9 byte key into a String key with Convert.ToBase64String ( it didn't seem to find the encoding file either when i used a byte[] key instead )

I'm converting the encoding/root hashes from the build config into a byte array, trimming the array to the first 9 bytes, then converting that into a string which I use to search in the dictionary.

Currently stuck at this, got the encoding file, but can't find the root file. Hitting my head against this wall Tongue

rektbyfaith
Administrator
0
11-04-2025, 12:21 PM
#15
Archived author: sinkhile • Posted: 2025-11-04T13:21:44.331727
Original source

Quote: This is really a very good project! Support you to continue to research and development

Here I found the bigworld engine development suite code, hope I can help to you!

Modcraft - View topic - [C++] I think I have the original world of warcraft terrain
rektbyfaith
11-04-2025, 12:21 PM #15

Archived author: sinkhile • Posted: 2025-11-04T13:21:44.331727
Original source

Quote: This is really a very good project! Support you to continue to research and development

Here I found the bigworld engine development suite code, hope I can help to you!

Modcraft - View topic - [C++] I think I have the original world of warcraft terrain

rektbyfaith
Administrator
0
11-04-2025, 12:21 PM
#16
Archived author: Flavius • Posted: 2025-11-04T13:21:44.331727
Original source

rektbyfaith
11-04-2025, 12:21 PM #16

Archived author: Flavius • Posted: 2025-11-04T13:21:44.331727
Original source

rektbyfaith
Administrator
0
11-04-2025, 12:21 PM
#17
Archived author: Flavius • Posted: 2025-11-04T13:21:44.331727
Original source

Quote: Originally Posted by sinkhile
[Image: lastpost-right.svg]

This is really a very good project! Support you to continue to research and development

Here I found the bigworld engine development suite code, hope I can help to you!

Modcraft - View topic - [C++] I think I have the original world of warcraft terrain

Ooh thanks, I'll look into it!
rektbyfaith
11-04-2025, 12:21 PM #17

Archived author: Flavius • Posted: 2025-11-04T13:21:44.331727
Original source

Quote: Originally Posted by sinkhile
[Image: lastpost-right.svg]

This is really a very good project! Support you to continue to research and development

Here I found the bigworld engine development suite code, hope I can help to you!

Modcraft - View topic - [C++] I think I have the original world of warcraft terrain

Ooh thanks, I'll look into it!

rektbyfaith
Administrator
0
11-04-2025, 12:21 PM
#18
Archived author: scryuh • Posted: 2025-11-04T13:21:44.331727
Original source

Quote: Fantastic, Thanks!
rektbyfaith
11-04-2025, 12:21 PM #18

Archived author: scryuh • Posted: 2025-11-04T13:21:44.331727
Original source

Quote: Fantastic, Thanks!

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