i did run as admin and i do the last netframe? but do i need to locate it on wow or what?
http://i59.tinypic.com/dq3itc.png
http://i59.tinypic.com/dq3itc.png
i did fix the error. but how you opload things building and that?
so you can add building or anything just look around ??
Cromon said:FYI, for those who do not have visual studio/do not want to build the editor:
Ive set up continuous integration. Everytime someone pushes a new commit to my repository a few build steps on my jenkins server are invoked. Some of them are private, some of them are visible to the public. One of the public ones creates a build of said commit (including all dependencies) and stores it for download so you can - well - download it.
You can find an overview of the builds here:
http://ci.cromon.ch/job/Neo - WoWEditor/
You find the latest build here:
http://ci.cromon.ch/job/Neo - WoWEditor/lastBuild/
You find the download to the latest build here:
http://ci.cromon.ch/job/Neo - WoWEd ... /artifact/ (you can select "download all files as zip-archive")
Cromon said:LIttle update what we are currently working on:
Steff is working on the UI layout. There are already are first designs and implementations and it looks very comfortable, it will also support those drawing tablets.
tripleslash implements more details on the rendering pipeline as well as some in world text rendering for selected models etc.
Im working on the asset browser as a preparation for texturing and model spawning. Meanwhile ive also added the two ways of asset transformations. Exporting files to the filesystem and importing them back into the client. Right now its only implemented with meta functionality for textures. If you export a texture it will be exported as png and if you import an image file (jpg, png, bmp, gif, etc) it will be converted to a blp texture.
When importing you select the file youd like to import (yes, folders are planned) and then the options (for folders it will check what kind of files are present and show the appropriate ones) for the file import can be choosen:
When you are done its imported:
And yes, the image was this blurry before, i had to scale it up to 512x256 to be power of two for the tileset texture type. These types btw decide the format used (dxt1, dxt3, dxt5) and if mipmaps will be generated or not.
I've implemented my idea of the creature editor GUI.
To make it easier for you, i've recorded a small video.
Here's a list of features that we plan to add or already working on:
- Support for every version. Classic to WoD!
- Map editor (Modify terrain, place WMO and M2)
- NPC and GameObject placement via map editor
- DBC editor
- Database editor
- Edit ground effects
- Easy creation of new ADTs
- More!