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Neo - A WoW Development Suite

Kaev

Super Moderator
so you can add building or anything just look around ??:D

Atm you could edit the terrain height and flatten it or use vertex shading. Object placement isn't implemented yet.


We've got some cool updates today:

MCLV and MCSH are now displayed correctly. MCLV is additive lighting as you can see near the brazier inside the brush, MCSH is the predefined shadows for example near the trees.
RhmqS5C.jpg


M2 models are now properly positioned and animated all around the world.

All of the old UI and some new stuff like the log is now integrated into the docking ui

The appropriate flags get set in the wdt if you enable vertex shading.

The brush now features anti-aliasing and animation, see: https://www.dropbox.com/s/kiohi23xt5ssne3/2015-02-11_01-27-24.mp4?dl=0
 

Kaev

Super Moderator
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")

:)

Added the URL of the latest unstable development build to the start topic!
 
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Kaev

Super Moderator
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:

7EmebL3.png

When you are done its imported:
2nKCGKa.png


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.

:)
 

Kaev

Super Moderator
Good news: Cromon is back with some fresh ideas! :)
Kinda happy that i can present you some new features in the next time.
 

Tommy

Founder
If you read the first post in this thread Kaev explains everything.

But to basically sum it up:

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! :p
 

Kaev

Super Moderator
No, at this moment we don't support any TBC version, only WoD and WotLk.
Also the database stuff is very unfinished and atm only for TC 3.3.5
 

Kaev

Super Moderator
We moved Neo to a new repository, because the old one was offline very often.
I replaced the link in the start post.
 
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