Wednesday, January 11, 2012

Game Over

Okay. I took myself some guts and re-uploaded the whole Taliis project.

Since this is the final "end" behind the official "taliis" project I wish to say some words.
The reason that I made the source public (again) and took a save place for downloads is that I want to thank all the users that still use it. Henche, it been 3 years that I did something on it. Its absolute over outdated... a Burning Crussade Tool ^^
But there still some people out that use it and thank you for doing so!

I want to thank Obscure for beeing the founder of that what were doing today.
THX for being a great example for that what I also wanted to reach doing Taliis.

And of course the co coders. Mae, Schlumpf and last but not least Tigurius.


I put the code online hopefully someone might do a fork for it. Whoever might try this can be sure to have my full support.
Taliis could realy need some update in its adt code ^^



https://bitbucket.org/tharo/taliis

Monday, May 10, 2010

Restart

Well hello everyone. Its been quite a while but like any other crack junkie on the street I was not realy able to hold my hands still.

So what happend? Well. Personaly I got back from hell, finished my bachelor thesis (BA of bullshit engeneering) and got some time to spend.

In the meanwhile of course I noticed some changes in the WoW Scene. Some new Projects came up, like Cromon's fancy tools, some other things died like emupedia, and many things just dont do any progress. like ... aw, im sure you know bout them.

Whatsoever. Once I anounced Lyn as new and rewritten Taliis core. And well. Last days I did some work on it.

Lyn is a xml driven file handling routine for chunked file formats in WoW.
XM-whatthefuck? Yeah. Of course it wont provide the same speed as the direct struct streaming that many of the c++ coders love. But in fact its dynamic.

So its not wrong if you try to say that lyn will become the new taliis core. Its more flexible because you can change the file structure just by adding some lines to the XML file. Its stable because many experiences that I did due the evolution of taliis went into this new design. And after all, its faster since we dont use a java framework anymore.

The current state of lyn is that we can parse files and read out (visualisize) the ADT Surfaces.

My distance-goal for lyn is NOT to write another noggit clone - even noggit still SUCKS LIKE SHIT. I think cromon allready had a neat start and even its possible that cromon and I will work on the same code. I wont focus on ADT anymore.
So its WMO. Yeah. I think with lyn I want to write a nice toolset for WMO models, levels and other stuff.


But we will see

Ganku



Oh. And well. The project went close source because some "old members" of the project had nothing better to do than stealing MY class model. Serious. If u do something like this as least stop recoding Java-Like Classes in C++. Its a different language! U code in a different way and you are using different tools. Thats just fail! gosh -.-"

Thursday, August 27, 2009

Shadows(!), Heightmaps and Cataclysm

So finally I found my mistake within the Shadow-Setters - yay!

Imagr.eu
Imagr.eu
(Remember: ADT-Shadows only appear if you have deactivated dynamic shadows!)

Also I think, I've found the correct way WoW handles it's heightmap:
Imagr.eu

You can find my comment on it at
WoW.Dev


To the new Addon, Blizzard announced, Cataclysm:
The terrain-phasing looks promising, even if it'll need much effort in implementing the new format(partly has been leaked to WoW.Dev already, even if it may change) aswell as implementing this features to Emulators(do they already support WotLK-Phasing? or still not?).

Thursday, August 20, 2009

Optional Chunks and more Editors

Well, the last days and weeks, schlumpf and me did investigate the WoW-Formats and found out some things like the MCSH,MCSE chunks in ADTs being optional etc. aswell as schlumpf found a new chunk - MTFX which is used for effects.
So I did some work on the ADTCore-Classes.

Also I decided to add Flag-Editors for MCNKs(most likely they're outdatet/shouldn't be used) and MCLY-Flags:
Imagr.eu
(you might also notice, that the chunk-borders are now displayed as well as the chunk-position ^.^)

Download Taliis

Edit:
Meh I found a mistake in the MCNK-Editor ._.
it's fixed now:
Just place this in the plugin-folder

--Tigu

Sunday, May 17, 2009

DBC-Boolean

Well I was bored so I added a new option "bool" to the DBC-Editor.
You're now able to set the Datatype in the config to bool and then you'll get something like this:
Imagr.eu

Saturday, May 9, 2009

Usability Updates

The last days I improved the usability of Taliis by creating a new Plugin:


As you can see you now can easily set the AreaID,Holes and Textures of a Chunk by only rightclicking on it.

hf

Download

Wednesday, April 8, 2009

Some improvements

Well I did some improvements to the ADT-Code, so it now has the ability to load every fucking ADT(I hope) even if Noggit has changed the structure, without fixing the sizes etc.

Imagr.eu

Also I included the m2 and wmo plugins to the pack, even if you should not use them as they're very unstable(but you can add Doodadsets to WMOs, yay! xD)

New features:
ADT:
stable:
*Extract and Reimport Texture Layers to edit them in another Programm
*Mass Editing of AreaIDs
*Mass Editing of UniqueIDs

unstable:
*Extract and Reimport Heightmap to PNG
*Extract and Reimport Liquid-Heightmap to PNG(only pre-3.x)

WMO:
Root:
unstable:
*Add/Edit Materials and Textures
*Add/Edit Doodadsets and appearing Doodads

Group:
*Edit Materials of the Geosets
*Add Doodadappearance to the Group

M2(very unstable should not be used!!!):
*only works if m2 is written in noncaps(o.O)
unstable:
*Edit Tilt
*View Attachments,Textures and some offsets etc.

For the dbc-config-files see the svn.

Removed:
*3D-Plugins because of its uselessness


Download