Noggit
Most of the people know im not a big fan of noggit. Thats because it think besides the 5 original autors (the wow map ones and the noggit autor itself) nobody realy knew what he is doing there. Some of them know 3D, some of them know Binary reversing. But never - never someone was able to finish it and fix it bugs that it causes due some reasons.
I for myself had never a look on its source since last summer. But i seriously ask myself: HOW could this happend!?
All Textures cutted out and no Doodads visible.
How could it you want to ask? I have no idea to say truth. Okay. A look to a good Wiki tell us that the number of Layers and the number of Doodads are are close together. And stupid readers might now say "hahahaha you switched them and all layers got killed! HAHAHA!".
But no. I did not. I checked it 3 hours. Hex Editors, tons of logs what happends and what got changed. Nothing. The values are still in that file. It should be allright.
But it is NOT. But another even more amazing sample:
Yeah and: NO .. the original have NO water. It happend because of another Taliis-Noggit combination.
Offsets
Suddenly all second layers got to water layers. And after you change them in Noggit its back to normal. Wait - Alpha layer/Water layer? Yes. The offsets are cose together again. And somehow its funny, somehow not. But i can just _quess_ what happends to noggit. In the last year i worked at taliis i found some abnormalitys in ADT files. And just Alpha and Water Layers are two of them.
In fact im installing wow now. I want to check the stuff by myself. But i checked my offsets and my datas 1000 times since yesterday. Its just TRUE: my data is right. The way how taliis calculates the offsets is 100% the same as Blizzard does .. as least for all TBC adt files ive ever seen - and understood.
Wikis
And there we on my last topic for today. Wikis. Im a bit angry about some people that write in private wikis instead of the original wowdev.org one. Why?
- It was the first Wiki. Everyone that is doing wow coding today learned from there or one of its copys. Had they ever paid back? NO. Its the same like this noggit dumpfucks that always keep GPL src by themself and call it theyr sources.
- People write new inventions to theyr own wikis. some of them are known, such as wow.dev, some are not. But in fact i see no reason to do so. Everyone can register and post at wowdev.org - stop spreading your infos around everywhere :/
- Last but not least: The quality. Some of the new posts are nice. But some are also horroble incomplete or wrong. Why? Because ppl dont complety understood what _happends_ (in adt files f.E.) .. So they just delete out some infomations that are still valid and think they understood why. Or a complete file change had happend. But nothing of that seems to be true.
So .. i feel a bit like the angry video game nerd.
In fact i spend so many hours of checking stuff at taliis that always was working .. beeing afraid its my fault. But i can not see reasons. Everything works perfectly like ADT's habbits and linear rules. I dont know whats wrong :/ I just hope soon i can test ingame again.
It makes me sick ...
4 comments:
ImO it's definitively a problem with Noggit. Here is a screen of The Isle of Quel'Danas not modified shown in Noggit: http://www.pic-upload.de/11.10.08/ukypla.jpg
So it seems you haven't made any mistake but the Noggitprogrammers
This is because that great programmer never thought about changes that have been made to the layers. He has no idea of it, so this will always be like it.
Well i checked my code for so unbeliveable many times because of noggit.
I just can say on the side of taliis i found no reasons.
After rebuilding a ADT file .. means not just save it -> complete rebuild .. its 100% bit identical with the original wow ADT files.
Including all the weird habbits blizzard have ..
Any sugessions are welcome. Of course.
I can say the issues are due to no one ever correctly fixed NoggIt for the 2.0 format changes and the various bugs in NoggIt. Worked pretty well on 1.12 (if you had an Nvidia video card for shaders would behave funny on ATI's but didn't have an ATI video card to fix them). As well, no one ever tackles adding memory management to handle the "memory leak" which is just resources never being released when no longer actively needed. Its a lost cause I would say and always curious when people try to update it. Glad to see from the ground up new map editors out there.
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