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Neo - A WoW Development Suite

Discussion on Neo - A WoW Development Suite within the WoW Private Server forum part of the World of Warcraft category.

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Old   #1
 
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Neo - A WoW Development Suite

Hello ePvPers!

Today i want to present you our project:

Neo - A WoW Development Suite

You maybe ask yourself what this means. I'll tell you!
Neo will be THE WoW modding tool.
You can mod nearly anything you can imagine. The biggest point will be the map editor, which is written from scratch. From modifying the terrain over placing WMOs and M2s to place NPCs and gameobjects, you can do everything with it. Creating custom content will never be that easy.
But this isn't everything, we plan to integrate a database and DBC editor too.

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

You will always find the newest progress always in this thread!
Here are screenshots and videos of the development (Newest to oldest).
If the videos won't load, use firefox. If the site won't load, wait some minutes:

WDL Generation Hype! \o/


Cromon is so fast..:

I didn't post something the last days, so here is a small video about texturing that i made for you:

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.


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:

We renamed the project to Neo!

You can compile the software with Visual Studio 2013 now.

Some UI tests..

No screenshot or video, but a good message: Changing height, flattering and MCCV stuff is already implemented. You also can save the MCCV sub-chunk and the modified height of your terrain! IMO that's a huge step forwards to our goals!

Cromon is working on some MCCV stuff:

Stuff is going on:

M2 with animations? Sure, why not? Stuff is going so well, dudes.


M2 not finished yet, but...:


Want to search something fast? No problem, loading is fast as hell! Video:

Yay! WMO rendering!


Ground effects! And an ashenvale ADT in durotar.. CROMON, IT DOESN'T WORK LIKE THIS!


Cameramovement? Yup. Video:

Scalable textures aren't working yet.. but soon!


Maploading works fine! Video:

Fog and lightning works!


Maploading from CASC files works!


The first buttons are working!


Development informations:
  • Open Source
  • C#.NET
  • .NET Framework 4.5+
  • Visual Studio 2013+
  • SharpDX
  • D3D11
  • You can find the repository here:

List of developers:
  • Cromon
  • Kaev
  • Beket
  • Steff
  • Relaxok
  • Tripleslash/Master674

Estimated date of the next stable version:
N/A - Don't ask for it! If there is no date in this thread, we don't have one yet!

Thanks for reading the thread!
We hope you will like our program!

~Kaev
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Old 01/22/2015, 20:38   #2

 
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Du hättest ruhig statt Emudev mal e*pvp schreiben können
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Old 01/22/2015, 20:51   #3
 
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Ups, korrigiert

EDIT:
Want to search something fast? No problem, loading is fast as hell! Video:
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Old 01/24/2015, 11:08   #4
 
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Seems like scalable textures are working.


And don't be shy, if you secretly wish to see a feature. Maybe it's already planned or we never thought about it. The more you tell us, the better will the program be!

M2 not finished yet, but...:
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Old 01/25/2015, 11:22   #5
 
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M2 with animations? Sure, why not? Stuff is going so well, dudes.
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Old 01/26/2015, 22:11   #6
 
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Stuff is going on:
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Old 01/31/2015, 11:00   #7
 
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Cromon is working on some MCCV stuff:
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Old 02/01/2015, 21:20   #8
 
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No screenshot or video, but a good message: You already can save the MCCV sub-chunk and the modified height of your terrain! IMO that's a huge step forwards to our goals!
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Old 02/08/2015, 18:54   #9
 
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Some UI tests..
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Old 02/08/2015, 18:59   #10
 
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sehr sehr nice weiter so freu mich schon aufs Release
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Old 02/08/2015, 22:02   #11
 
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Freut mich zu hören!

2 (Mini-)Updates:
We renamed the project to Neo!

You can compile the software with Visual Studio 2013 now.
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Old 02/11/2015, 08:03   #12
 
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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.


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:
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Old 02/14/2015, 12:48   #13
 
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Quote:
Originally Posted by Cromon

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:


You find the latest build here:


You find the download to the latest build here:
... /artifact/ (you can select "download all files as zip-archive")


EDIT:
Added the URL of the latest unstable development build to the start topic!
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Old 02/22/2015, 21:33   #14
 
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Quote:
Originally Posted by Cromon
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.
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Old 03/01/2015, 12:37   #15
 
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I didn't post something the last days, so here is a small video about texturing that i made for you:
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