//\! pls update and/or find other solution... Noggit SDL 1.4 changelog Done: - Add app Icon - You can now load BGs - Rework texture pallet - Add load all tileset function to texture pallet - Change rows and cols direction and count - Add big preview of selected texture - Discard the old current texture window - Fix texture pallet size to fit names - Do Rel with debug now - test do this realy work. !!!!!! - New keys and mouse functions - ALT + 1 till 5 set now the texture paint opercety to 100,75,50,25 and 0 % - Space + Mouse = Speed and Pressure - During load noggit test the config file and report common problems into the logfile. So perhaps users can fix this problems alone in the future. - Link to Manual in modcraft wiki - Load MPQs now in read only. This prevent noggit fron not running if folder rights or read only dont fit on wow folder. - Better wmo culling that the moldes dont hide all the time. - Add ground flatten/blur speed. - UID Fix. On save of an adt all UIDs get recalced now and saged in this and all surrounding adts. - Clean out test and deprecated menu functions - Auto size,tile and rotation works now also if you have copy model size and rotation activated. - In Holes mode you can now alos edit the full chunk if you hold down the ALT key during edit. - Water save - Water fix for custom added water - better Vertics Rendering ( Hanfer ) - After you have saved the selection works not. Fixed. ToDo: - Maptile display on minimap << Works not in the manu now because it was jsut cleard out and not fixed. - Water Functions Assist menu actions and basic edit UI ( Steff ) - Add the ALT Key to texture delete from chunk function. You have to hold all 3 keys. This often cause problems of unwanted deleting in past Bugs: - Hole lines. Ground editing msut set the same values for vertics an ADT borders on both adts. ELse you get a smle line on the boarder where oyu cna look trough the ground. - Resize bug. After the load of a map and the resice of the window the selection do not work anymore. - Some WMOs crash noggit if renderering is turned on. Perhaps some null pointer. Like in Mulgot near start area. - If you make a model copy to clipboard, deletethe source model and then paste it, noggit crash. On delete check clipboard and free it before. - Some models render not or wrong. Perhaps 2 side force or normals. Some mushrooms for example in front of the cave in whispering woods. - Fish model render wrong. Spikes all over the screen. - Bigger models (Like stormwind) should mark and load all adts they are located on after insert, move or delete. - There is no unloading of ADTs. We should think abut and implement - WMO culling dont work 100%. On big models you have often parts that disapeare. - Test again that the test that an model is on an ADT works. Some people said that some models dont work. Boundingbox test. - During the edit (move , insert, delete) of big models (wmos) test if they mark all adts as TO SAVE. Example delete stormwind It will be there after next reload. - Alpha layer destroy during ground editing. If you edit ground the alpha layer sames to get corrupted. You get artifacts and lines on chunk borders. Discuss: - U mode usage or rework to fit more. Perhaps add here also basic alpha map editing and view. Future: - Auto terrain painter/generator - DBC Save function - If DBC save Light/skybox editor. Icon is already in. Shold show then light centers with a model and perhaps sice as circle on ground if possible. - Add texture set function. You must select 4 textures and the full adt get cleard with this. Should replace clear texture assist - Only one selection for all. In the moment holes and all other use different selection types. THe old selection also produce holse somewhere on the map