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Releases: Jonathan-Greve/GuildWarsMapBrowser

Guild Wars Map Browser v6.0.4

07 Nov 14:16
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  • The map Druid's Isle can now be searched by name.

Guild Wars Map Browser v6.0.3

12 Apr 18:30
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  • Bug fixes. See below.

Bug Fixes

  • Could not extract textures in the Texture Panel as DDS when viewing a map or model. I.e. the map and model texture atlases.
  • Didn't show the loaded maps terrain texture atlas in the Texture Panel for most maps.
  • Missing ImGui::End() causing errors in Debug build.

Guild Wars Map Browser v6.0.2

05 Apr 12:13
b915fb3
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  • Added the following options to the Extract decompressed files tab in the Extract Panel window:
  • Save each file type into its own subfolder
  • Use .mp3 extension for AMP and SOUND files
  • Use .txt extension for Text files
  • Use .dds extension for DDS files

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Guild Wars Map Browser v6.0.1

24 Feb 12:21
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  • Reduces sky brightness

Guild Wars Map Browser v6.0

24 Feb 05:19
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  • Added water with reflections and animation. Water reflections can be shown/hidden in the render settings.
  • Added shore waves. Can be shown/hidden in the render settings.
  • Added sky and clouds with animation. Can be shown/hidden in the render settings.
  • Added shadows
    • Giving the option in the render settings to also show shadows on models (on by default). Unlike Guild Wars where shadows are only cast on the terrain.
    • Can show/hide all shadows from the render settings.
    • When showing/hiding props or changing the light direction the program will recalculate shadows which will freeze the renderer until shadow calculations are done.
  • Added per map fog based on data from the .dat. Can be toggled in the render settings.
  • Using per map lighting based on data from the .dat.
  • When selecting model files the models are rendered bigger. This should make them easier to find.
  • The program will no longer update and render while not in focus or minimized. If you're extracting maps it will continue running in the background until finished even if the program is minimized or not in focus.
  • You can now export models (to json) from the picking info panel.
  • More extract options in the picking panel.
  • Fix crash in issue #15 which was most likely caused due to corrupt files in the .dat.
  • Faster extraction of decompressed files in the decompression panel.
  • Map extraction default to current view rather than all maps.
  • Fixed memory leak that would crash the program after too many files had been decompressed.
  • Misc. bug fixes.

Guild Wars Map Browser v5.5

19 Jan 15:23
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  • Updated picking / selecting objects. When you left click a prop (3D model) on a map it will be highlighted in green (lightgreen for the selected submodel and dark green for the rest of the model). The picking panel will show the info for that prop until another prop or submodel is clicked, you click the same submodel again or you click anywhere that's not part of a prop (like the terrain or sky).
  • You can hide submodels or whole props using either the hide/show buttons in the picking panel or by pressing the Delete key on your keyboard. Pressing Delete only hides the submodel. If you hold any of Ctrl, Alt or Shift while pressing Delete it will hide the whole prop (all submodels). There is no undo/redo yet, if you hide a prop and want to undo you'll either have to reload the map or press Set all in the Props Visibility panel on the right side which will show all props again.
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  • More options for extracting rendered maps to png or dds:
    • You can now also extract the current map you're viewing. Combined with the new picking features you can hide all the things you don't want to extract and then use this extract option to get the map image you want.
    • You can also extract the current map using your current camera and view settings. If you think you have set up a cool scene you can use this feature to extract the scene in your desired resolution (i.e. upscale or downscale).
    • The highest level of MSAA is always applied when rendering the map to extract for the best visual quality.
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  • In the Render Settings you can now choose between all available MSAA levels (default to 1x).
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Guild Wars Map Browser v5.4.1

17 Jan 10:48
9e7963e
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  • Fixed extracted map pngs looking washed out.

Guild Wars Map Browser v5.4

16 Jan 16:17
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  • New Extract panel. For now it can:

    • Extract all decompressed files.
    • Extract all the maps can be extracted in either DDS (BC3 compression) or PNG. They will be extracted using a top-down orthographic camera filling the full frame. You can choose how detailed the image should be per tile. Each tile in Guild Wars is 96x96 GW inches and the extraction panel lets you choose how many pixel per tile in the x and y directions. Note that Dx11 only supports up to 16384x16384 textures so that is the max resolution of the output images. On my GTX 960M GPU with 2GB VRAM I can export all the maps with 12x12 resolution per tile. GPUs with more VRAM should be able to export images at the full 16384x16384 resolution but I cannot test it myself.
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  • In the render settings you can set a max fps (still won't render at higher FPS than your monitors max framerate).

  • The render settings panel now shows the current FPS.
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  • Many more choices when saving textures. You can now decide if you want to save as PNG, DDS (BC1), DDS (BC3), DDS (BC5) or DDS (no compression).
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  • Other minor fixes (like better normals for terrain vertices and slightly faster terrain generation)

Guild Wars Map Browser v5.3.1

31 Dec 18:47
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  • Fixed a bug where when importing multiple GWMB models into blender they would all be added to the same HIGH, MEDIUM and LOW collections on only one of the models.

Remember to restart blender after updating the add-on.

Guild Wars Map Browser v5.3

23 Dec 12:24
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  • You can now select between model LODs (level of detail). Select between High, Medium and Low quality. Available for maps and models. Just select the LOD quality in the Render settings window in the top right corner.
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  • An updated Blender model import add-on. Now when you import models in Blender it will import High (Always), Medium (if available) and Low (if available). Not all models have Medium or Low LODs but High will always be imported. Note that you must update the Blender Model Add-On (and restart Blender after updating). It will also only work with exported models from v5.3 and onwards of GWMB.
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  • The Antechamber terrain is shaded correctly. Like Jade Quarry and a few other maps it used a normal map for it's first terrain texture and this texture is now being skipped.

Note that prior to this update all LODs where drawn on top of each other which would make some models looks strange.