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World of Warcraft Armory


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You should team up with SUPERGADGET
Useless advice. Looks like people like to start a new project instead of cooperate with someone...

Anyway it is good to see rivalry. As all can see armory projects are becoming better and better every day. And still every armory have something unique which is nice.

Shadez, congrats.

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Does this follow the same url format as the official armory ?

In most cases, yes

top honour/gold It is planned to do?

No, official armory has no these features.

And one thing, please stop using Smarty, it's kind of useless, you can just use php files as templates.

Pack HTML, PHP and SQL codes in one file? No, thank you, I do not need such scramble.

I have a grudge against smarty.

Why? May be you just don't know how to use it? :)

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I became this Error

Deprecated: Assigning the return value of new by reference is deprecated in D:\\xampp\\htdocs\\Arsenal\\includes\\classes\\libs\\DbSimple\\Generic.php on line 113

Deprecated: Assigning the return value of new by reference is deprecated in D:\\xampp\\htdocs\\Arsenal\\includes\\classes\\libs\\DbSimple\\Generic.php on line 133

Deprecated: Assigning the return value of new by reference is deprecated in D:\\xampp\\htdocs\\Arsenal\\includes\\classes\\libs\\DbSimple\\Mysql.php on line 73

I have check the line but i found no error :(

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I became this Error

Edit files:

Generic.php

Line 113:

 $object = new $class($parsed);

Line 133:

$t = new Cache_Lite(array('cacheDir' => $dir.'/', 'lifeTime' => null, 'automaticSerialization' => true));

Mysql.php

Line 73:

$obj = new DbSimple_Mysql_Blob($this, $blobid);

And run script again.

If these errors will disappear, please report here, i'll make commit to repository.

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I cant rename the file to .htaccess because the Point "." :(

Go to Start -> Run... type cmd and press Enter

then, in command promt type this:

cd /d D:\\xampp\\htdocs\\Arsenal\\ 

<press Enter>

ren htaccess .htaccess

<press Enter>

or use some file manager such as Far or Total Commander

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Pack HTML, PHP and SQL codes in one file? No, thank you, I do not need such scramble.

I didn't mean packing them in one file, you can include a template using include() and then in the template use php for loops, echoing etc.

Why? May be you just don't know how to use it? :)

The first version of my CMS used it, it's basically just a huge search and replace library

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I have done some reverse engineering for the 3d model viewer, and it seems that it gets its models from a modelserver. These are .blp's, .jpg's and .m2's.

The model server is http://eu.media.battle.net.edgesuite.net/

http://eu.media.battle.net.edgesuite.net/models/character/human/male/humanmale.m2 for example.

To correctly get this to work, one would need a modelserver (not Blizzard's, seeing it has restrictions so that files on it can not be used by the 3d app unless its hosted locally).

The modeldata is contained in an xml file. http://eu.wowarmory.com/character-model.xml?r=Magtheridon&cn=Kungen

It is possible to locally host the 3d app by ripping it off the armory site, and pointing it to custom XMLs. However, the problem is that blizzard's model server does not allow external access.And seeing WoW has TONS of models/textures, this would require a very large server.

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good work amd. but i think you can get the models from wowhead. btw this is the 3d

<object height="100%" width="100%" type="application/x-shockwave-flash" id="ModelViewer3" data="http://us.media.battle.net.edgesuite.net//models/flash/ModelViewer3.swf" style="visibility: visible;">

<param name="menu" value="false">

<param name="scale" value="noScale">

<param name="allowFullscreen" value="true">

<param name="allowScriptAccess" value="always">

<param name="bgcolor" value="#E3C96A">

<param name="wmode" value="opaque">

<param name="flashvars" value="character=Kungen&

modelUrl=/character-model.xml?r%3DLaughing%2BSkull%26cn%3DKungen&

fileServer=http://us.media.battle.net.edgesuite.net//models/&

embedlink=%3Ciframe%20src%3D%22http%3A%2F%2Fwww.wowarmory.com%2Fcharacter-model-embed.xml%3Fr%3DLaughing%2BSkull%26cn%3DKungen%26rhtml%3Dtrue%22%20scrolling%3D%22no%22%20height%3D%22588%22%20width%3D%22321%22%20frameborder%3D%220%22%3E%3C%2Fiframe%3E&

strings=/_content/en_us/modelConfig_strings.xml&

logoImg=http://us.media.battle.net.edgesuite.net//models/images/logo/armory-logo-en.png&

loadingtxt=Loading...&

quality=0&

cape=1&

rotate=-23.25&

zoom=0&

tabard=1&

options=false&

subAnim=0&

_iq942=0&

timer=0&

helm=1&

dy=0&

dx=0">

</object>

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I have done some reverse engineering for the 3d model viewer, and it seems that it gets its models from a modelserver. These are .blp's, .jpg's and .m2's.

The model server is http://eu.media.battle.net.edgesuite.net/

http://eu.media.battle.net.edgesuite.net/models/character/human/male/humanmale.m2 for example.

To correctly get this to work, one would need a modelserver (not Blizzard's, seeing it has restrictions so that files on it can not be used by the 3d app unless its hosted locally).

The modeldata is contained in an xml file. http://eu.wowarmory.com/character-model.xml?r=Magtheridon&cn=Kungen

It is possible to locally host the 3d app by ripping it off the armory site, and pointing it to custom XMLs. However, the problem is that blizzard's model server does not allow external access.And seeing WoW has TONS of models/textures, this would require a very large server.

I got this data in first day when 3D viewer feature was released :)

I have parsed DBC files and now i got all textures urls and downloading it to my local server. Main problem is correctly generate texture filenames in character-model.xml.

And seeing WoW has TONS of models/textures, this would require a very large server.

Size of all unpacked textures & blps is ~1.5GB =(

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I got this data in first day when 3D viewer feature was released :)

Me too, was pretty disappointed it couldnt be replicated so easily.

I have parsed DBC files and now i got all textures urls and downloading it to my local server. Main problem is correctly generate texture filenames in character-model.xml.

Size of all unpacked textures & blps is ~1.5GB =(

Indeed, a lot of space required. Not even thinking about the bandwith yet.

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I got this data in first day when 3D viewer feature was released :)

I have parsed DBC files and now i got all textures urls and downloading it to my local server. Main problem is correctly generate texture filenames in character-model.xml.

Size of all unpacked textures & blps is ~1.5GB =(

You will also need textures & animation data files that are linked directly from .m2.
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