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guildwarsmapbrowser's Issues

Crash when loading almost 4 GB big gw.dat file

version 5.5
I copied old gw.dat file from old laptop to desktop PC and got crash when GWMB tries to load the almost 4 GB big file. (3,86 GB (4.150.691.840 bytes))
GW itself loads and plays the big file fine. GWMB also crash when start with small dat file and load the big file for compare, but it seems the crash happens later in the loading process.
CrashDump.dmp

Option to export the entire map + models

As mentioned on Reddit, I would love to have the option to export the entire map including every model. It's pretty much the only thing I can currently think of that is missing for me personally right now.

Either exporting the map + all models separately with a way to import them into a 3d editor at their proper locations or everything put together in one big mesh would be awesome.

Loving the tool so far!

Doesn't Work In Wine

Depending on what I use for DX11, I either get a crash, everything rendered with black textures, or nothing rendered.

All version 5.x versions crashes at start up. Version 4.7 opens fine

All version 5.x versions crashes at start up. Version 4.7 opens fine.
Only installed the .exe file not the blender files. The window frame with title shows up with no content in window.
Only version 4.7 and below generates imgui.ini file

System:
Windows 10, 16 GB Ram
GPU: AMD Radeon RX 6400 4 GB Ram
CPU/APU: AMD A8-7600 Radeon R7

Not working on Win7

The user gits3Li kindly informed me on discord that he could not get the program working on Windows 7.

imagen.png

He posted the error message as seen above.

I'll try to recreate the issue and find a fix at some point. If anyone else run into similar issues in the meantime feel free to let me know here in this issue or by creating a new one.

Properly texture "new" models (those found in EotN).

The models don't all share the same model file format. There seem to be two different formats the "old" one used mainly in Prophecies, Factions and Nightfall and then the new ones used in EotN. The ones in EotN contains normal maps and aren't explicitly describing which texture goes with which set of UV coordinates. Another problem is figuring out which textures should be blended with alpha enabled.

Some work has already been done since the last release.

Better camera control

In all the previous releases we've used WM_MOUSEMOVE for handling mouse movement. But this has many problems including: smoothness and keeping the cursor inside the window while turning the camera.

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