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Author Topic: [Question] .WMO file MPQ references? Edit: [With manual guide]  (Read 944 times)

Qvintus

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[Question] .WMO file MPQ references? Edit: [With manual guide]
« on: December 18, 2017, 08:04:11 pm »
Hello

I'm rather new to this whole WoW modding scene, however through guides here on forum and youtube I've managed to make my own island/continent, or at least the start of it.
Recently I wanted to look around in-game using the latest TrinityCore (3.3.5) build, but that doesn't seem to be that easily done as I had imagined.

For some reason, the TrinityCore VMaps4extractor doesn't seem to be able to extra the needed .WMO files when doing whatever it does with a map. I've been able to somewhat circumvent it by manually extracting the .WMO files into the folder it uses. I was hoping someone could enlighten me on an easier way, possibly someway to have the ADT or WDT files reference to the correct MPQ files? As I can see the original maps have no problem finding the correct paths. Not entirely sure how this works.

For anyone wanting an error output on the extractor:


Best Regards

Edit:
Since nobody has come with an alternative, I assume there is no easier way as of yet.
So here is how it's done, if you're sitting with the same problem where your vmaps4extractor is spamming. "WMOInstance::WMOInstance: couldn't open ./Buildings/World/wmo ..."

How to do it the manual way
When you ran your vmap4extractor it started extracting WMO files etc used in the maps it has detected, before doing so, however, it created a "Buildings" folder in you WoWFolder, this is the Buildings folder it is referring to.

Sadly it doesn't know which MPQ file to extract these files from when going through your own custom map, and therefore you will have to extract them yourself.

Personally, I use Ladik's MPQ Editor - http://www.modcraft.io/index.php?topic=795

Your wmo files is likely located in one of the MPQ files located in the Data folder, you can usually narrow it down to what expansion you've found them in (If you imported them through Noggit), otherwise you'll have to browse around until you find them.

You can always be sure that they're located in World > wmo > and then whatever path that your vmaps4 extractor is throwing error for.
Example: "./Buildings/World/Wmo/Kalimdor/Buildings/Orcinn/Orcinn.wmo" would be located somewhere in a MPQ file at "World/Wmo/Kalimdor/Buildings/Orcinn/Orcinn.wmo"

When you've found and extracted the wmo file you need, simply place it into the Buildings folder located in your WoWFolder,
using the same path of folders it is trying to locate your file at.

Using the example from before, you'd make the folder "World" inside the Buildings folder, then make "Wmo" folder in your "World" folder so on and so forth. (it isn't uppercase and lowercase sensitive)

That's it, after you've extracted all the WMO files and placed them in their respective folders, you can run the extractor again for confirmation, if you get no errors about it not being able to open the WMO files then you can run your vmaps4assembler.
« Last Edit: December 22, 2017, 07:00:35 pm by Qvintus »