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[TUTORIAL] Set up your custom Maps with a WoW Server
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[center:2ax2nlmf]Level Design[/center:2ax2nlmf]
[center:2ax2nlmf]- set up your custom Maps with a WoW Server -[/center:2ax2nlmf] [center:2ax2nlmf](c) Sebbo[/center:2ax2nlmf]
Directory
1 Set up your custom Maps with a WoW- Server 1.1 Introduction 1.2 Basic knowledge 1.3 Set up your custom Maps 1.3.1 MPQ creation 1.3.2 DBC replacement 1.3.3 Includes collision *coming soon* 1.4 Travel to your continent 1.4.1 Through GM commands or SQL 1.4.2 Through Instance portal (SQL or C++) *coming soon* 1.4.3 Through World transporter *coming soon* Credits
Sebbo:
1 Set up your custom Maps with a WoW Server 1.1 Introduction
-> This guide is based on a trinity core and WoW Woltk Patch rev. 3.3.2.a (11403). <-
Hello Guys,
Today I will introduce you how easy it is to set up your custom maps with your WoW Server.
Of late i read a lot of post with the question “How can I include my custom maps in a WoW-Server?”. So there came up the image to share my knowledge with you and the idea of this guide was born. Offline Guide Version
Tools
* MPQ Editor - the name says everything * Tallis - Editor of everything that have to do with WoW-modding * Noggit - WoW Map Editor
Of course you can use your favoured programs if they work the same way.
Sebbo:
1.2 Basic knowledge Before we can start you must have to know Basics about WoW emulation and worldbuidling. There are many excellent guides in this Forum about WoW modding. Subsequent a list of important posts that will be help to understand my guide.
Welcome to WoW modding (Beginners) - A guide about the basics differences between Server- and Clientmodding
[TUTORIAL] Modding basics. - A guide about the basics files formats that are used in WoW
[TUTORIAL] World building Basics - A guide about the basics of world creation
Wiki pages: - WoW-modding Wiki - Basics about server emulation
Core Wiki: - Trinity core - Mangos core - Arcemu core
Sebbo:
1.3 Set up your custom Maps 1.3.1 MPQ creation Already there exists a tutorial that show’s how you create a MPQ archive. Read this first, before you carry forward.
[Tutorial] MPQ/Patch Basics - A guide about creation of MPQ files
If you understand all about MPQ archives we can finally start to convert our map files. At the beginning you have to create two folders on your hard disc. Name one “DBFilesClient” and the other “world”. (The folders should be named without the “ Symbol :D).
Now create a subfolder at “world” and name them “maps”.
At the folder “maps” create another subfolder named “*put your map name here*” (the new folder must have exactly the same name like your continent and .ADT and .WDT files are named).
-> Notice: (for example)<- I will create a new continent of 2x2 ADT’s and name them “Sebbo”. So I have to create a folder included in my “world” folder and entitle this new folder “Sebbo”. The files I get out of tallis are my .ADT and .WDT files also called “Sebbo”:
Files: Sebbo.wdt Sebbo_0_0.adt Sebbo_0_1.adt Sebbo_1_0.adt Sebbo_1_1.adt
Finally the folder structure should look like this: …DBFilesClient …worldmaps*put your map name here*
Ok back to the topic. After you have create all 4 folders (DBFilesClient, world, maps, *put your map name here*) we can go on with the copy of our map files.
Copy your edited Map.dbc that includes a row of your new continent in the “DBFilesClient” folder.
After this you have to copy all the content of your continent folder (this means all .adt files that are registered in the .wdt file) into the “*put your map name here*” folder. It is very important that you copy all .adt files that are registered in the .wdt file. If you forgot one file WoW will be crash.
-> Notice: <- You don’t have to copy always the whole content of your continent folder, because WoW crash only when the .wdt file is searching for .adt files that doesn’t exist or can’t be located. So it’s possible to edit the .wdt file if you only want to visit 1 .adt file in game.
When you do all the copy acts we can go on to create our own WoW-Patch. Open your favoured MPQ-program and include the “DBFilesClient” and “world” folder. (It is very important that your MPQ-archive look like this.)
-> Notice: <- The MPQ folder structure for overwrite files like the Map.dbc is very important for WoW. Because you can always overwrite an existing WoW file with a custom Patch, if the involved files have the same MPQ structures.
If you get all this orders you have to save your MPQ file. Name the file like this “patch-deDE-4.MPQ”. The number must be the highest in the order of all patch files from your “WoWData*client language*” folder. Name the “deDE” in dependence on your client language. I have a German client so it named deDE. If you have an English client it named for example enGB and so on. Get confident that your custom patch has a file extension .MPQ that is written in capital letters.
-> Notice: <- The Patch preference. If Wow is start it will first load all WoWData Patches from low to high. Next the WoWData*client language* Patches will be load. Also from low to high. So you want that your Patch works always, create the highest Patch in the WoWData*client language* folder. Of course you can create an Patch in your WoWData folder, but be confident no patch in the language folder will overwrite the included files.
Last but not least copy your custom patch in your wow “WoWData*client language*” folder.
Sebbo:
1.3.2 DBC replacement After the creation of a custom patch your WoW-Client get all show-off informations about your world build. If you want to visit it your Server needs information about the place where it is. These informations are written in the Map.dbc. So you have the choice to overwrite your Map.dbc in your Server folder with your Map.dbc from DBFilesClient folder. Also you can edit the Map.dbc in your Server folder that includes a row with your continent.
-> Notice: <- The Map.dbc advises the Server where the continent is and what the MapID of it is. Also it tells what coordinates the continent have. Without this information you can’t get on your continent by dint of the gm.teleport.command.xyz or everything else.
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