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[TUTORIAL] Worldbuilding Basics

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Eluo:
Groundeffects


Well.What the Hell are Groundeffects?
Groundeffects are some tiny little plants and bushes on the ground. The quantity of the appearing Groundeffects can be changed in wow.


First we need to find out which Groundeffect we want to add.
For that ,open your modelviewer and go to worldnodxtdetail and browse through the models.
There is another thing that you must know: for every tileset you can add 1 groundeffect wich means a maximum of 4 groundeffect doodads.

So i search for example for :
~~~~~~~~~~
Dirt texture:                   little stone
Dark Grass texture:     dark little bush
Bright grass texture :   little bush
rock texture:                 little stone/nothing
~~~~~~~~~~

Creating our own "Custom" groundeffects



Once you found the models and you wrote down their names , open MyWarcraftStudio and there brwose the DBC files(DBFilesClient) and open the GroundeffectDoodad.dbc.

Now search just the name without the Fileending.
Write down the id(first row) for every Groundeffectdoodad.



Now open up the Groundeffecttexture.dbc and clone the first row.


Switch to the second table mode in the navigation

and scoll to the end of the dbc and change the id of the new row to 9999999. The new row is the last one in the dbc because taliis ads the cloned row to the end of the dbc.



Now to make the dbc nice and clean, switch back to the first table mode and order the first row , the ID row to the maximum by clicking twice on it.


Now change the id to the lastest one in this case it would be 73187
The row #1-4 are the groundeffect doodads ids wich refere to GroundeffectDoodad.dbc. And because we wrote down the ids before we can now just insert them into the right rows. One id per row.
Row #5-8 can be left as it is or changed to 1 if it is 0.
Row #9 is the amount of the appearing detail doodads. Where 0 is nothing and 123 the maximum of spawned detail doodads.
#10 is the terrain type. It's an id refference to TerrainType.dbc ,where the Sound and everything is defined.

So in my example this:


gets changed to this:

(click the pictures to enlarge them)

Now you will have to do this step for every Texture that needs to have an EffectId.
Write down the Ids of row #0 of your groundeffecttexture.dbc , because we want to have our new self mixed groundeffects for our adt.


Adding the GroundeffectID to our ADTs
Now you need two tools:

* Ground effects Adder
* The fix for the tool above
After you extracted them somewhere on your system, you need to run the cmd console.
You may ask: How can i start the cmd console?
The process here differs in each windows version which is why you should use this page here to solve the problem:
http://www.computerhope.com/issues/chdos.htm

If you have the cmd console opened, drag and drop the groundeffectadder.exe into the cmd console. Press 1x space for seperation and then drag n' drop the adt where you want your gorund effects on and press enter.



The tool now asks which EffectID you want on the specific path that get's shown.
Simply type in the EffectIDs that you want on the texture.
Use -1 for no change and use 0 if you want to clear the effectid on the texture.

Repeat this until the program doesn't ask any further, and when it added all the effectIDs to the adt is the next step to fix a error that occured with a program and was fixed by Mjiollna.

Simply drag & drop the ground_doodads_fixing.exe into the cmd console, press space for seperation and then drag and drop the adt again into the console window.
If you press enter, the program will load the adt and automaticly fix the groundeffects on that adt.

The program will create a new file in the folder of the adt that you put into the console,which is the fixed version of your adt. This was done for safety purposes. Simply cut out all the original adts and put them into a sub folder,so that you have a backup.
Now remove the _new ending of the new files,and they are ready for usage!
(Pack them into a MPQ as you learned before)

Common Problem: Having Groundeffects EVERYWHERE
This thing here can be quiet annoying, but there is a simple solution to it.
The problem mostly appears because the lowest texture layer that is all over the ADT, has a groundeffectID,what shoudln't be. As this texture is laying under every other texture, the groundeffects may appear in places they weren't intended to.
To solve this, simply find out which of your texture is the base(the first texture that has been assigned to your adts), and romove the Groundeffect ID by repeating the last step with the groundeffectadder.exe.
Then give the base texture the ID 0 to clear it from any groundeffectID.

Do not forget to fix it afterwards again!


Eluo:
Area name & Background Music

The area names are an important thing of the Warcraft Universe. They are there for orientation, and for the ingame feeling.The same goes for the ingame music. Every good game has good ingame music.

The Area name


We open the AreaTable.dbc with taliis or any other dbc editor.

NOTE: To asure that it will work, use the newest AreaTable.dbc. You can find that one in the patch-enUS-x.MPQ. Choose again the mpq with the highest value for x.Just use the locale.MPQ if there are no patch-enUS-x.MPQ files.

We use the clone row function(rightclick) on any row to create a new one and scroll to the bottom of the table.



The first thing we do is:
We change the ID which means the numer in column #0 to something we want to have. Normally for keeping the dbc nice and clean we look at the upper number and add +1.
Well i thought that 5000 is a good and easy number to remember so i took it.



Now we switch to the Strings mode in the navigation.
In the middle upper side, right to the green plus you can find a white command field where you can enter the name of your new Area Name.



Press the green plus to add it to the sting table.
Now scroll down to you entrie and look at the number beside of the name you typed in and keep it in mind.

Switch back to the first Table mode in the Navigation and go to your entrie.
Now in
#0 You have the ID
#1 you have to enter the map.dbc id of the instance your adts are on.
#2 Is a internal ID refer. Wich means that you can add a new Line in the AreaTable.dbc and use the new ID as a subzone for your area.
#3 Is the explore flag. This is the Id that is used serverside to set how much xp and so on you will get for exploring
#4 Is a very instresting entrie. There you can set the mode of your area. From Arena to Instance to nromal zone. But we will just use the normal zone number: 64
#5 -> #13 Is changed to 0  if it isn't already.
#14 There you should now enter the sting number we wrote down before.
#15 -> rest stays as it is.


Additional Information about Subzones



Basicly what you simply do to achieve this, is that you create a new row for a new AreaID just like for the "mother zone". And then you simply link the Subzone to it's mother zone, by typing the ID(#0) of the Motherzone into row #2 of the subzone.

If you got that, save and close the dbc.

Adding the AreaID to the ADT
Now we need to add it to our adt!
Open noggit,go to your adt and switch to the AreaID feature.


Now everychunk is displayed with a color overlay to mark that there is a AreaID on it.

Now press 'X' on your keyboard to toggle the tool setting. For Paint AreaID it brings up a list of the AreaIDs of the continent that you are in right now.


Click on the image to get a brief explanation of the content of the window.

Select a zone and press shift+klick and move your mouse a little bit to assign a chunk a new AreaID. It is advised at this point, to let the chunk boarders show by pressing F7 on your keyboard.


Now some tips on that:
If you start "painting" new areaids on your Adt, start off by giving the whole adt the AreaID of your Zone.
A short example:
I am in Elwynn so i click on "12 - Elwynn Forest" in the list of the Zones. By doing so, your now Selected AreaID is the area id '12' for Elwynn forest. Noggit then shows a list of aviable subzones for this ID in the AreaID window.


Now press "Assist" and choose "Set Area ID".


Now the whole adt that your are hovering over right now, has the AreaID '12' for "Elwynn Forest", which gets visualized as the whole adt has the same color overlay.


Your may now select a Subzone ID from the list, and start painting cautiously your AreaID with shift+click and a slight mouse movement.


Save the adt and build a patch!
Voilá you have finished your own area name.




The Background Music


Okay this is gonna be a DBC desaster xD.
To show how these dbcs are linked among themselves im gonna show you this pic:


Now open all those Dbcs up in taliis.



Ambience

First we make the ambience.
For that we first go into Soundentries.dbc
Now we clone 2 new entries. One for the day one for the night.
The first thing we do again is to change both ids to a high one.
Now we switch to the string mode in the navigation. There we add 2 entries for every entrie in the normal table. And we add one string row for the path. Expample: soundmyzone
One entrie with fileending and one without (or short description for the sound). And as said the path.Write Every offsetnumber down and switch back to the normal table.



Next to the id in column #1 we set the soundtype to Ambient by changing that number to 50.
in #2 we now  enter the string numer of description of our sound
in #3 we add the string number of the sound
#4 - #12 should be changed to 0
#13 - #22 should be changed to 1
in #23 we enter the sing number for the path. This tells wow where the files are located.
#24 is the volume. Mostly for ambience set to 0.69
#25 are the flags for this entrie. Change this to 0
#26 is for the distance. Here : minimum distance. Mostly 8.0
#27 is for the distance. Here : maximum distance. Mostly 45.0
#28 EAX for sound reflection and reality feeling. Leave it 0
#29 Leave it 0


(click for larger image)

Now as we did that both for day and night, save it.

Switch to SoundAbmbience.dbc
#0 Is like always the ID
#1 The Id of soundentries.dbc for the day ambience
#2 The id of soundentries.dbc for the night ambience




Now switch to Areatable.dbc and enter the ID of Soundambience.dbc into cloumn #7.

Music

Now to the music.
For that we first go into Soundentries.dbc
Now we clone again 2 new entries. One for the day one for the night.
The first thing we do again is to change both ids to a high one.
Now we switch to the string mode in the navigation. There we add 2 entries for every entrie in the normal table.And also again just the path. But as we already added him we don't need to do that again.
One entrie with fileending and one without (or short description for the sound). And as said the path if you want to locate them somewhere else.Write Every offsetnumber down and switch back to the normal table.



Next to the id in column #1 we set the soundtype to BackgroundMusic by changing that number to 28.
in #2 we now enter the string numer of description of our music
in #3 we add the string number of the music
#4 - #12 should be changed to 0
#13 - #22 should be changed to 1
in #23 we enter the sing number for the path. This tells wow where the files are located.
#24 is the volume. Mostly for music set to 0.6
#25 are the flags for this entrie. Change this to 0
#26 is for the distance. Here : minimum distance. Mostly 8.0
#27 is for the distance. Here : maximum distance. Mostly 45.0
#28 EAX for sound reflection and reality feeling. Change it to 2.
#29 Leave it 0


(click for larger image)

Switch to ZoneMusic.dbc
Again, copy one row, switch to strings and create a new string row with the description of your zone. Keep the string offset again in mind(the number next to your entrie). Back to the table.

#0 Like always the id :D
#1 The string entrie for your zone

In the following rows just use the said numbers:
#2 Number: 180000
#3 Number: 180000
#4 Number: 300000
#5 Number: 300000

And now to the Soundentries ids:
#6 the day music ID from Soundentries.dbc
#7 the night music ID from Soundentries.dbc


(click for larger image)
Save the dbc and switch to AreaTable.dbc.
There, enter the ID from ZoneMusic.dbc into column #8.

ZoneIntroMusic

Again we beginn with the Soundentries.dbc
This time ,we only need 1 new row in the normal table.
Create again in the string table one line for description and one for the filename.
You know the game , change string number and so on. Use for the rest the settings as for ZoneMusic.

When you are finished , switch to ZoneIntromusic.dbc . Again clone row, create string ect.
#0 Id
#1 Name(string)
#2 Soundentries.dbc ID
#3 Just use 1
#4 Just use 60

Save and switch to areatable.dbc and change the numer in column #9 to the ID from ZoneIntroMusic.

Build the Dbcs into a patch, don't forget to add the mp3s :D

[youtube:2n4u724v]http://www.youtube.com/watch?v=oj4b4BE5AUg[/youtube:2n4u724v]

Eluo:
Set up the perfect working environment for Noggit


Eluo:
If you can find any mistakes in this topic,wether typing mistakes or any other mistakes, please copy that passage and send me a private notice with that passage and a suggestion for improvement.
Thank you very much!



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