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Messages - Mjollna

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61
Resources and Tools / Re: [TOOL] [Adt edit] ADT Converter
« on: June 23, 2012, 07:02:23 pm »
The adt converter converts adt, so models are untouched.

62
Level Design / Re: [QUESTION] Corrupt Adt
« on: June 21, 2012, 11:40:45 pm »
You're welcome, thanks for your reply :)

63
Resources and Tools / Re: [TOOL] [Adt edit] ADT Converter
« on: June 21, 2012, 08:04:28 am »
Oh I posted 2mn before your edit yesterday night :)

About the walls : it's no a bug, it's a feature... yes, Blizzard added invisible walls in the alpha already...
You can remove them with removethewalls as usual...
Here : viewtopic.php?f=59&t=809
Or there for the LK updated version : viewtopic.php?f=59&t=847

For the height problem...  I have no idea, never looked at server stuff.
The only thing about height that changes between alpha and later formats, as far as I know, is that there isn't relative height in mcnk header in alpha, vertices have absolute values in chunks. That means mcnk.header.0x70 is always 0 in the converted adts as well (I didn't feel like calculating that, so I chose the easy way)... But I don't see why that would affect teleportation when you specify an absolute Z... ?

Thanks for all the screenshots links ! I'll have a look at them tonight.

64
Resources and Tools / Re: [TOOL] [Adt edit] ADT Converter
« on: June 21, 2012, 12:22:30 am »
Thanks for your answer and the screenshot :)

Actually, the hardest part about water was to spot where it was in the alpha wdt (in the end : at the same place as usual, but no chunk name) -_-

---

I'm also using this post to share here with everyone what I've already pm'd you...

So to have a "ready-to-go" half-broken-without-objects (but fun) alpha converter, replace main.cpp content with this and compile : http://pastie.org/4123054

Then it should work by dropping an alpha wdt on the binary.
Be patient, it's deadly slow, so Kalimdor conversion takes around a 1/2 hour.

65
"Retro-Porting" / Re: Mop adts in wotlk?
« on: June 20, 2012, 07:52:06 am »
No problem, if I can answer I will :)

66
Resources and Tools / Re: [TOOL] [Adt edit] ADT Converter
« on: June 20, 2012, 07:47:27 am »
You're not talking about the same project here. The adt converter is a java project we made last summer, and that converts classic format to cata format.
The repo is public as well, it's here : https://bitbucket.org/Mjollna/adtconverter/overview

What you're talking about is gillijim project, and it's both a partial alpha 2003 conversion utility (no objects !), and a playground for me to learn cpp.

So to answer your question : Gp is closer to a lib than a program, so you can't just compile and execute, that won't get you any result... Actually you'll get my latest tests. You have to edit yourself main.cpp to make gp do what you want.
There's no documentation (sorry !), but you can use the commented stuff in main.cpp to have an idea of what you can do. Most of the things are already there, so it shouldn't be too hard to have a working program from that.

About the alpha conversion itself, it's unfinished and half broken, so...
Terrain works, but mcnk is not totally clean (the header is quite chaotic, size is not good, coords are wrong...), so it should crash on 335, but a friend told me the other day it works ingame, and that is quite unexpected xD
"Converted" adts won't work properly in Noggit because of the mcnk header being wrong in gp. You can load them anyway, all chunks are piled up and it's fun to see :D
Conversion of terrain in gp + adt converter (the program I linked a the top of the post) makes working terrain and tex0 adts ingame.
Objects are ignored for the moment, it's not implemented.

67
Resources and Tools / Re: [TOOL] [Adt edit] ADT Converter
« on: June 19, 2012, 01:44:06 am »
Hi !

The config file is, well, a text file called adtconverter.conf.
    You can open it with Notepad.
    It's also possible to right click on the file and choose "open with..." and then Notepad.
    You can also rename the extension into .txt, double-click on it, modify it, and then re-change the extension into .conf.

Here's the content of my config file, maybe it'll help you :

Code: [Select]
directory="C:docs__testing"
debug="no"
source_directory="C:UsersmyusernameDesktopcurrent_tests"

68
"Retro-Porting" / Re: Mop adts in wotlk?
« on: June 16, 2012, 01:03:13 pm »
For wdt : some flags exist in mop and don't in lk, so you might run into incompatibilities. Flags 1, 2, 4, 8 are ok, I'd avoid anything higher for lk.

Mfbo shouldn't have changed.

Mtxf is gone in mop.
If I remember/understood correctly what Schlumpf discovered in late March...
Look for Mtxp at the end of mop tex0. Chunk structure should be flags, float, float, 0 (repeatable). When flag 1 is up, you have the old mtxf.

What's your problem with Mhdr ? For lk you'll have to re-add all the values that become useless (i.e zeroes) in Cata. It's offsets, you can determine them when creating the file.

69
Level Design / Re: Lich king ADTs in cataclysm?
« on: June 15, 2012, 05:56:23 pm »
wdt doesn't need any kind of special treatment, as long as you don't try to display your own adts surrounded by retail ones on the same map in Cata+ client.

70
Level Design / Re: Lich king ADTs in cataclysm?
« on: June 15, 2012, 04:41:01 pm »
Try to have a look there for mfbo removal :
viewtopic.php?f=48&t=1853&p=12098&hilit=mfbo#p12098

71
Level Design / Re: Lich king ADTs in cataclysm?
« on: June 15, 2012, 03:13:48 pm »
Why don't you try without packing ? Follow the link I gave you a few posts earlier.

72
Level Design / Re: Lich king ADTs in cataclysm?
« on: June 15, 2012, 01:25:23 pm »
There's most likely a problem in the path/filenames you've given.

I'm not sure I get the part where you mention : "wow-update-16325.MPQ/world/maps/azeroth".

And you probably don't even have to use mpq anyway : viewtopic.php?f=26&t=1828

73
"Retro-Porting" / Re: Mop adts in wotlk?
« on: June 08, 2012, 04:50:36 pm »
If I remember correctly, you can basically just ignore mop new chunks when parsing files to convert them to lk. You can also drop cata mclv, lk client doesn't display it anyway.

Parsing in adt converter is Pagdzin's part, I've done half of the work on the program, i.e. the conversion with data from his parsing. I don't really remember why he felt it necessary to add a variation for parsing, but it's not much anyway, and you shouldn't need it.

Cata/mop parsing can also be done by relying on chunk sizes (cata client crashes if one size is wrong) whereas lk definitely cannot.

Also, be sure to set the correct wdt flags when you test your files, to avoid client crashes due to wdt and not adt.

74
This tutorial  viewtopic.php?f=21&t=456 is probably what you're looking for.

It tells you how to add to your texture a new file ending in _s.blp and containing the reflections for proper display of specular lighting.
mtxf is for another kind of reflections, and yes chunk name is xf and not fx.

75
Noggit / Re: [BUG] Camerabug
« on: May 29, 2012, 04:17:19 pm »
It's a known problem, your mfbo is somehow not good.

You should be able to correct it manually this way :

- open your adt in your favorite hex editor (010 + adt template is great, see resources > tools for template links).
- make sure mhdr flags are 0.
- check if mfbo offset in mhdr is 0 too.
- delete mfbo chunk at the end of the file if there is one.

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