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Author Topic: Question: How to make an "Area ID" for an House (wmo)? ~  (Read 11488 times)

Steff

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Re: Question: How to make an "Area ID" for an House (wmo)? ~
« Reply #15 on: February 07, 2012, 12:54:00 pm »
Create minimaps for this house and link them in the link file :)
Search the tutorial.
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Eluo

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Re: Question: How to make an "Area ID" for an House (wmo)? ~
« Reply #16 on: February 07, 2012, 04:02:53 pm »
Aye it seems like most of the magic happens in the md5translate.trs file.

My guess was that in the file would be a reference to the minimap but it seems to be just the same as with the adt files, everything is given in the md5translate.trs

I took a  look at one single group wmo,and you'll have to try something out.

[spoiler:xfx1toxf]WMODungeonKL_DireMaulKL_Diremaul_Instance_097_00_00.blp   1cdfb42b02831bb5be9c5933bec6f609.blp
WMODungeonKL_DireMaulKL_Diremaul_Instance_097_00_01.blp   00444a6ce83f93e60e33b0e7a3888df0.blp
WMODungeonKL_DireMaulKL_Diremaul_Instance_097_00_02.blp   9bce2bacb28d94f9cdf2e9048cd330de.blp
WMODungeonKL_DireMaulKL_Diremaul_Instance_097_01_00.blp   650ddf7c6b3de3b5271c505f7e45e54e.blp
WMODungeonKL_DireMaulKL_Diremaul_Instance_097_01_01.blp   08dbd285d3e0b139f9e8d06ce6762f12.blp
WMODungeonKL_DireMaulKL_Diremaul_Instance_097_01_02.blp   f2e1995b91a59edde6a309b299cca1ee.blp[/spoiler:xfx1toxf]

the first block
WMODungeonKL_DireMaulKL_Diremaul_Instance_097_01_02.blp
is a reference to the wmo file.
_097_ is the group file that i chose.
_01_ is the x position of the blp file in the minimap
_02 is the y position of the blp in the minimap.

This picture explains it way better than i could do it with words:


and on the right side of each entry is the translated file
(e.g. f2e1995b91a59edde6a309b299cca1ee.blp), wich leads to the actual file in the textures/minimaps/ folder.

What you have to do to find out if this is right:
You could now try to add 3 more entrys in the md5translate.trs

WMODungeonKL_DireMaulKL_Diremaul_Instance_097_02_00.blp testingminimaps1.blp
WMODungeonKL_DireMaulKL_Diremaul_Instance_097_02_01.blp testingminimaps2.blp
WMODungeonKL_DireMaulKL_Diremaul_Instance_097_02_02.blp testingminimaps3.blp

, make the three blps testingminimaps1.blp wich each have a size of 256x256 pixels and place them into the minimaps folder. (I would be better if you can clearly see them, by using a distinct colour) and see if theay actually appear ingame. You can of course use any other wmo if you like so.

greetings
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elarose

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Re: Question: How to make an "Area ID" for an House (wmo)? ~
« Reply #17 on: June 07, 2012, 06:52:13 pm »
Love it. Saving this webpage. I had played briefly with it and go through the dbc part alone no issuem but was wondering at the tie in to the actual wmo ingame.
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tharo

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Re: Question: How to make an "Area ID" for an House (wmo)? ~
« Reply #18 on: June 21, 2012, 02:45:40 pm »
If you want we could do a short tool that is simply changing the area ID of your models
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Code: [Select]
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skynz

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Re: Question: How to make an "Area ID" for an House (wmo)? ~
« Reply #19 on: November 05, 2012, 02:57:32 pm »
I try to achieve the same thing with WorldwmoKalimdorBuildingsTaurenHunterTentTaurenHunterTent.wmo
When I read using hexedit the values at the adresses mentioned by Eluo, it gives unlikely results.
(Id: 695 & GroupId: 1 111 650 791).
Does anyone have an idea please ?

Attached the wmo.
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schlumpf

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Re: Question: How to make an "Area ID" for an House (wmo)? ~
« Reply #20 on: November 05, 2012, 05:12:51 pm »
Quote from: "skynz"
When I read using hexedit the values at the adresses mentioned by Eluo, it gives unlikely results.
The addresses are specific to the file opened. You need to be sure to use the correct offsets given for your file.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

skynz

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Re: Question: How to make an "Area ID" for an House (wmo)? ~
« Reply #21 on: November 05, 2012, 06:40:56 pm »
Quote from: "schlumpf"
Quote from: "skynz"
When I read using hexedit the values at the adresses mentioned by Eluo, it gives unlikely results.
The addresses are specific to the file opened. You need to be sure to use the correct offsets given for your file.

I'm afraid I don't understand. I tought that every wmo shared a common header structure (MOHD isn't it ?)
If not, then how am I supposed to determine the correct offset ?
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schlumpf

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Re: Question: How to make an "Area ID" for an House (wmo)? ~
« Reply #22 on: November 05, 2012, 07:05:52 pm »
Quote from: "skynz"
Quote from: "schlumpf"
Quote from: "skynz"
When I read using hexedit the values at the adresses mentioned by Eluo, it gives unlikely results.
The addresses are specific to the file opened. You need to be sure to use the correct offsets given for your file.

I'm afraid I don't understand. I tought that every wmo shared a common header structure (MOHD isn't it ?)
If not, then how am I supposed to determine the correct offset ?
Actually, you did not really define which addresses you talk about.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

skynz

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Re: Question: How to make an "Area ID" for an House (wmo)? ~
« Reply #23 on: November 05, 2012, 09:20:51 pm »
Quote from: "schlumpf"
Quote from: "skynz"
Quote from: "schlumpf"
Quote from: "skynz"
When I read using hexedit the values at the adresses mentioned by Eluo, it gives unlikely results.
The addresses are specific to the file opened. You need to be sure to use the correct offsets given for your file.

I'm afraid I don't understand. I tought that every wmo shared a common header structure (MOHD isn't it ?)
If not, then how am I supposed to determine the correct offset ?
Actually, you did not really define which addresses you talk about.
I'm trying to read the ID and the GroupId of the WMO for WMOAreaTable. Eluo said that these values could be found at 0x34 and 0x4c, yet the values I get are unlikely.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Irachkom

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Re: Question: How to make an "Area ID" for an House (wmo)? ~
« Reply #24 on: January 05, 2018, 12:12:32 am »
Can anyone assist with .wmo minimaps?
My custom wmo doesn't want to show me its minimap ingame, just blackscreen =(