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Wrath of the Lich King Modding => Resources and Tools => Topic started by: Milly on September 26, 2014, 12:57:29 am
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Oh wow i have no words it is absolutely awesome.
thank you very much for this :)
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Is it actually procedural?
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As in randomly generated? That's my understanding of the word. Idk for sure, but it seems that way.
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Thank for the release, I'll try to compare the "normal" water, and yours, I don't like to take those resources without understanding how it works and what changes !
It could be very interesting ^^
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Love you.
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Many thanks for this Milly, really great contribution.
I'm having a slight issue though, in that the water all appears very bright for me. I'm using the LightIntBand.dbc from your Darker Nights patch, and the LiquidType.dbc supplied in this patch. Not really sure what could be going wrong there.
Screenshot: https://i.imgur.com/BoA0Pr1.jpg (https://i.imgur.com/BoA0Pr1.jpg" onclick="window.open(this.href);return false;)
Do you have any ideas? So far i've tried switching back to vanilla LightIntBand.dbc with no results, so I'm not sure this is a dbc issue.
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The LightIntBand.dbc from my nights patch doesn't contain any modifications for the water's surface color. Not sure what's happening on your end. Are you using the water patch exactly as I released it? I have custom textures in the procWater folder that have to be in there. Are you using them?
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As in randomly generated? That's my understanding of the word. Idk for sure, but it seems that way.
If it is random, why does it need 32 BLPs for animation? That's just what irritates me.
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Lol yeah I really have no idea. Maybe the test water in WotLK wasn't truly procedural until they reached Cata? It's beyond me. I just do trial and error. Copy, paste, and edit shit until it looks good.
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So are those textures the textures used for displaying the water? If that's the case, this is not procedural at all.
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I haven't got a clue. There's several textures involved. Only thing that seems to be truly procedural is the wave-things that show-up supposedly randomly pretty much everywhere you go. Though it has only been called procedural water because that's what Blizzard calls it. So Idk, I'm not a professional lol.
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(http://oi57.tinypic.com/2rmtsu0.jpg)
i dunno whats wrong.
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Thought maybe I uploaded a bad patch, but I just rebuilt it using the same files I uploaded and it works fine for me. I don't know what to say for you guys who are having trouble. You literally just unpack the folder and build a new patch.
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It's because the main water texture is decided by Blank.blp here, a texture 100% white. If you put the Blue1 texture instead, then it will become like this :
(http://img4.hostingpics.net/pics/115315WoWScrnShot092614152704.jpg)
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i've am not sure what is wrong with this one.
but viewtopic.php?f=59&t=8253 (http://modcraft.io/viewtopic.php?f=59&t=8253" onclick="window.open(this.href);return false;) works for me.
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It's because the main water texture is decided by Blank.blp here, a texture 100% white. If you put the Blue1 texture instead, then it will become like this :
Don't use any colored textures as they'll distort the coloring of the water. For example you don't want the red water in Bloodmyst Isle to have blue in it do you? Anyhow Blank.blp is an empty file so it shouldn't be coming up white. It definitely doesn't for me, and it's working for other people too. Either way you'd probably be better off just deleting the textures in that column entirely rather than changing to whatever Blue1 is. That's how I had it for a while and it worked.
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It's because the main water texture is decided by Blank.blp here, a texture 100% white. If you put the Blue1 texture instead, then it will become like this :
Don't use any colored textures as they'll distort the coloring of the water. For example you don't want the red water in Bloodmyst Isle to have blue in it do you? Anyhow Blank.blp is an empty file so it shouldn't be coming up white. It definitely doesn't for me, and it's working for other people too. Either way you'd probably be better off just deleting the textures in that column entirely rather than changing to whatever Blue1 is. That's how I had it for a while and it worked.
Yeah I know. I just wanted to show that the problem came from Blank.blp since it isn't empty in your patch.
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I'm using a patch containing the contents exactly as supplied so I can't see where the problem is arising. Blank.blp is entirely transparent for me, so I don't think that's the problem here either.
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You're sure you don't have any other patches that could be interfering? I don't know how else I could help. Hopefully you can fix it though.
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So are those textures the textures used for displaying the water? If that's the case, this is not procedural at all.
It is not really procedural because it uses animated textures. However, it's animated in two different ways. Here we get waves on the water surface (that is what makes some people call it "procedural") and the texture animation. You can see these waves clearly by looking on a bright Helnesis' water. I think if we work a bit longer on this water we can definitely make something close to Cata one or at least looking different from it but still better than WotLK one.
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You're sure you don't have any other patches that could be interfering? I don't know how else I could help. Hopefully you can fix it though.
I'm really sure it's not a patch conflict but I can't think what else it could be. Really weird. I appreciate that you can't do much to help, though. At the moment i'm not really bugged by using Blue1 as a replacement, but i'll continue to give the issue some thought.
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You're really sure as in you've tried removing all other patches and it still didn't work? Or haven't you tried that?
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(https://imagizer.imageshack.us/v2/1480x925q90/904/5yRBmn.jpg)
OK, I love you. :D No bugs encountered so far, works 100% for me.
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You're really sure as in you've tried removing all other patches and it still didn't work? Or haven't you tried that?
I haven't tried that, but given that none of my other patches contain anything to do with LiquidTypes.dbc or XTEXTURES I just can't see where the conflict would occur there.
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The patch works perfectly. Thank you.
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(https://imagizer.imageshack.us/v2/1480x925q90/904/5yRBmn.jpg)
OK, I love you. :D No bugs encountered so far, works 100% for me.
Wow, beautiful use of the water Amaroth! ^_^
Remember though that there are bugs with the WMO water.
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Works well! Thanks for the release!
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Guys, we should find a solution to the wmo water problem. At least I think it is possible to make wmos use the usual 335a water.
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We must find a solution for the milky water too :lol:
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Yes, i also have white water on all my custom adts.
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Hi there.
Water worked for my client without any problems. But when i tested it with other people, they had this "white milk" problem too. I tried a thing or two and replacing blank file seems to fix it for me.
http://ulozto.net/xLHS65kh/blank-zip
Here u go. Its czech server but u should be able to download it. Hope that helps.
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256x256 -> 8x8. Was resizing the only one thing you did with that texture? I just don't get why this happens nor why should resizing the texture help. Both are also BLP2s... But maybe I missed something.
Whoever has this problem, could you try to find out what is "different" on your WoW/ADTs/Graphics settings? I tryed Milly's water (both ocean and river where it was possible) with all Video Quality presets at:
- My map (made of copies of QA_DVD ADTs)
- Vanilla blizzlike map (Hillsbrad Foothills)
- TBC blizzlike map (Nagrand)
- WotLK blizzlike map (Howling Fjord)
All with WoW 3.3.5a. All worked fine for me :shock:.
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Other than that mine blank.blp is using DXT1a format while Milly´s is on DXT3. This might make some difference. Since i use this blank for some time to hide textures i tried it and it just worked.
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Maybe for those that are having issues, they could try making their own transparent blp? Just convert Blank.blp, open it up in an image editor and make sure it's transparent, then save and reconvert.
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Too bad it seems lile the file is deleted. http://www.ownedcore.com/forums/world-o ... post249150 (http://www.ownedcore.com/forums/world-of-warcraft/world-of-warcraft-model-editing/wow-me-questions-requests/36017-invisible-textures.html#post249150" onclick="window.open(this.href);return false;)
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Looks amazing, good job as always Milly!
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Hmpf. I didn't find out what was/is wrong with that milky water. I have it in WMOs, but I suppose thats that "not working WMO water" you were talking about. Will try to look at it when I will have enough time for such things, maybe I will also try to do something with lava and slime.
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Any reason for this effect? It starts taking place about 5-10 sec after you come near the area.
(http://i.imgur.com/ZAe6bjA.png)
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Milky water is already fixed.
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Any reason for this effect? It starts taking place about 5-10 sec after you come near the area.
(http://i.imgur.com/ZAe6bjA.png)
That's just the way the Cata water looked in Wrath. Sometimes it looks good, sometimes horrible. You can probably modify the textures involved to make that not happen.
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It is not a bug. This is what makes this water look like procedural. It literally has two different animations. The first one is the same as in Wrath (32 blps sequence). The other one is the animation of the water surface which creates a kind of big waves on the surface. I think it's rather cool because it looks more lively and realistic than the cata water.
I have a question though. Does anybody know a way to make wmos use usual water or ocean shader?
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I have a question though. Does anybody know a way to make wmos use usual water or ocean shader?
"wmo_water" is its own category of water type, so if you make it untouched it should keep the usual water.
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It is not a bug. This is what makes this water look like procedural. It literally has two different animations. The first one is the same as in Wrath (32 blps sequence). The other one is the animation of the water surface which creates a kind of big waves on the surface. I think it's rather cool because it looks more lively and realistic than the cata water.
I have a question though. Does anybody know a way to make wmos use usual water or ocean shader?
Nobody said it was a bug lol
And just set the WMO water data to the original data for Wrath. In your LiquidType.dbc
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Is the White water problem fixed?
I still have tbis issue.
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Well, I didn't go deep into it, but I got that white water only with wow.exe with custom name. If you're using custom called wow.exe try to rename it, I hope it'll help
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Hi there.
Water worked for my client without any problems. But when i tested it with other people, they had this "white milk" problem too. I tried a thing or two and replacing blank file seems to fix it for me.
http://ulozto.net/xLHS65kh/blank-zip
Here u go. Its czech server but u should be able to download it. Hope that helps.
This helped me to get the white water fixed.
Big thanks to you Dundee64 ! :D
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Is the White water problem fixed?
I still have tbis issue.
Several fixes have already been determined throughout the thread, such as modifying the Blank.blp texture, deleting it, etc.. I won't be updating the original download any time soon though because I'm not modding atm.
Well, I didn't go deep into it, but I got that white water only with wow.exe with custom name. If you're using custom called wow.exe try to rename it, I hope it'll help
Hmm that is very interesting..
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You dont have ro.
But someone fixed it could.
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After few tests and one strange idea I got this:
(http://i.imgur.com/PY9bNzB.jpg)
I don't know exactly why, but when I use wow.exe with custom name water becomes brighter. I mean much brighter, as you can see. So, after few tests I decided not to use Milly's blank.blp and take some other textures. Those textures were blizz's shader textures (proceduralRiverDepthTex, proceduralOceanDepthTex) which gave me the same effect (as I believe) without bug with white water. Anyway, it is not very good fix, water with custom called wow.exe is still much brighter than it should be, but it is also better than white one.
So, feel free to test it by self, leech it, or do whatever you want :)
https://drive.google.com/file/d/0B_FX_Y ... sp=sharing (https://drive.google.com/file/d/0B_FX_YQYN4ZXbXM5V2lkT1ZyalU/view?usp=sharing" onclick="window.open(this.href);return false;)
P.S My dbc also includes fixed wmo water (just static textures with good transparence, no reflections, waves, etc.) and few types of cata water (for converted maps).
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Shelldon, have you tried just deleting the Blank.blp from the dbc? And not replacing it with anything else?
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Yep. :)
(http://i.imgur.com/njzjJ3i.jpg)
(http://i.imgur.com/Zwkkcpp.jpg)
With right called wow.exe everything seems to be ok, but with wow - копия.exe it really doesn't. (When blank.blp is deleted from mpq)
Second screen - from dbc.
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Oh yeah I vaguely remember coming across invisible water when making the mod to start. Interesting. So it seems the only real way to get it working with a renamed exe is to make a new Blank.blp. I believe Schlumpf mentioned a way to get proper transparency in blps earlier in the thread.
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Thanks Shelldon your fix works.
Will try around now with different settings.Opercity needs now some tweeks i think.
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Weird. Works even with custom wow.exe name for me.
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Works good now. Thanks again for all help and releases.
(http://maruum.net/news/images/WoWScrnShot_101214_024201.jpg)
(http://imagr.eu/up/5439d4d5c8f9a_WoWScrnShot_101214_030919.jpg)
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On a slightly related note:
How feasible would it be to have true procedural water with 335a?
Like, disassemble a cata/mop wow.exe, downport the procedural water stuff (and some other neat features), then rebuildi the wow.exe for 335a from scratch
Would that be doable (probably yes), but within reasonable time?
<3, Sela
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Unlikely.
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On a slightly related note:
How feasible would it be to have true procedural water with 335a?
Like, disassemble a cata/mop wow.exe, downport the procedural water stuff (and some other neat features), then rebuildi the wow.exe for 335a from scratch
Would that be doable (probably yes), but within reasonable time?
<3, Sela
Or you could just work with Cataclysm or MoP.
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On a slightly related note:
How feasible would it be to have true procedural water with 335a?
Like, disassemble a cata/mop wow.exe, downport the procedural water stuff (and some other neat features), then rebuildi the wow.exe for 335a from scratch
Would that be doable (probably yes), but within reasonable time?
<3, Sela
Or you could just work with Cataclysm or MoP.
It'd be pretty great if the community as a whole moved to Cata or MoP. WotLK is getting long on the tooth and the Cata/MoP clients have some pretty useful features that are absent from older versions.
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I heard something about working on WoD modding tools. Would be far better than Cata/MoP. But well, this is starting to be a lil' OT.
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I've been working on some tools to ease mass amounts of work for WoD as well as making some of the current tools more compatible so we breake less things :p was also working on WoD water looking pretty nice so far.
P.S
Mind my typing not on the computer.
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The client is not the problem.
The server is.
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It'd be pretty great if the community as a whole moved to Cata or MoP. WotLK is getting long on the tooth and the Cata/MoP clients have some pretty useful features that are absent from older versions.
My goal for a while was to help try and move the community into the direction of upgrading to Cata, and then to MoP, etc. Yet ultimately, almost a year later I decided to return to WotLK. Only true reason I left was because of graphics and maps. But almost all of these things can be ported back. And there are so many complications with the later expansions.
I'd agree that a move up to WoD would be healthy for the community provided that there are enough software programmers interested in making tools. And I don't see that as a viable reality. Blizzard has covered their tracks several times since WotLK, and hardly anyone has even made any effort towards Cata yet. We're a dying breed as modders, who make mods for a dying game.
i'd love to program my own tools and make some steps forward but I don't have the discipline to learn.
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The problems of the community is not the software.
I realy have problems with the people.
Promisses over and over but noone finish hiw work.
And sadly I know that you can´t finish an mmo alone.
Thanks good there are some people you can count on, but the mass just wast your time to get them in and setup all the stuff. And if it goes to finish a job.... Nothing.
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The problems of the community is not the software.
I realy have problems with the people.
Promisses over and over but noone finish hiw work.
I think it has everything to do with tools. What I've seen is:
Project is started with enthusiasm —> work begins, some progress is made —> difficulty and frustrations of using tools compounds with already labor intensive creation process, slowing it to a crawl —> team members become demoralized and the project falls apart.
In other words, because the tools are difficult and frustrating, the results don't even come close to matching the effort invested and people lose hope. The only way serious mod projects can get anywhere is if the team is large, extremely dedicated, and has implemented workarounds for the hundreds of quirks and bugs present in the tools. No small, casually-run project has as much as a chance at seeing the light of day.
Contrast this to, say, the WCIII or SCII custom game scene where the tools are very solid. There, a single person can feasibly create a monstrous map with piles of custom scripting, custom map work, and custom art assets within a reasonable amount of time. Naturally a dedicated team can then do some very impressive work. Admittedly, the complexity of a RTS map is reduced compared to MMO development, but the point still stands.
And that's not even getting into the barrier to entry issue. WoW modding is a pain in the ass to get into which ends up scaring away lots of people who could've been prolific modders. You can't expect the scene to prosper when you spend more time trying to coerce crappy tools into working than you do actually creating something.
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And that's not even getting into the barrier to entry issue. WoW modding is a pain in the ass to get into which ends up scaring away lots of people who could've been prolific modders. You can't expect the scene to prosper when you spend more time trying to coerce crappy tools into working than you do actually creating something.
I will sign under this, trying to make something work and than realizing that its f****g buggy/difficult made me a lot of times really demoralized. I never stopped though, but I am not common "material", I always in the end return and work again. A lot of people I know don't.
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All three of you bring up good points. The tools for the most part are what made me give up on a lot of the things I've had planned. Many things just started bugging out and a fix wasn't worth my time. And as iindigo said WoW modding is about tons of work with very little, incremental results. It is so demoralizing. The fact that Maruum still stands is a miracle in and of itself. I've probably cycled through 20 different projects since I joined the scene but that's probably mostly my own inability to finish anything I start.
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I feel the same way I tend to work on a lot of different things at once so I don't really focus on one thing at a time :cry: but I do finish what I start never the less because no matter how taxing it is it's what I enjoy doing I only do what I do because it's my hobby.
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Guys, the problem is actually really simple. It is not caused by lazy people. No one really finish anything because our tools are bugged as crap. I don't blame anyone in that, all the developers has done a great work but it is still not enough. Noggit is full of duplication, terraforming and even texturing bugs and that is a real reason almost nobody finishes the job. You just start doing smth, face some difficulties which are hard or even impossible to fix and you just give it up.
The software should be improved otherwise the community is going to die. Moreover, we got some guys here who have some skills in programming as far as I know. It would be much more productive if they came together on the development.
Sorry for my english, I am on tablet.
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Hmm and why do my maps work just fine. I have not realy a problem with the tools.
Yes they are bugged but I was able to do anything I wanted till now without big problems.
And even if it where the tools. People join project.. tell its cool and take a job... and thats it. You never here again any word. They leave chat .... and simple dont answer questions.
Thats realy no decent. You spend houres in bringen them online, help to setup environment and often show them content ingame personal and then they dont have a second to just tell.
Hey I have no fun in it anymore, no time or even the tools dont work for me.... There is just silence.
Counted rough over it, I had around 40 such people running trough the team the last year.
And chats with other team leaders tell me I am not the only one...
I say people are lazy and disrespectful.
I have also some people in the team that dont fit into this big group. And they get stuff done. And if they hang we help each other. If I stuck and work for a project.. asking the supporter for my team would be a good point.
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The software should be improved otherwise the community is going to die. Moreover, we got some guys here who have some skills in programming as far as I know. It would be much more productive if they came together on the development.
Software development is not a trivial task.
Also, this whole thing lacks a huge amount of knowledge about pretty much everything. Just because someone can code, it doesn't mean that throwing that person at some code base, even if you throw ten of them at the same, will ever result in anything less bugged and more usable.
People request a task which normally pays, preferable pretty much every free minute invested as well. Also, this whole reverse engineering thing is done by less than 5 persons, of which at least two don't document what they find. In fact, most reversing happens behind closed doors and is sold.
Either, let those people reverse stuff, which will not result in any new, better tools, or let them improve tools, which will result in hacky hack hacks and shitty UX as they neither know how to do UX nor how to do the data stuff, as nobody reverses it.
For me, it is pure reversing of stuff now. I haven't touched a tool in months and don't even have file extraction tools around. Even less, source code of stuff like Noggit.
Redoing everything from scratch is a nice thought but a waste of time. Every time someone decides to do so, that person will just waste a few months, then stop, having produced nothing.
If there is a point of this post except for me being drunk: Better tools won't happen. Likely not even tools or emulators for 6.* ever will. This forum has been copying files from WoD to WotLK the last months. It won't get any better.
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There will be a 6.x (wld) emulator, I`m beyond certain of this.
The emulation/private server, well scene is sizable and well beyond the modding scene here at modcraft, however most of them are interested in either running straight 'blizzlike' servers or slightly 'modified' LOL255level IONESHOTEVERYTHING funservers, not into solid modding. Question is, whether those emulator will support any advanced modding
Heck, I wouldn`t consider myself a ([hard-]core) modder, I`m not really interested in worldbuilding or anything like that.
Modding`s just a little pastime of mine (purely client-side, like editing the login screens) while playing on a private server, and I just happen to play on a 3.35a one, so I`m interested in, well goodies for 335a.
Additionally, it`d make much more sense to stay at 3.35a where everything`s pretty much known, and downport if necessary instead of upgrading, which will most likely result into wasting all your previously done work (tools plus mods).
<3, Sela
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If there is a point of this post except for me being drunk: Better tools won't happen. Likely not even tools or emulators for 6.* ever will. This forum has been copying files from WoD to WotLK the last months. It won't get any better.
I was drunk last night too xD Think I still am. Cheers!
Anyway, yeah I think sticking to WotLK is probably our best bet. Cumulatively there are years worth of work put into the tools that we have for 3.3.5a and making them all over again for a different expansion would take a lot longer than simply backporting everything.
The one thing I would like to see though is an all-inclusive World Editor for WoW. A development program that contains all the tools and programs that we use for WoW modding on a daily basis all put into one, with a nicely organized user interface that doesn't look like a Hello World program. Something that feels comfortable and easy to work with when modding. That would at least help encourage people to stick with it and quicken the modding process tenfold.
Obviously that's a lot of work. But still. It'd be cool. As shit.
I'm almost tempted to make one myself. It'd be a pretty neat introduction to programming. Easier than making a game engine at least. Entirely experimental of course.
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Too lazy to read all the off-topic comments, but coming in like a wrecking ball, I have a question, anyone have found a way to fix the shore for this? I would love to help if possible.
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Quite honestly I'm pretty shit when it comes to most cross platform programming, but I'd be very happy to do UI/UX design as well as any associated graphics (UI elements, tool icons, etc) for any kind of WoW modding tool so long as the programs use something halfway sane for drawing their UIs. While I do complete application development as a hobby (and hopefully soon, as a career), UI design is really what I enjoy and do well with.
I'm serious. If you're developing a tool and need a usable UI, please drop me a PM.
The one thing I would like to see though is an all-inclusive World Editor for WoW. A development program that contains all the tools and programs that we use for WoW modding on a daily basis all put into one, with a nicely organized user interface that doesn't look like a Hello World program. Something that feels comfortable and easy to work with when modding. That would at least help encourage people to stick with it and quicken the modding process tenfold.
That would be absolutely incredible.
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Too lazy to read all the off-topic comments, but coming in like a wrecking ball, I have a question, anyone have found a way to fix the shore for this? I would love to help if possible.
The shore? As in the waves? They're not possible in 3.3.5a.
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If there is a point of this post except for me being drunk: Better tools won't happen. Likely not even tools or emulators for 6.* ever will. This forum has been copying files from WoD to WotLK the last months. It won't get any better.
I was drunk last night too xD Think I still am. Cheers!
Anyway, yeah I think sticking to WotLK is probably our best bet. Cumulatively there are years worth of work put into the tools that we have for 3.3.5a and making them all over again for a different expansion would take a lot longer than simply backporting everything.
The one thing I would like to see though is an all-inclusive World Editor for WoW. A development program that contains all the tools and programs that we use for WoW modding on a daily basis all put into one, with a nicely organized user interface that doesn't look like a Hello World program. Something that feels comfortable and easy to work with when modding. That would at least help encourage people to stick with it and quicken the modding process tenfold.
Obviously that's a lot of work. But still. It'd be cool. As shit.
I'm almost tempted to make one myself. It'd be a pretty neat introduction to programming. Easier than making a game engine at least. Entirely experimental of course.
It would be really great if all the coders that still want to do something come up together on the one project as I said before. Maybe it will result in something productive.
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Too lazy to read all the off-topic comments, but coming in like a wrecking ball, I have a question, anyone have found a way to fix the shore for this? I would love to help if possible.
The shore? As in the waves? They're not possible in 3.3.5a.
Not per se, actually.
It`ll however require a downport of these features from Cata/MoP, as I`ve said before, which will not be done anytime soon, and probably not at all.
Sorry for nitpicking
<3, Sela
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Isn't it possible to somehow adapt a Cata Alpha client to work with 3.3.5?
It would solve many of the limitations of Cata as the Alpha runs with the 3.3.5 ADT format but has many of Cata's engine upgrades.
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Isn't it possible to somehow adapt a Cata Alpha client to work with 3.3.5?
It would solve many of the limitations of Cata as the Alpha runs with the 3.3.5 ADT format but has many of Cata's engine upgrades.
In theory yes but there would be an amount of bugs..
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I was thinking about creating new DBC Editor at least. Creating the whole world editor for WoW would be... well, too much. I don't think anyone will ever complete such project. But what I really would welcome is DBC Editor with something like SQL commands support. Just image editing DBC like you were in SQLYog on MySQL server.
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Isn't it possible to somehow adapt a Cata Alpha client to work with 3.3.5?
It would solve many of the limitations of Cata as the Alpha runs with the 3.3.5 ADT format but has many of Cata's engine upgrades.
In theory yes but there would be an amount of bugs..
Might as well just build a custom wow.exe yourself with more features.
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Isn't it possible to somehow adapt a Cata Alpha client to work with 3.3.5?
It would solve many of the limitations of Cata as the Alpha runs with the 3.3.5 ADT format but has many of Cata's engine upgrades.
In theory yes but there would be an amount of bugs..
Might as well just build a custom wow.exe yourself with more features.
If I had the source for sure...
Small edits could be made in hex to make it work with 3.3.5a because I'm not sure how well it would work with 4.0
I'm going to test it.
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Well, time to reverse-engineer the client (or ask someone who`s done it already whether they`d share/collaborate for such a project)
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This is all about one thing :D .... we dont have >>> Source of WoW.exe <<<
can you just imagine what we could do with that source ?
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Hmm, wasn`t there a thread awhile ago where someone claimed he`s successfully reverse-engineered, then rebuilt it from scratch?
No one really took him at face value tho as he`s been new here, but didn`t schlumpf (or someone else, can`t recall) then said that he`s / they`ve done the same?
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Hmm, wasn`t there a thread awhile ago where someone claimed he`s successfully reverse-engineered, then rebuilt it from scratch?
No one really took him at face value tho as he`s been new here, but didn`t schlumpf (or someone else, can`t recall) then said that he`s / they`ve done the same?
I remember that. It was a rather questionable topic. I find it hard to believe that it's been successfully done before. If someone is capable of doing it, and has a reason to do it, then clearly they're a capable programmer. Why wouldn't they then take advantage of the opportunity and create a super server?
Could be wrong but it's just very difficult to believe. There's so much one could do with WoW's source.
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There isn`t that much in the wow.exe actually, tbh - it`s just 7.3 MiB after all. I`d guess that the bulk of those are the actual engines (graphics, et cetera)
Most of the interesting stuff`s defined in the .mpqs with .lua, .xml, .dbc et cetera.
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But you know how much 7MB are in assmbly?
Also, that "I recompiled wow from source" or "I have the whole client decompiled" is just bogus. While possible, it is equivalent to copying the file. Actually having the source is way different.
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Staying on 3.3.5a is just stupid. WoD is a entirely different game now and much better for it.
Keep 3.3.5a as it's own seperate game, you can backport some interface code and models, but you are hacking away and barely getting any of the same functionality.
Play 3.3.5a or WoD, don't force the two together.
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Staying on 3.3.5a is just stupid. WoD is a entirely different game now and much better for it.
I assume you're speaking from a technical point of view? In your opinion, what are some of the more notable improvements present in WoD compared to WotLK?
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Staying on 3.3.5a is just stupid. WoD is a entirely different game now and much better for it.
I assume you're speaking from a technical point of view? In your opinion, what are some of the more notable improvements present in WoD compared to WotLK?
From a technical view - tons has changed and improved. Client and server side scripts that integrate very well, for gameplay rather than just interface code. Improved movement and combat system (creatures spread out, movement is smoother). The client side graphics engine has been reworked quite a bit. Streaming of data is now fully integrated and supported. Those are the main big features from what I know, but I have not looked into it that much.
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I really dislike the streaming client and I`d rather not consider it a real improvement (it creates a lot of unnecessary overhead), it`s generating a lot of overhead and unless you like to update daily, it isn`t really necessary, tbh.
Then again, you might just update daily if you`re modding.
And isn`t the creature movement something thats strictly serverside?
<3, Sela
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I really dislike the streaming client and I`d rather not consider it a real improvement (it creates a lot of unnecessary overhead), it`s generating a lot of overhead and unless you like to update daily, it isn`t really necessary, tbh.
Then again, you might just update daily if you`re modding.
And isn`t the creature movement something thats strictly serverside?
<3, Sela
The streaming client is optional. The client decides if he wants to download it through the launcher or in game.
Also being able to push hotfixes if anything is an extremely powerful feature.
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Its still creating a lot of overhead even if you opt out of it, because somehow the client keeps checking for the filelists, which makes loadscreens last forever everytime you start a new session, especially if your internet isn`t top-notch
Additionally, the hot-fix thingy shouldn`t be /that/ an issue for all our intents & purposes. It`s another one for Blizzard, yes (because they`re dealing with serious stuff there), but we could as well just release a hotfix the /normal/ way.
<3, Sela
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Would anyone be willing to create the water without the Lava Lamp effect? That'd be awesome.
(http://i.imgur.com/ZAe6bjA.png)
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hi there, where do i install these files ? i cant find anything about that :P.. nvm i just figured it out :) thanks for this :)
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OMG! looks really great
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Good release. I'm going to use it on the server if you don't mind, Milly.
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Hmmmmm I dunno, Valkryst :P Maybe if you really beg hehe
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Hmmmmm I dunno, Valkryst :P Maybe if you really beg hehe
*Gets on knees.* Puh-leazeeeeeeeeeeeeeeeeeeeeeeeeeeeee.
:D
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Delicious!
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Someone wanted to disable/change reflection waves on that water. This reflection is shaped according to the BasicReflectionMap.blp. It can be opened with PS blp plugin. The picture should contain mountains, sun/moon (basically just a circle) and clouds. If you change the content there, it will change the shape of these waves. If you set it to something blur, I think it would disable the waves but I have not tried.
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I know this post hasnt been replied to for a while, but I am starting a project and would like the cataclysm water, do you still have a download somewhere?
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I know this post hasnt been replied to for a while, but I am starting a project and would like the cataclysm water, do you still have a download somewhere?
I may be releasing a new version in a few weeks, but I no longer have this one
If anyone else has it feel free to share.
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awsome
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I've been looking for a long time a download for Better Procedural Water, but I'm just gonna wait for a while for you to release the new version. Hope you do! Thanks.
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Here you go
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Thanks for sharing it cata123, I hope Milly will release a new version soon.
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Aight I'm bumping this thread because I feel like this still needs attention. The second animation for the water (the one that looks like a lava lamp) is just terrible. It looks like ass. Does anyone know what values I would need to change in the LiquidType.dbc to cause the second animation to just stop?
For reference, I will once again post my old pic
(http://i.imgur.com/ZAe6bjA.png)
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There is a new version out there that fixes the issue.
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There is a new version out there that fixes the issue.
I think it's missing some files or you have to edit the dbc.
If it's availabe to everyone, do you mind sharing it?
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It is released publicly for about half of the year, but not here.
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It is released publicly for about half of the year, but not here.
I know where it's been released and I know Milly put quite the effort in it, but since the newest update (december 2015) it is not working as it should anymore - either because files are missing or because you have to edit the dbc (which is my guess).
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I'd like the fixed version too if anyone can share a link >_>
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I don't know anything about the issue. Works fine for me.
It was released on model-changing.net
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Thanks for the direction Skarn!
Here's the link to the updated water! and its soooo much better!
http://www.model-changing.net/files/fil ... lich-king/ (http://www.model-changing.net/files/file/3-cata-water-for-wrath-of-the-lich-king/" onclick="window.open(this.href);return false;)
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Can anyone tell me how to install this please? :)
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Can anyone tell me how to install this please? :)
Sure! Simply pack the two folders in the zip file into an MPQ patch and put it in your wow client's data folder.
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Can anyone tell me how to install this please? :)
Sure! Simply pack the two folders in the zip file into an MPQ patch and put it in your wow client's data folder.
my water is white with this newer update.
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Can anyone tell me how to install this please? :)
Sure! Simply pack the two folders in the zip file into an MPQ patch and put it in your wow client's data folder.
my water is white with this newer update.
Hmm I'm not sure why that is. It works perfectly for me.
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Can anyone tell me how to install this please? :)
Sure! Simply pack the two folders in the zip file into an MPQ patch and put it in your wow client's data folder.
my water is white with this newer update.
Hmm I'm not sure why that is. It works perfectly for me.
You're downloading the version from December,2015 , right?
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Can anyone tell me how to install this please? :)
Sure! Simply pack the two folders in the zip file into an MPQ patch and put it in your wow client's data folder.
my water is white with this newer update.
Hmm I'm not sure why that is. It works perfectly for me.
You're downloading the version from December,2015 , right?
Yup from the link i posted a few posts back. I just opened the zip file, grabbed the two folders inside that zip, and added both folders to an MPQ patch. It works like a charm for me.
Here's a screenie of my water using the files from the link:
(http://i524.photobucket.com/albums/cc325/NicMercy/watersample_zpshbwugk5b.jpg)
and here's a download of the patch I made using those folders from the zip:
https://www.mediafire.com/?0on2bopilsg2536 (https://www.mediafire.com/?0on2bopilsg2536" onclick="window.open(this.href);return false;)
If that patch I made doesn't work for you then I don't know what else to say. It works perfectly for me.
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Can anyone tell me how to install this please? :)
Sure! Simply pack the two folders in the zip file into an MPQ patch and put it in your wow client's data folder.
my water is white with this newer update.
Hmm I'm not sure why that is. It works perfectly for me.
You're downloading the version from December,2015 , right?
Yup from the link i posted a few posts back. I just opened the zip file, grabbed the two folders inside that zip, and added both folders to an MPQ patch. It works like a charm for me.
Here's a screenie of my water using the files from the link:
(http://i524.photobucket.com/albums/cc325/NicMercy/watersample_zpshbwugk5b.jpg)
and here's a download of the patch I made using those folders from the zip:
https://www.mediafire.com/?0on2bopilsg2536 (https://www.mediafire.com/?0on2bopilsg2536" onclick="window.open(this.href);return false;)
If that patch I made doesn't work for you then I don't know what else to say. It works perfectly for me.
Thank you for uploading the patch and I have to say it's exactly the same as mine, here's the issues I'm having and they occur each time I login :
(http://i.imgur.com/bYnb814.jpg)
(http://i.imgur.com/nzDO0tu.jpg)
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Stormwind water texture is completely white and blooming.
All other types of water are behaving very strange - the waves are really fast and they're a mix of the old water texture and the new shaders.
I tested this on multiple wow.exe's , I created that patch several times, I tested it with yours (the pics are from yours) and the result is still the same. I'm not using any other custom MPQs at the moment.
P.S. I know that when I use the old liquidtype.dbc things seem to work, but then I just get the old version.
I'm thinking whether it has anything to do with my graphic's card, but it shouldn't , since every other patch seems to work fine - whether mine or someone else's.
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I'm not sure what's causing your issue. Is it possible there's a conflict with another patch you're using? As I said my water looks fine everywhere... no weirdness at all anywhere.
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Stormwind water texture is completely white and blooming.
All other types of water are behaving very strange - the waves are really fast and they're a mix of the old water texture and the new shaders.
I tested this on multiple wow.exe's , I created that patch several times, I tested it with yours (the pics are from yours) and the result is still the same. I'm not using any other custom MPQs at the moment.
P.S. I know that when I use the old liquidtype.dbc things seem to work, but then I just get the old version.
I'm thinking whether it has anything to do with my graphic's card, but it shouldn't , since every other patch seems to work fine - whether mine or someone else's.
I'm not using any other patches. Tested this both on EnUS and deDE clients and the result is the same.
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Stormwind water texture is completely white and blooming.
All other types of water are behaving very strange - the waves are really fast and they're a mix of the old water texture and the new shaders.
I tested this on multiple wow.exe's , I created that patch several times, I tested it with yours (the pics are from yours) and the result is still the same. I'm not using any other custom MPQs at the moment.
P.S. I know that when I use the old liquidtype.dbc things seem to work, but then I just get the old version.
I'm thinking whether it has anything to do with my graphic's card, but it shouldn't , since every other patch seems to work fine - whether mine or someone else's.
I'm not using any other patches. Tested this both on EnUS and deDE clients and the result is the same.
Again, I am unsure why it works for me and not for you. I tested with no other patches but the one I linked and I get perfect results. I wish I could be more helpful :(
On my server this is what stormwind canals looks like at night:
(http://i524.photobucket.com/albums/cc325/NicMercy/watersample2_zpspmilpt5b.jpg)
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(http://i.imgur.com/iMjhBgc.jpg)
I tested your patch again on a clean EnUS client, I tested mine again too (they're exactly the same) and I get the same result. The water near Orgrimmar seems to be green which may mean missing textures, but nothing is actually missing. I'm not using any custom shaders like Sweetfx either. I even tried different resolutions and the result is the same and it only happens with this MPQ patch. Everything works fine with the older version and even with a version I made* a few months ago. If nothing works, I'll just open the liquid.dbc file and see what the changes are and make a new one myself.
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I'm sorry it didn't work for you :(
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I'm sorry it didn't work for you :(
It's alright, I'll find a way to solve it. Thank you for your help and time :) !
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I'm sorry it didn't work for you :(
It's alright, I'll find a way to solve it. Thank you for your help and time :) !
If you do figure out the cause and are able to fix it you should post here and share your findings just in case anyone else has the same issue.
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I will for sure :) .
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Think carefully about what you have in the patch and where you place it.
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Think carefully about what you have in the patch and where you place it.
I am pretty sure that I'm doing everything correctly. if you can help in any way or if you're aware of the mistake that I'm making, then I'd appreciate any help. I'll run a few tests later tonight.
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Put the patch in the locale folder. Not just data.
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Put the patch in the locale folder. Not just data.
Question: Why would that make a difference?
Also, nothing changed. Water is white as snow in Stormwind.
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DBC are not always getting loaded from the patches in Data. Else I got no idea. Works fine for me.
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DBC are not always getting loaded from the patches in Data. Else I got no idea. Works fine for me.
Note that all dbcs load fine from all mpqs, but locale mpqs are just loaded after non-locale, thus files in locale mpqs will overwrite non-locale ones. Thus, a dbc in patch-9 gets overwritten by common-xxXX.
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I don't know why. Right now I put map.dbc in a clean 3.3.5a client into a non-locale MPQ and it does not work. Though, putting it directly into Data folder works. Else works only from locale. Might be related to having a Russian wow.exe, I don't know.
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Many dbcs get replaced in local patches. Even not localiced once I have found there.
So a god rule is just to put all DBCs and interface files into a local patch.
For example the worldmaps DBCs dont work in a data patch.
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I greatly appreciate the help received from everyone. I downloaded a clean 3.3.5a deDE client today, I tested everything you suggested and the result was the same.
Stormwind water textures - white as snow.
Ocean textures - a mixture of original textures and the new liquid.dbc textures (they change every second).
Lake textures - green(ish) but not green as meaning that I'm missing textures.
I've noticed that changing the liquid.dbc with the old one fixes the problem, but you don't have the newer effects and improvements. I might just open the new one and try to find out what's causing the problem by manually adding everything one by one.
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Neyo, any news on this? Were you able to fix the problem? I'm having the same issue... :(
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Neyo, any news on this? Were you able to fix the problem? I'm having the same issue... :(
Currently really busy irl and not messing with WoW, sorry.
Been working on my new blog too: https://24stairs.wordpress.com/ (https://24stairs.wordpress.com/" onclick="window.open(this.href);return false;)
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Can someone explain to me why porting Cata DBFilesClient and XTEXTURES to Wotlk doesn't change anything?
LiquidType.dbc has the same number of columns.I've been messing with settings for few days and I can't seem to find solid connection between the changes I make in files and changes it does to water in game.
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Can someone explain to me why porting Cata DBFilesClient and XTEXTURES to Wotlk doesn't change anything?
LiquidType.dbc has the same number of columns.I've been messing with settings for few days and I can't seem to find solid connection between the changes I make in files and changes it does to water in game.
Different water shaders are being used in those two versions. Have a more detailed look at LiquidType.dbc
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Just put this in your WoW Data Folder:
https://mega.nz/#!qUkiURrK!5kko84DGgMbf ... GVuFtahmG4 (https://mega.nz/#!qUkiURrK!5kko84DGgMbfheqyGVZ-FPhUydQF51mP2GVuFtahmG4" onclick="window.open(this.href);return false;)
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There are some bodies of water that appear to be too bright or white-ish, but overall looks great :D
With Milly's MPQ I was getting "textureless" green waters and mixed up ocean waters for some reason. I (fruitlessly) changed some things in the dbc file to try to make it work, but now with yours I don't need to waste time continuing that.
Thanks!
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Sorry to necro the thread but I wanted to post a new download link of some better water than the ones posted above.
The best you can do is making your own water without bugs or unnecessary textures:
http://www.modcraft.io/index.php?topic=10845.0
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is there a way to add the foam to the edges of the water, like in real cata+ water?