Forum > Level Design

map file ending

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Tigurius:
The .map files are for collision of npcs from the server.
You can modify the ad.exe to load your custom adt files and then generate the .map files from these.

Excon:
Even with trinity you will not need the custom maps in the Server folder. You can get away with default maps. All the maps are, Are npc collision. Now if you were going to have npc's on the map you would want to mod the ad.exe to extract your new maps. I am not sure how to do this but it is possible i know. If you need anymore help. I can look into it because I will be needing to find out soon anways.

Hope that helps

larrylaffer:
We followed the guide of Eluo in our server and succesfully created a new instance. You need to create an MPQ file with the .dbc, the wdt and the adts. Then, in the server database, you need to create a new record in the map table with the information of your new instance.
I think that you dont need to upload the dbc file into the server, but you need to upload the maps for NPC collision and other server side related systems (like fatigue and breathing), using the ad.exe. This is the way that we do it in our server and works well (we are using Trinity Core).

Regards

b00nq:
i followed the steps and made a mpq file as you did. But i replaced the map dbc with the new one i made

Steff:
It whoulod be nice if you spend some time to write a tutorial of the trinity server part.
So Eluo could link it in his tutorial.

This community is here to share such stuff and it whould be great if more users expect the core team whould write more tutorials in the future.

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