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[TOOL] [Adt edit] ADT Converter

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fean:
Last time I heard, ADT Converter was written in Java, not in C++

Mjollna:
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.

fean:

--- Quote from: "Mjollna" ---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
--- End quote ---
Indeed it works, and I wonder which one of us was more surprised :P

--- Quote from: "Mjollna" ---"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
--- End quote ---
Yup, opening those adt in Noggit will result in a "mille-feuilles" like this : http://puu.sh/uHtC & http://puu.sh/uHvi
Quite funny.

akspa420:
Consider me impressed. This tool was also able to convert the water from the alpha maps. WoW 3.3.5 is working beautifully with the old terrain. I'm using one of the "Norwegian Elite Wotlk" server repacks, which has a lot of custom gameobjects, as well as wow-like gameobjects, so it's a bit easier to navigate :D
- Screenshot of Gilneas, looking north from the bottom of the landmass: http://i.imgur.com/mTtpw.jpg

Edit: my only issue is that there seems to be random invisible walls around some ADT's. for instance: http://i.imgur.com/p7jts.jpg STV, the walls seem to exist from top to bottom,  and cannot be passed through very easily. Also, collision data seems wonky - if you port in, it'll place the terrain over you, no matter what the Z level you use. You have to have a server that supports flying in order to not hit the kill-floor. Kinda a pain in the ass, but whatever, it works.

Mjollna:
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.

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