This is a read only copy without any forum functionality of the old Modcraft forum.
If there is anything that you would like to have removed, message me on Discord via Kaev#5208.
Big thanks to Alastor for making this copy!

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - akspa420

Pages: [1] 2 3 ... 5
1
Level Design / Re: Converted Alpha Map to 3.3.5 (terrain in noggit not work
« on: November 18, 2015, 02:00:03 am »
It's a known issue, caused by missing mcnk chunks. Basically, the adt's don't have all their position data and noggit can't figure out how to arrange the terrain data. Oddly enough, the WoW client doesn't actually care about this data. Ideally, Noggit should be able to act the same way, but I have no idea how to implement such a change.

Last year sometime, I spent something like 2 days trying to get offset fix to only fix the terrain chunks and not modify the model/doodad data, but none of my test cases worked out properly. I'm not a programmer, but have some ideas as to how programs function - offsetfix is an incredibly simple program that just reads in the data chunks, runs a function on the data, and puts everything back together. I have tried to just isolate the MCNK bits and make it do its magic, but to no avail, the model data gets scrubbed, or in one test case, shifted off the map data. There's certainly something I'm missing - the two should be linked together in terms of the coordinates for all assets tied to an ADT.

If I have some free time, I'll take another stab at it sometime soon(tm).

2
Neo / Re: Neo - A WoW Development Suite
« on: August 15, 2015, 02:15:00 am »
If you're trying to use a current 6.2 client, you need to extract CreatureExtraInfo.db2, and convert it to dbc, then put it in the Output folder in the proper dbc sub-folder.  Neo needs to have db2 support going forward, so there's that. I might take a stab at it, despite the fact that I'm not a coder - there's c++-based converters for db2 to csv, and csv to dbc, so it can't be that hard, can it? (sarcasm)

3
Noggit / Re: Which Noggit Version do u use?
« on: July 28, 2015, 12:26:31 am »
I use the version with the cow level in it. It works great.

4
Level Design / Re: Designer Island Temple Texture Location
« on: May 31, 2015, 02:33:50 am »
Quote from: "TheMetalCarrots"
Thanks, I got there in the end; turns out it was in DUNGEONSTEXTURESTESTS and TEMP.

Interesting, all those textures are suffixed with 'WAILING'. The textures from Wailing Caverns are dated 1 November 2003, while the textures in the above paths are dated 13 June 2003. Perhaps that awesome sprawling above-ground bit that we thought for so long was dragon isles-related is nothing more than the original Wailing Caverns entrance!

* I'm basing the file dates off of the 0.5.3 files, not current data *

5
Neo / Re: Neo - A WoW Development Suite
« on: February 19, 2015, 11:29:05 pm »
I'm waiting on a global light option to be added, to take an in-depth look at LevelDesignLand-DevOnly without having to hack together a 'working' client. As it stands right now, the map loads, wmo's and M2's, but there's no/very little light data (just whatever spills out from WMO's) to be able to see the terrain.

I'm not a programmer, but have been familiarizing myself with the code, to try and comprehend it. At least now we have a current-generation map viewer, with lots of work going into reversing the current engine changes. The work that Relaxok has done on his own MMOSDK has now helped to get him on board this project - it's the melding of a bunch of talented people into a single, great application.

6
Noggit / Re: Version of Stormlib for Noggit Qt
« on: November 10, 2014, 01:01:21 am »
When I was able to compile it without issues, the version I believe was at 8.2x.

7
Random / Re: Help with Ladiks CascView
« on: July 28, 2014, 07:24:15 am »
The latest CascView has shown up, with instructions. Since I have Heroes of the Storm, however, just running the app without commandline options will only open up HOTS data. I cannot seem to get WOD data to show up within Zezula's viewer, but TOM_RUS's viewer works perfectly.

8
Noggit / Re: [QUESTION/REQUEST] NoggIt Development
« on: June 28, 2014, 11:25:09 pm »
Quote from: "Kranimal"
Quote from: "Hobbilis"
I'd like to point out that relaxok is doing a great job with his MMOSDK project and i certainly hope it becomes a new Noggit. Because from what i see/read noggit is functional but lacks a lot of stuff.

I have been to the thread and seen/read everything I could think of to find that actually. Wanted to test it so bad I actually spent about 2-3 hours scouring the internet for a download of it lol.

But from what I understand that isn't just a Wow builder but an entire MMO builder (correct me if I am wrong) and I am not to sure he would release that to the public as freeware.

I hope he does lol, but, we will see =D
MMOSDK is an entirely new engine, with relaxok's own coding from start to finish. It converts the WoW data to his file formats, which are still somewhat evolving between releases of the beta/alpha tools. I don't believe he's interested in offering any sort of export tools from his engine back down to WoW's engine, as his engine is capable of much more since it's a hobby and not a corporate-funded project. Ideally, his engine will become the best platform to build an MMO off of in the future.

At this point, he has verified that most of WoD's files are supported properly within his conversion tools - which is an amazing feat by one person (granted, the Wowdev wiki is a wealth of information, and he does contribute back to it as he figures things out).

Perhaps if he decides to write a modding API in the future, the ability to export the contents of a world you design in his engine would be able to be ported back to another engine, but at the current time, that's not the point of the MMOSDK project.

9
Quote from: "TheBuG"
I tried getting it, the loading of local files that is, to work for MoP (Retail) on Windows. Your binary replacement tools says it succesfully replaced the pattern, I dumped my files in the Data folder, but nothing happens. Did they change the folder structure for MoP?
Let's say you have map files to load - don't dump them in the Data subfolder, but in <WOWDIR>WorldMaps<mapname>

10
Random / Re: Former Blizz employ Q/A
« on: June 20, 2014, 01:42:42 am »
oops, you're right. Guess the Blizz Lawyers got to him or the moderators... Most likely the mods deleted the posts due to a C&D or something of that nature. :(

edit: actually, it's more likely due to the fact that the user deleted his account. I guess reddit deletes all traces of an account when the user is deleted/closed.

11
Random / Re: Former Blizz employ Q/A
« on: June 19, 2014, 10:38:09 pm »
Even better is the source for that - http://www.reddit.com/r/IAmA/comments/1 ... loyee_who/

12
Miscellaneous / Re: infodump: pm4 files
« on: June 19, 2014, 01:44:12 am »
Thanks for answering my questions. They were mostly a bunch of random thoughts I had, floating in my mind. The only reason why I brought up saving the map data as individual chunks outside of the ADT is because of work I did 10 years ago helping to decode the Halo map format - in the end, we found that the map files were actually more or less databases of 'tags', very much like the chunked structure that ADT's have. When it came to editing the maps, we started with by-hand offset hacks, which worked ok initially, but eventually if we wanted to do more extensive edits, we needed to extract each 'tag' from the map files. The end result was a database of usable chunks of data that we could swap between different maps.

Things got a bit better, though, when Gearbox decided to release editing tools for the PC version, which allowed people to use a neutered version of the original Halo editing toolset. Gorilla was the main editing environment - it basically acted as a tag manager, and metadata editor. I suspect that WoWEdit is very much the same, except that it allows terrain editing within itself, whereas Bungie/Gearbox's tools required an external 3d editor to create and texture the terrain. I got about 30% into creating a map in 3dsmax, before my hard drive failed and I gave up on the project. Ah, those were the days... no backups to speak of :/

At least with Noggit, we have a fully functional editor that, when given proper new maps, seems to work correctly without the overhead of a database or tags. All the work you and everyone else here has put into the tool, including research and reverse engineering of the various file formats is beyond what was done with Halo. Well beyond any other game reversal projects that I've ever seen.

13
I'd rather have offsetfix actually do the work appropriately, so I don't have to do anything by hand.  Plus, I could use some time to re-learn basic c++ :D I'll release the *new* code and binaries as soon as I resolve the water bug. I will also release a complete set of 0.5.3->3.3.5a maps in a patch when I'm done.

14
I modified Offsetfix to not do any fixing of the M2 or doodad info for WoTLK maps. I did this to try and fix the resulting non-noggit-compatible maps that Mjollna's GillijimProject creates. As such, my first experiment was a success, aside from the water disappearing (which I'm sure is due to how the offsetfix app processes liquid data - additional hacking will be needed to determine how to get the water back).

As such, I've got Alpha WoW maps working within Noggit!


15
Miscellaneous / Re: infodump: pm4 files
« on: June 14, 2014, 03:47:08 am »
Wow, you've decoded what these files actually are. I'm seriously impressed - I've looked at the files before, but couldn't make heads or tails as to what the files contained.

On the subject, sorta, do you think noggit could eventually have a way to grab all the known locations of model/wmo data, sort of in the same format as these files, so you could effectively convert a map from one version of the game, fix the offsets, and then dump the objects back into the map? (specifically the issue I'm facing while trying to get the old Alpha->3.3.5 maps working in Noggit - running the offset fix will fix the maps and make them work in Noggit, for the most part, but all objects - m2,wmo, etc, will be removed)

Just a thought, since you've managed to decode what I thought was just some leftover files from the internal WowEdit app. I imagine the same sort of reason for the pm4 files is because the map objects are indexed in a database and then exported to these files temporarily for the editor to use. (does that make sense?)

On another note, would it be possible to make noggit save each type of  map chunk data into a set of project files, instead of a complete ADT, so that additional changes could be made without having to re-decode the ADT data every time you work on a map? Is this a design step you'd consider taking, should noggit3's development continue?

In any case, awesome work figuring this out. What other data do the files describe? I've only taken a quick look at what you've posted, but will study it a bit to fully comprehend what you've decoded from these files.

Pages: [1] 2 3 ... 5