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Community => Showoff - what you are working on => Topic started by: stan84 on January 22, 2013, 09:53:55 pm
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Hi
Here is some of my work with rebuild original 1.12 world
at the beginning, westfal and sentinel hill become a major food supplier for kingdom of storrmwind.
Sentinel hill goes into keep with silos and farm around, defias threat was pushed back to southern part of westfall. Still lot of work ahead, but i like it :)
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Hi Stan ^^
that's interesting for me,
to see what's possible to do with vanilla version !
Thanks :)
Currently i'm extracting basic model from "Tera", to implant them on a 1.12 private server.
I'm testing noggit too.
and i began with westfall too :p
see u
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nice work
gunna share it ?
im playing with a vanilla server too
have u found away around not being able to change lua/xml files ?
making ur own mpqs
im a server verteran but no idea how to patch 1.12 to allow custom stuff
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have u found away around not being able to change lua/xml files ?
at this moment no, now my goal is to determine how much i can take from expansions BC and LK
making ur own mpqs
im a server verteran but no idea how to patch 1.12 to allow custom stuff
its really easy, with noggit 1.2 and noggitt old, and cryect tools u can simply create own land or change exist.
gunna share it ?
ithink i will, but its linked with server database sql, since chandeg landscape, gobjects and npc's was changed in sql
sentinell hill is almost done, soon next frontier of stormwind land - redridge
give me pm ill send u my mpq
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A new improvement to my project:
- draenei race almost fully ported in my 1.12.world. Added 9th race instead of not supported goblins race (switched off integrity check in wow.exe, lot of work with dbc files and sql).
now fully works, helmets, race voice, talent tree, like others oryginal races.
to do:
- char creating screen - its balck magic for me, even adding 1 draenei button at ally side :(
- reputations .... alll npc's in the world are yellow for me
-cant enter instances .. i think because above
Stan
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switched off integrity check in wow.exe
So u can edit luas and xmls ?
Can u send me the exe please I cannot for the life of me find it
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last evening changed charactercreation.lua in my client, to new race button.
and with XxXGenesisXxX guide added jevelcrafting profession, bit modified, without gems just rings pendants, trinkets. I think vanilla client not supporting sockets.
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last evening changed charactercreation.lua in my client, to new race button.
and with XxXGenesisXxX guide added jevelcrafting profession, bit modified, without gems just rings pendants, trinkets. I think vanilla client not supporting sockets.
Correct. There is no function of sockets, as these were implemented with WotLK.
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then how it is solved in TBC ? item additional stat_value, or something ?
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then how it is solved in TBC ? item additional stat_value, or something ?
There were no sockets in TBC. You could make enchantments, but even these are limited.
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thanks for explantion :)
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then how it is solved in TBC ? item additional stat_value, or something ?
There were no sockets in TBC. You could make enchantments, but even these are limited.
Sorry but this is untrue.
Jewelcrafting & gems came with TBC.
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then how it is solved in TBC ? item additional stat_value, or something ?
There were no sockets in TBC. You could make enchantments, but even these are limited.
Sorry but this is untrue.
Jewelcrafting & gems came with TBC.
Really ? Oh, I apologize then. Seems as if I was misinformed.
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Hey man great work.
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Hi
today i have adopt some tbc zones to my vanillla realm:
- caverns of time - home of bronze dragons brood of nozdormu
- black morass - for use with my concept
- old hillsbrad foothils - same as above
- karazhan - i wolud adopt this to 20x60lvl raid
Its not much creative, but god training in understanding corelations between sql, dbc, core, and client.
my next goal is create own starting area for draenei, not blizzlike spaceship Exodar, in my concept they're escaaped thrue portal to azeroth, like Belves escaped to outland before.n And how to build working portals to new areas, same as oryg. instance portals.
some sreenshots
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Need a host? :D
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Very nice! Adding those TBC instances and raids to a vanilla server is a great idea! Wish I could of done Kara back in Vanilla. xD
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today some more of my work. I focused on adopting karazhan to vanilla client.
At this moment spawned and scripted stable mobs and cellar, adopted attumen model mounted and unmounted, still having difficulties with converting animated m2 tbc to vanilla. and some more small additions like Ultarus new necropilis above andorhall - new base for Araj the Summoner ( still mobs fall to the ground thrue the floor).
some sreens i hope u like it:
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a small patch with all howlingfjord trees converted from WOTLK M2, colission and line of sight works.
just put mpq file to classic wow data folder, and go to rathi highlands for checking
http://fbe.am/l4b (http://fbe.am/l4b" onclick="window.open(this.href);return false;)
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These are simply great. Are there any other public 1.12 model edits?
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then how it is solved in TBC ? item additional stat_value, or something ?
There were no sockets in TBC. You could make enchantments, but even these are limited.
Sorry but this is untrue.
Jewelcrafting & gems came with TBC.
Really ? Oh, I apologize then. Seems as if I was misinformed.
Yeah, JC was added in BC. I still don't think you could get the socket function ported to 1.12 though.
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new base for Araj the Summoner ( still mobs fall to the ground thrue the floor).
some sreens i hope u like it:
You can fix this one of two ways. You either have to put the Necropolis spawn into your gameobjects_statis spawn table. (this works for arcemu, not sure if trinity uses the same table for that) or use Noggit to spawn it so it is part of the map rather than a spawned M2. I had this same issue when trying to make a set of floating isles in a new map. I still had issues with the M2 when i used the static spawns table with my character still falling through the object after using a teleport NPC to access them. Ended up having to make it with Noggit to make it fully work in game correctly.
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Hi
Thank all who watching my topic. Here are more screenshots of my current work. A Stormwind city with WOTLK harbor, redesigned by me, all was made by scratch on original vanilla adts.
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For all who wish tu use in their own vanilla projects ruins of scarlet enclave. Patch contains land behind Tyrs Hand - scourged version (starting area for death knights) . Just copy patch-5.mpq to wow data folder and improve for own purpose.
known bugs:
- scourge blighter damaged rotation
- adt's missing water.
download link: http://fbe.am/q0p (http://fbe.am/q0p" onclick="window.open(this.href);return false;)
Edit only with noggit 0.6 ( vanilla version)
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I absolutely love this! The land behind Tyr's Hand was bigger then I thought, but it was really a great time experiencing this and I can tell you've had alot of work behind it - because it fits directly into the rest of Eastern Plaguelands.
Thanks for release.
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This is brilliant. I thought it was not possible to convert M2 Wotlk => M2 1.12. Indeed, the old 3ds>m2 from 2005-06 are now dead, you can't find them on Internet (the same thing is happening with 2.4, btw).
Now the even more interesting thing would be, if you can convert Wotlk>Vanilla M2 (I still don't know how you can make this magic), shouldn't you be able to convert Mists of Pandaria and Cataclysm>Vanilla as there are Mop/Cata>Wotlk converters out ?
Why, could you say. Well let's take Vanilla servers. Oh, great gameplay, but damn, graphics... These could be greatly improved. How ?
Apart from the.. destruction of Kalimdor and Eastern Kingdoms, Cataclysm brought a lot of small edits on current places. The Elwynn Trees (new textures), the Ashenvale and Winterspring trees(better look), the Stormwind floor(a lot of textures), skyboxes...
Old Dun Morogh Wendigos could also be replace by the new ones from Mists of Pandaria. They are the same size, but the model is better and the texture blp file is more modern, as more parts of the body have their own textures. Same with wolves, eagles, stags, bears, furbolgs, dryads....
EDIT : Crocodiles, tigers, monkeys, fog beasts, turtles... You don't want to let those poor creatures die ugly, do you ?
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I really like reading the whole forum.
I'm not in modding and playing WoW anymore but I like the community.
This rebuild or improvement is great an keep it up :)...
besides this ... if someone need tools for the vanilla wow ... I might have some the oldest 3dstom2 I have is dated at 08.08.2006
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Soluhe.
I would be interested in your file. 2.0 patch was released in 05/2006 but with luck it could be a tool for the private servers who were still stuck at 1.12 at this time. If this was the case it could allow endless possibilities !
If you have other converters like 2.0>1.12 m2 it could also be useful.
It would be interesting to make a cosmetic rebuild, but in a way that don't affect the game itself but remake textures of the world and models+textures for the NPCs. So you can use it on vanilla servers already existing. There wouldn't be pretty Wotlk trees through :(
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hope this will work for 1.x
http://fbe.am/qgv (http://fbe.am/qgv" onclick="window.open(this.href);return false;)
I think this is the right tool ... because there is also an extra converter included that converts m2 to TBC m2 files
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Thank you guys, for appreciation.
Don't know how to start or what to say. :) ( ahh my english :))
generally i used m2 files from many wow clients, especially from alpha and beta ones. It helps me understand what was change between versions. The main tool is hexedit and m2 structure described on wowev. At start for analysis i choose small and simply models - barrels, crates etc. Then checking them in game after hexedition. If success thinking about tool c++ for automatize the process. In example classic models bones are bit shorter than TBC ones, or vertices, so i did small procedure to fix them for 1.12.
Here are some of my conclusions:
TBC F&F alpha - 5666 build - all M2 models are in 00 01 version, and WMO are 100% equal classic wow - so just simply use them to expanding vanilla. ( you can have blood elves, draeneis, creatures etc...
TBC beta - m2 files have 02 01 version. Different bone lenght and vertices. (must be shorter).
TBC 2.0.0 - m2 files have 04 01 version. Different bone,vertices, rotations. ( bone and vertices must be shorter by additional tbc data. Rotation - quaternion must be converted from int16 to float.
TBC 2.4.3 - m2 are in 07 01 Different bone,vertices, rotations + particle (simple to fix)
and now the funny part :)
Am not using M2 from reatil 3.3.0 client where M2 are splitted to m2, skin, and anim files.
Using:
WOTLK 3.0.0 ALPHA F&F - M2 files are in 07 01 version so they 100% fit to tbc 2.4.3, same conversion way to 1.12 like from TBC ones.
WOTLK 3.0.0 Beta - 3 first patches still have m2 as single file, but in version 08 01. it coud be used and converted to TBC or vanilla but without particles, particles structure is quite different. Actually working over - how to backport them.
Wmo files are nice in using - could be used even from cataclysm, problems with water environment or invisible walls could be easy fixed.
In future I am thinking about the tool which converts simply LK 3.3.x models to 1.12 (at start without, animations, particles).
Small tip. All adt mods was done in noggit 1.2SLD for WOTLK, if map is complete use copyMCLQ or allwater to bring back water and proper ADT structure with MCLQ chunk. Then converting m2 files used on my map. Create patch and enjoy :)
thanks Soluhe !!! this m2tbc is awesome, also converts tbc files to 1.12 !!! do you have other old tools maybe ?
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I think I don't have anymore tools that other people don't have (CryectsTools,dbcutil, old noggit)
maybe some older versions of "Glitchy's Model Editing Suite" "Taliis", "MyWarCraftStudio" and "wowmodelviewer"
and maybe some random/ newer tools
SkyBoxEditorStable
WowMapper
yeah I think thats it ...
also some old DeamonKunga MPQ files :p
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I think I don't have anymore tools that other people don't have (CryectsTools,dbcutil, old noggit)
maybe some older versions of "Glitchy's Model Editing Suite" "Taliis", "MyWarCraftStudio" and "wowmodelviewer"
and maybe some random/ newer tools
SkyBoxEditorStable
WowMapper
yeah I think thats it ...
also some old DeamonKunga MPQ files :p
That MPQ files could be useful, and Glitchy's Model Editing Suite :)
soon i will release my last ebon hold patch with fixed water, groundeffects, areaids, and skybox, also it will contain changed dalaran area ready for custom content.
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I use Talliis, MyWarCraftStudio, NoggIt so far. CryectsTools won't start up for me.
With the m2tbc converter, can I convert every model from TBC into Vanilla? I have also tried getting Glitchys Model Editing Suite working with 1.12.1 but it won't - doesn't even detect my folder. I think the requests for a program like that for 1.12 increases, since it's a very popular version of WoW.
Sorry for off-topic. Since I play mostly during the nights, I have tried removing night completely off of the game so it's always sunny. I cannot figure out how to do this properly even though I've been looking through alot of guides, both old and new ones. If someone thinks they could help me out with this, please give me a PM maybe?
Stan, what programs do you use mostly for editing with 1.12? Thank you again!
Edit: When I take M2 files out from the TBC Patch.MPQ, and convert them with m2tbc converter, and then put them into a new .MPQ file and try it with vanilla, the screen stop moving when the model becomes "active" so it won't work for me in-game. What am I doing wrong?
/ Eratoc
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Great work Stan, that's really promising a lot of interesting things in the future.
Please note that the TBC Alpha has disappeared some months ago, the last known place was a russian site with the enUK version but their files are corrupted now so the mpq files dont extract during setup. If anyone have the MPQ from TBC Alpha, these could be useful. For example, replace the ugly Blood elf/High elf 1.12 model with the shiny TBC one.
EDIT : But with a m2 converter, it doesn't even matter, we could just take any m2 and take what we want where we want.
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Here are link to all wow clients with all patches, download them till existis http://www.ru-mangos.ru/files/WoW/ (http://www.ru-mangos.ru/files/WoW/" onclick="window.open(this.href);return false;)
Vanilla using models with 00 01 version only.
if M2 file is in 04 01 version program will convert it smoothly to 00 01
How to convert models TBC 2 1.12:
extract desired model from tbc or lk alpha.
open it with hexedit and change version from 07 01 or 08 01 to 04 01 ( very important)
drag and drop m2 file to m2tbc.exe
should be created new one .
rename to old file name ( delete m2_new )
use it in own patch
this tool is worth 1000$ :) make conversion simply and smooth.
Spik adding character models requires lot of dbc editing, even for using them as an NPC but it is possible. I have done this for having elf race like in your concept. 1.12 can handle only 9 races, 8 are used by players , the 9th one are goblins, so i add tbc bloodelves entries to goblins ones.
My dream is :) porting mangos zero core to handle tbc alpha 5666, with small core modifications it allows to login in game, everything works almost ok, but char statistics, are bugged, and characters alvas are naked :). It could bring new possibilities for modding old.
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:)
http://fbe.am/qhi (http://fbe.am/qhi" onclick="window.open(this.href);return false;)
http://fbe.am/qhj (http://fbe.am/qhj" onclick="window.open(this.href);return false;)
I'm glad that I can help :)
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Thanks Soluhe that tools looks promising.
New version of my last patch: http://fbe.am/qi4 (http://fbe.am/qi4" onclick="window.open(this.href);return false;)
ground effects added, water added, dalaran crater added. Check and have fun, use in own custom content.
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Thanks Soluhe that tools looks promising.
New version of my last patch: http://fbe.am/qi4 (http://fbe.am/qi4" onclick="window.open(this.href);return false;)
ground effects added, water added, dalaran crater added. Check and have fun, use in own custom content.
Going to check it out now! Thanks for sharing.
I think the Glitchys version provided is for TBC yes? I also think that the program called WoWMapEditor could work for WoW vanilla, but I haven't found a working download link. Do you happen to have this? :)
Stan, have you successfully converted TBC models (not alpha) into WoW 1.12.1? I have problems with HexEdit with changing versions to 04 01. I sent you a PM.
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program called WoWMapEditor could work for WoW vanilla, but I haven't found a working download link. Do you happen to have this? :)
Sure but this is (don't realy know) "just" pre version of noggit?! So why?
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program called WoWMapEditor could work for WoW vanilla, but I haven't found a working download link. Do you happen to have this? :)
Sure but this is (don't realy know) "just" pre version of noggit?! So why?
Oh I didn't know that. :| I think the NoggIt version that works with Vanilla is really outdated if you look at the "current" newer versions.
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The patch-5.mpq was only small import from WOTLK and currently it's done. Am goin back to my main work. It is an brand new area called Northshire Hills located at huge unused area above stormwind and northshire valley, connected wit brand new stormwind harbor.
harbor is about 80% done
northshire town is about 30% same as surrounding land
some screens of my last week work
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Today i present my recent work. Currently i working over:
- merging ghostlad, eversong and sunwell isle to main azeroth continet. Aready done, some bugs with groundeffects left. Mnimaps, zonemap , areaids included.
- an new kingdom placed on kultiras and crestfall isles west of wetlands. Lot of job left.
all in 1.12.1 client, some screenshots below:
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Hi everybody
Today i would like show some screenshots of my recent work progress. Actually i stopped adding areas, or changing them, time has come for populating already added zones. There wats lot of dbc and sql job (mobs, gameobjects, quests, loot etc).
Have already done:
- fully backported sw harbor from wotlk to 1.12 with all npc's.
-now ghostlands and eversong are 60lvl zones fully connected with azeroth - no teleport to another map,
- new faction - bloodelves are neutral for both alliance and horde. Now that was require some mods in lore and quests, in consequence there is no forsaken in tranqulien and their quests. Tranq is bit rebuild.
- silvermoon is sanctuarry city.
- zulaman forest trolls tribes are ocuppied amani pass and prepare for attack on weakened elves (bit rebuild area).
- The lich Araj will rule from necropolis which floats above Andorhall (LK naxx model used - different of standard 1.12 naxx). Probably will be 1-2 chamber quick raid for 10 man.
and few screens :
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I like the global mood, all these things on a 1.12.1 version ? Nice work :)
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This is great looking!
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Fantastic. Amazing job.
Have you made new changes ? I really like how you fill the holes in the world and in the lore by retroporting this content back to 1.12. Classic gameplay with new, coherent lore and new areas... That's the dream.
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Hi again
After long time i would like present you guys some info and sreenshots about my upcoming expansion. Its not so spectacular, especially at graphic side in comparision what some people presents here. I decided to focus on fixing database bugs, lore, and expanding classic content based on my concept.
Some basics ifo bout my expansion:
- max lvl cap is still 60
- the blood elves areas - ghostlands and eversong are now conquest teritorry for 60 lvl players.
- the bloodelves are now rep faction, unfriendly for both H and A, which is changing while questing
- 2 playable races High eles for allies, and goblins for horde. High eleves using skinny models ftom tbc alpha and they have blue eyes, instead of they green eyed muscle bretheren - blood eleves. Goblins atm using generic classic model ( working on porting animated cata model to classic), but helmets works fine.
- silvermoon is now sanctuary for both side (A nd H).
- dozens of new items
- new quests
- in future few new inst.
About lore:
- naxx is recalled from epl to deathholme, which from going to prepare stike on elven lands. The scourge agents are trying to sabotage infrastructure on eversong, and investigate structure of new borned friendship between Silvermoon , Argent Daawn, and Highborne Expedition.
- instead of naxx, more dread citadel has come to epl - archeus. The Argent Dawn has realized that they have no chance to survive in fight against such powerful enemy. They sends scouts and emissaries to ghostlands in hope found there new ally.
- the blood elves, independent faction which is not trusting Alliance and Horde are unfriendly for players, but while questing situation changes. The silvermoon realized they are betrayed by kael and not waiting anymore for kael's salvation, also sees what happens in ghostlands, upcoming scourge attack leaded directly from naxx - deatholme. Meanwhile the amani trolls awake in zul'aman, and spreading on surrounding areas.
- in same time in far kalimdor deep inside dire maul , remnants of highborne left his mad Prince Tortheldrin and goes into world in quest finding new home. They sailed to ghostlands shores, lured by great arcane power from leylines. Its a big chance for them, maybe not plae for settle, because b-elves not agreed for that, but temporary place to "take breath". Based on ancient knowledge stored in athaneum (diremaul library) the highborne learned the blood elves how to drain efficiently arcane power from leylines which are flows under whole ghostlands. Also amani trolls have their own intentions for neabry ley lines and its energy, this as well approached each other old divided nations.
All these 3 factions realized that enemy of my enemy is my friend. And formed agreement to cooperate.
this is the situation in short.
still have to invent lore for starting areas for highelves and goblins.
Srry for my terrible english, hope you understand me :P
and some screenshots of my job:
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Nice work.
May i ask how you got both Goblins and High Elfs?
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Amzing work as always, keep the good work ! ;)
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Ty
Here is link to my patch - because im passing job over this i decided to share it.
It contains:
fully merged to Azeroth areas: Ghostlands, Eversong, sunwell isle - there is no tbc like portal portal solution - it is all in one continent.
dbc fixed with areaids etc
some creature models and belf char models,
dedicated for vanilla 1.12
http://verzend.be/hhrspo86nhqq (http://verzend.be/hhrspo86nhqq" onclick="window.open(this.href);return false;)
the link probably will work 7 days
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What's new? :D
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Awesome work.
Someone still have stans last files ?
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Hi again
after long pause i decided to rebuild my project. now im workin on few things in parallel:
1st thing is: using the Gillijim's Isle as starting zone new horde race - goblins
the Gillijim's Isle is rebuild and still needs lot of work: unfinished zones, water, ground effects.
now the cataclysm Goblin_UI not fit to this island- must construct own one :)
here some screenshots
hope you like it
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I'm amazed how you manage to create maps & content for 1.12 without bugs all over the place. Keep this up =) !
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This is a fantastic job, there are no words. :!: It's a pity that the patch is no longer available. I hope the project is still alive. ;)
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Hi , It's GTREAT! when i see your project , so how can i do the same ? i like it 8-)
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This is great work! I'm doing my own server and trying different ideas and try to come up with pvp modes in custom created areas and see how it turns out, just because i love the vanilla pvp :D
Is there any way to edit maps in 3.3.5 and adding objects like with modelviewer and then convert everything over to 1.12.1 in a fast way? or is it even possible, what is your take on this?
Custom Arathi Basin idea
(https://scontent-arn2-1.xx.fbcdn.net/hphotos-xat1/t31.0-8/13029436_10153958408653311_255953922559314655_o.jpg)
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https://www.youtube.com/watch?v=Oi49z5r ... e=youtu.be (https://www.youtube.com/watch?v=Oi49z5r9FMc&feature=youtu.be" onclick="window.open(this.href);return false;)
Preview of South seas - Plunder Isle - part of goblins starting zone. 95% done, only border between sea and ocean needs to be fixed.
Also added quick clip from Acherus designed as 10 man raid instance.
https://www.youtube.com/watch?v=bF-Ys5AK3Pw (https://www.youtube.com/watch?v=bF-Ys5AK3Pw" onclick="window.open(this.href);return false;)
Classic WoW - custom expansion part 2 - Gillijim's Isle reworked - basic starting area for goblin race.
https://www.youtube.com/watch?v=Q_Y34qwL-t4 (https://www.youtube.com/watch?v=Q_Y34qwL-t4" onclick="window.open(this.href);return false;)
Classic WoW - custom expansion part 4 - scarlet enclave
https://www.youtube.com/watch?v=RVq8nre ... e=youtu.be (https://www.youtube.com/watch?v=RVq8nreY6rQ&feature=youtu.be" onclick="window.open(this.href);return false;)
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Hey Stan, are you still working on this project? 8-)
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Stan, if you ARE working on this project sitll I 100% want to help you out.
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Hi everyone
Today i would like to present my recent work. I is still in early development-concept stage.
The idea is to use area north of EPL and WPL (Northern Lordaeron) as starting zone for high elves. Zone is also destroyed by scourge invasion. here are some concept screenshots. Dalaran is still floating over crater in alterac, reabuilding, will be new capitol for high elves. Horde quarter changed to HE quarter, doodads are swapped.
Pics description:
1 - location of new zone - Northern Lordaeron
2- HE character creation screen
3 - enterance to Stratholme Harbor - north of ruined city - still in stratholme skybox radious.
4 - stratholme harbor - needs sea around.
5- ruined keep - east view- still needs name
6 - ruined keep - west view- mountain passage from scarlet monastery leads to this place
7 - abandoned mine
8 - lordaeron highlands area north of scarlet monastery, untouched by scourge because there was no human settlements around. Sheppards leads their flock here from time to time.
9 - another shoot of highlands
10 - closed enterance to area from ghostlands side
11- dalaran enterance to HE quarter ( former hode base)
12 - swapped doodads more elvish like.
13 - inside, too bright or too dark, have no idea how to fix issue with wotlk wmo's indoor brightness...
It is not best quality job, but i think after finishing could be ok for playing. I can't compare with others here, which ones job is much much better. The idea is to use current TBC models, and be close to old blizz maps style.
Goblins starting zone is in beta stage, almost fully finished, only quests need some fixes.
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And some screenshoots from finished goblin starting zone.
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Still a huge fan of your work Stan, can't wait to see more and more!
Keep going ;)
Cheers, Namok
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Great piece of work mate. Keep it up. 8)
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Thank both of you :)
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Sorry if I'm Necromancing, but I'd really like to know if this was ever released in some form or another, and if it was, where could I get ahold of a way to try it? Would this work with SPP-Vanilla (1.12.1)