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Messages - fean

Pages: [1] 2
1
Tools / Re: [TOOL] ADB/DB2/DBC <-> CSV convert
« on: March 29, 2016, 09:36:27 pm »
I'm having a little bit of an issue there. I have tried to convert TaxiNodes.db2 to CSV.
As said here, I have copied the info from TrinityCore source to the map.xml : http://pastebin.com/RrKSEGtB

When I drag my TaxiNodes.db2 to dbconvert.exe, I have this :


(Key was absent from dictionnary)

Have I done something wrong ?
The db2 was taken from the retail version of the game (6.2.4), so it should still be the DB2/WDB2 format (and not the one from Legion).

2
General / Re: wowdev wiki now at wowdev.wiki
« on: February 06, 2016, 03:18:05 pm »
Fantastic news, thanks schlumpf !

3
Resources and Tools / Re: [TOOL] [Adt edit] ADT Converter
« on: February 15, 2015, 03:39:37 pm »
Quote from: "Rangorn"
Dead link.
Fixed now (yeah, little bit late).

Link is here

4
Neo / Re: WoWDev - A WoW Development Suite
« on: January 22, 2015, 08:47:58 pm »
Looks very interesting, and it has WoD support ! Awesome !

5
Random / Re: new file system CASC
« on: April 05, 2014, 08:28:49 pm »
Quote from: "inico"
I managed to export a lot of textures, sounds and models with "offzip" and hex (didn't use Tom's extractor). The problem is that they don't have file names (and .m2 models are almost useless without .skin files)
I've tried that, but when I try to use offzip, I get

"zlib Z_DATA_ERROR, the data in the file is not in zip format  or uses a different windowBits value (-z). Try to use -z -15"

and I don't really know what to do.
How did you do it ?

6
Resources and Tools / Re: [TOOL] [Adt edit] ADT Converter
« on: March 18, 2013, 06:21:27 pm »
Update.

As Mjollnà is currently away from Wow modding, I have updated the ADT Converter to MoP. It generates the _obj1 and _tex1 that are now mandatory in live servers.

Download link : here

Have fun :)
fean

7
Resources and Tools / Re: [TOOL] 3ds to WMO
« on: March 15, 2013, 06:58:04 pm »
Absolutely fantastic.

8
Resources and Tools / Re: [TOOL] 3ds to WMO
« on: February 16, 2013, 05:47:06 pm »
Fantastic tool Gamh :)

9
Resources and Tools / Re: [TOOL] [Adt edit] ADT Converter
« on: June 24, 2012, 12:03:38 am »
Wait, are you asking if you need some adts to convert them ? -_-

Oh, and before you ask : this soft converts any 0.7+ / 1.x / 2.x / 3.x adt to 4.x and not 4.x to 3.x, so they will not be compatible with noggit.

10
Resources and Tools / Re: [TOOL] [Adt edit] ADT Converter
« on: June 23, 2012, 01:42:02 am »
Quote from: "KevinBM"
Do I need to have to download alpha patch before converting, or are there already some in there?

Edit: Sry, silly question, my fault ....
Edit²: Ok, I am really embarassed now, but I really can't run this, so do I need to download alpha models first?
I'm REALLY sorry for asking you such a noobish trash, but unfortunately my " Computer Skills " are very useless.
Thanks for your help!
"Computer skills" have nothing to do with common sense...

1. What soft are you trying to run ? ADT Converter or Gilijim Project ?
If ADT Converter, then make sure you have Java installed, and check your config file.
If Gilijim Project, you need to compile it.

2. What alpha models ? Vanilla Alpha Models ? They are not needed, as the adt converted from Vanilla Alpha -> 3.3.5a don't contain any objects right now, because it's not implemented yet, as Mjollna said.

11
Bad Threads / Re: [Help]A little help?
« on: June 20, 2012, 10:41:54 am »
What Steff probably meant is that the log file you provided is extremely small and seems to be missing informations.
Is your logfile that small ?

12
Resources and Tools / Re: [TOOL] [Adt edit] ADT Converter
« on: June 20, 2012, 09:12:21 am »
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
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
Yup, opening those adt in Noggit will result in a "mille-feuilles" like this : http://puu.sh/uHtC & http://puu.sh/uHvi
Quite funny.

13
Resources and Tools / Re: [TOOL] [Adt edit] ADT Converter
« on: June 20, 2012, 07:32:38 am »
Last time I heard, ADT Converter was written in Java, not in C++

14
Level Design / Re: Lich king ADTs in cataclysm?
« on: June 15, 2012, 02:25:12 pm »
Do you have removed patch limitation number with the patcher Mjollnà has linked ?

Because, on 4.3.4 live servers, the maximum patch is 15595 if I'm not mistaken. If you didn't remove the limitation, the client won't load a patch number that is superior.

/Edit
The name of the patch doesn't seem to be good with what's inside your mpq.
If your MPQ is named "wow-update-xxxxx.mpq", your world/maps folder has to be in a folder base (base/world/maps)
If your MPQ is named "wow-update-base-xxxxx.mpq" you don't need to have a "base" folder.

15
Texturing and 2D Art / Re: Bug Black Lines on textures
« on: May 29, 2012, 09:00:15 pm »
Yes, it is due to the map, more precisely WDT flags, as schlumpf said.

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