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16
"Retro-Porting" / Re: Lets play a game of mix-and-match: Spell.dbc
« on: July 12, 2016, 04:13:51 pm »
I'll do that later tonight probably. Or if my boss no-shows again. lol

17
Noggit / Re: [QUESTION] Noggit not compiling
« on: July 11, 2016, 08:24:49 pm »
From the GUI
CmakeOutput

No error log, I'd assume because nothing was fatal.

18
Noggit / Re: [QUESTION] Noggit not compiling
« on: July 11, 2016, 07:49:56 pm »
Quote from: "adspartan"
Quote from: "Serendipity"
schlumpf, it still won't compile with the same issues as above

Jøk3r, I was using Noggit_QT_libs, thats why it was set like that. I had originally tried Noggit3Libs in the format the readme suggested, and that did not work either.

Have you used this readme ?
https://bitbucket.org/berndloerwald/nog ... #README-26

Yep, as I said to Schlumpf I followed that step by step except building INSTALL because the project never showed up.

19
Noggit / Re: [QUESTION] Noggit not compiling
« on: July 11, 2016, 05:19:01 pm »
schlumpf, it still won't compile with the same issues as above

Jøk3r, I was using Noggit_QT_libs, thats why it was set like that. I had originally tried Noggit3Libs in the format the readme suggested, and that did not work either.

20
Mix-And-Match: Spell.dbc

As I made the other post, I decided that I am actually going to release the full spell.dbc and the related DBCs from Legion to WOTLK, but I do require some assistance. As I mentioned in the Spell post, I haven't nailed down the full column headings for SpellEffect.DB2, so I'm going to attach an SQL table here with the data from SpellEffect.db2, plus the columns I've worked out for sure so far. If y'all can help me nail this table down, I will go ahead and release everything as soon as I'm done writing it all.

Code: [Select]
unk1 = EffectMultipleValue
unk2 = EffectBonusMultiplier
unk3 = EffectChainAmplitude
unk4 =
unk5 = EffectRealPointsPerLevel
unk6 = EffectSpellClassMaskA
unk7 = EffectSpellClassMaskB
unk8 = EffectSpellClassMaskC
unk9 = EffectSpellClassMaskD
unk10 =
unk11 =
unk12 =
unk13 = EffectApplyAuraName? - Either this value or unk22
unk14 = EffectAmplitude
unk15 = EffectBasePoints
unk16 =
unk17 = EffectDieSides
unk18 = EffectItemType
unk19 =
unk20 = EffectMiscValue
unk21 = EffMiscValueB
unk22 = EffectApplyAuraName? - Either this value or unk13
unk23 = EffectRadiusIndex
unk24 = EffectTriggerSpell
unk25 = EffectImplicitTargetA
unk26 = EffectImplicitTargetB
unk27 = SpellIdentifier (Used to be columns Effect1, Effect2, Effect3, now seperate entries, and this where it matches up)
unk28 =

From here it's literally just a case of playing mix and match with WOTLK's spell.dbc.

This link contains spell.dbc for both WOTLK and Legion, as well as spelleffect.db2 and spellmisc.db2 in SQL format.

Note: In WOTLKs spell.dbc there are 3 columns for each of these (effect1, effect2, effect3). In spelleffect these are split into seperate rows. SpellIDIdentifier is the column which tells you where it goes in the list of 3. It looks like at some point they also added a 4th effect, but obviously we wont handle that.

21
"Retro-Porting" / Lets play a game of mix-and-match: Spell.dbc
« on: July 11, 2016, 04:31:26 pm »
So, I played some mix and match. I located all the data that used to be in spell.dbc from WOTLK, and matched it to its cooresponding legion db2. Here are the locations!

*All but 3 columns are still contained in the DB2s
* unk_320_2 and unk_320_3 are, for obvious reasons, no longer contained within the DB2s
* SpellRuneCost was removed in Legion, therefor column RuneCostID does not exist
* All types of spell costs were merged into the Manacost column in SpellPower.db2. (Energy, Runes, Mana, Rage, Runic Power, etc.)
* The singlle hardest DBC to determine the correct column IDs for is spelleffect.db2. Almost all of the rest contain VERY similar data, and was just a case of double checking enough data to be sure you had the correct column, but spelleffect contains all the dmg modifiers and whatnot, which have almost entirely been changed since WOTLK for almost every spell. That was not fun, and is one of the reasons I am hesitant to actually supply the columns within the DB2s. Every other DB2 I'm 100% confident in my definitions, but I am only about 75% with my defintions of SpellEffect. I AM, however, 100% confident that every column I listed in the table below is correctly connected to its DB2 counterpart.

Code: [Select]
ID - Spell
SpellCategory - SpellCategories
DispelType - SpellCategories
SpellMechanic - SpellCategories
Attributes           - SpellMisc
AttributesEx         - SpellMisc
AttributesEx2         - SpellMisc
AttributesEx3         - SpellMisc
AttributesEx4         - SpellMisc
AttributesEx5         - SpellMisc
AttributesEx6         - SpellMisc
AttributesEx7         - SpellMisc
Stances         - SpellShapeShift
unk_320_2 - Always 0
ExcludedStances         - SpellShapeShift
unk_320_3 - Always 0
Targets               - SpellTargetRestrictions
TargetCreatureType           - SpellTargetRestrictions
SpellFocusObject           - SpellCastingRequirements
FacingCasterFlags           - SpellCastingRequirements
CasterAuraState           - spellaurarestrictions
TargetAuraState         - spellaurarestrictions
CasterAuraStateNot         - spellaurarestrictions
TargetAuraStateNot           - spellaurarestrictions
CasterAuraSpell         - spellaurarestrictions
TargetAuraSpell           - spellaurarestrictions
ExcludeCasterAuraSpell          - spellaurarestrictions
ExcludeTargetAuraSpell          - spellaurarestrictions
CastingTimeIndex         - SpellMisc
RecoveryTime - SpellCooldowns
CategoryRecoveryTime - SpellCooldowns
InterruptFlags         - SpellInterrupts
AuraInterruptFlags         - SpellInterrupts
ChannelInterruptFlags         - SpellInterrupts
ProcFlags         - SpellAuraOptions
ProcChance         - SpellAuraOptions
ProcCharges       - SpellAuraOptions
maxLevel         - SpellLevels
BaseLevel         - SpellLevels
SpellLevel         - SpellLevels
DurationIndex         - SpellMisc
PowerType - SpellPower
ManaCost - SpellPower
ManaCostPerLevel - SpellPower
ManaPerSecond - SpellPower
ManaPerSecondPerLevel - SpellPower
RangeIndex         - SpellMisc
Speed         - SpellMisc
ModalNextSpell         - SpellClassOptions
StackAmount         - SpellAuraOptions
Totem1 - SpellTotems
Totem2 - SpellTotems
Reagent1         - SpellReagents
Reagent2         - SpellReagents
Reagent3         - SpellReagents
Reagent4         - SpellReagents
Reagent5         - SpellReagents
Reagent6         - SpellReagents
Reagent7         - SpellReagents
Reagent8         - SpellReagents
ReagentCount1         - SpellReagents
ReagentCount2         - SpellReagents
ReagentCount3         - SpellReagents
ReagentCount4         - SpellReagents
ReagentCount5         - SpellReagents
ReagentCount6         - SpellReagents
ReagentCount7         - SpellReagents
ReagentCount8         - SpellReagents
EquippedItemClass - SpellEquippedItems
EquippedItemSubClassMask - SpellEquippedItems
EquippedItemInventoryTypeMask - SpellEquippedItems
Effect1 - SpellEffect
Effect2 - SpellEffect
Effect3 - SpellEffect
EffectDieSides1 - SpellEffect
EffectDieSides2 - SpellEffect
EffectDieSides3 - SpellEffect
EffectRealPointsPerLevel1 - SpellEffect
EffectRealPointsPerLevel2 - SpellEffect
EffectRealPointsPerLevel3 - SpellEffect
EffectBasePoints1 - SpellEffect
EffectBasePoints2 - SpellEffect
EffectBasePoints3 - SpellEffect
EffectMechanic1 - SpellEffect
EffectMechanic2 - SpellEffect
EffectMechanic3 - SpellEffect
EffectImplicitTargetA1 - SpellEffect
EffectImplicitTargetA2 - SpellEffect
EffectImplicitTargetA3 - SpellEffect
EffectImplicitTargetB1 - SpellEffect
EffectImplicitTargetB2 - SpellEffect
EffectImplicitTargetB3 - SpellEffect
EffectRadiusIndex1 - SpellEffect
EffectRadiusIndex2 - SpellEffect
EffectRadiusIndex3 - SpellEffect
EffectApplyAuraName1 - SpellEffect
EffectApplyAuraName2 - SpellEffect
EffectApplyAuraName3 - SpellEffect
EffectAmplitude1 - SpellEffect
EffectAmplitude2 - SpellEffect
EffectAmplitude3 - SpellEffect
EffectMultipleValue1 - SpellEffect
EffectMultipleValue2 - SpellEffect
EffectMultipleValue3 - SpellEffect
EffectChainTarget1 - SpellEffect
EffectChainTarget2 - SpellEffect
EffectChainTarget3 - SpellEffect
EffectItemType1 - SpellEffect
EffectItemType2 - SpellEffect
EffectItemType3 - SpellEffect
EffectMiscValue1 - SpellEffect
EffectMiscValue2 - SpellEffect
EffectMiscValue3 - SpellEffect
EffectMiscValueB1 - SpellEffect
EffectMiscValueB2 - SpellEffect
EffectMiscValueB3 - SpellEffect
EffectTriggerSpell1 - SpellEffect
EffectTriggerSpell2 - SpellEffect
EffectTriggerSpell3 - SpellEffect
EffectPointsPerComboPoint1 - SpellEffect
EffectPointsPerComboPoint2 - SpellEffect
EffectPointsPerComboPoint3 - SpellEffect
EffectSpellClassMaskA1 - SpellEffect
EffectSpellClassMaskA2 - SpellEffect
EffectSpellClassMaskA3 - SpellEffect
EffectSpellClassMaskB1 - SpellEffect
EffectSpellClassMaskB2 - SpellEffect
EffectSpellClassMaskB3 - SpellEffect
EffectSpellClassMaskC1 - SpellEffect
EffectSpellClassMaskC2 - SpellEffect
EffectSpellClassMaskC3 - SpellEffect
SpellVisual1       - SpellxSpellvisual
SpellVisual2       - SpellxSpellVisual
SpellIconID         - SpellMisc
ActiveIconID         - SpellMisc
SpellPriority - Set to 0
SpellName0 - Spell
SpellName1 - Always Empty
SpellName2 - Always Empty
SpellName3 - Always Empty
SpellName4 - Always Empty
SpellName5 - Always Empty
SpellName6 - Always Empty
SpellName7 - Always Empty
SpellName8 - Always Empty
SpellNameFlag0 - Always 0
SpellNameFlag1 - Always 0
SpellNameFlag2 - Always 0
SpellNameFlag3 - Always 0
SpellNameFlag4 - Always 0
SpellNameFlag5 - Always 0
SpellNameFlag6 - Always 0
SpellNameFlag7 - 16712190
SpellRank0 - Spell
SpellRank1 - Always Empty
SpellRank2 - Always Empty
SpellRank3 - Always Empty
SpellRank4 - Always Empty
SpellRank5 - Always Empty
SpellRank6 - Always Empty
SpellRank7 - Always Empty
SpellRank8 - Always Empty
SpellRankFlags0 - Always 0
SpellRankFlags1 - Always 0
SpellRankFlags2 - Always 0
SpellRankFlags3 - Always 0
SpellRankFlags4 - Always 0
SpellRankFlags5 - Always 0
SpellRankFlags6 - Always 0
SpellRankFlags7 - 16712188
SpellDescription0 - Spell
SpellDescription1 - Always Empty
SpellDescription2 - Always Empty
SpellDescription3 - Always Empty
SpellDescription4 - Always Empty
SpellDescription5 - Always Empty
SpellDescription6 - Always Empty
SpellDescription7 - Always Empty
SpellDescription8 - Always Empty
SpellDescriptionFlags0 - Always 0
SpellDescriptionFlags1 - Always 0
SpellDescriptionFlags2 - Always 0
SpellDescriptionFlags3 - Always 0
SpellDescriptionFlags4 - Always 0
SpellDescriptionFlags5 - Always 0
SpellDescriptionFlags6 - Always 0
SpellDescriptionFlags7 - 16712188
SpellToolTip0 - Spell
SpellToolTip1 - Always Empty
SpellToolTip2 - Always Empty
SpellToolTip3 - Always Empty
SpellToolTip4 - Always Empty
SpellToolTip5 - Always Empty
SpellToolTip6 - Always Empty
SpellToolTip7 - Always Empty
SpellToolTip8 - Always Empty
SpellToolTipFlags0 - Always 0
SpellToolTipFlags1 - Always 0
SpellToolTipFlags2 - Always 0
SpellToolTipFlags3 - Always 0
SpellToolTipFlags4 - Always 0
SpellToolTipFlags5 - Always 0
SpellToolTipFlags6 - Always 0
SpellToolTipFlags7 - 16712188
ManaCostPercentage - SpellPower
StartRecoveryCategory - SpellCategories
StartRecoveryTime - SpellCooldowns
MaxTargetLevel           - SpellTargetRestrictions
SpellClassSet         - SpellClassOptions
SpellClassMask1_1         - SpellClassOptions
SpellClassMask1_2         - SpellClassOptions
SpellClassMask2 - SpellClassOptions
MaxAffectedTargets           - SpellTargetRestrictions
DefenseType - SpellCategories
PreventionType - SpellCategories
StanceBarOrder - SpellShapeShift
EffectChainAmplitude1 - SpellEffect
EffectChainAmplitude2 - SpellEffect
EffectChainAmplitude3 - SpellEffect
MinFactionID               - SpellCastingRequirements
MinReputation               - SpellCastingRequirements
RequiredAuraVision              - SpellCastingRequirements
TotemCategory1 - SpellTotems
TotemCategory2 - SpellTotems
RequiredAreaGroupId             - SpellCastingRequirements
SchoolMask         - SpellMisc
RuneCostID - Doesnt Exist
SpellMissileID - SpellVisualMissile
PowerDisplayId - SpellPower
EffectBonusMultiplier1 - SpellEffect
EffectBonusMultiplier2 - SpellEffect
EffectBonusMultiplier3 - SpellEffect
SpellDescriptionVariableID - Spell
SpellDifficultyID - SpellCategories

I haven't finished all the auxiliary DBCs, and to be perfectly honest I know with the amount of changes, additional animations, etc. etc. etc. it probably is entirely impossible to get the new data running, but this is the type of thing that keeps me busy when I'm really bored, so I'm going to write the DBCs anyway and see what happens. I'm currently working on the related DBCs to spell.dbc, but those are more a case of rearranging values.

22
Noggit / Re: [QUESTION] Noggit not compiling
« on: July 05, 2016, 04:35:51 pm »
Did it without the repo libs, still nothing. Oh well, ill just go back to using normal noggit. Thanks for trying to help though.

23
Noggit / Re: [QUESTION] Noggit not compiling
« on: July 02, 2016, 09:28:54 pm »
Cmake version is 3.4.1, boost is 1.61, with MSVC14.

Yeah i followed the readme, everything except build INSTALL, because when I follow the windows portion of the readme that project doesnt get built/added.

24
Noggit / [QUESTION] Noggit not compiling
« on: July 02, 2016, 12:13:02 am »
Hello,

I'm currently trying to compile the QT branch of Noggit. I have everything checked out and all that. Everything goes fine until Visual Studio attempts to finish compiling, when it spits out this error:

Quote
LNK1104   cannot open file 'Boost::system.lib'   noggit   C:Users*****DesktopNoggitnoggit3WinLINK

When I run cmake it says it found both libraries, but later spits out these warnings:

Code: [Select]
 Target "noggit" links to target "Boost::system" but the target was not
  found.  Perhaps a find_package() call is missing for an IMPORTED target, or
  an ALIAS target is missing?
This warning is for project developers.  Use -Wno-dev to suppress it.


  Target "noggit" links to target "Boost::filesystem" but the target was not
  found.  Perhaps a find_package() call is missing for an IMPORTED target, or
  an ALIAS target is missing?
This warning is for project developers.  Use -Wno-dev to suppress it.

The most logical explanation is obviously that it the system and filesystem libs don't exist, but cmake is has them listed as:



Next stop was to make sure the files listed there exist, and they do. I then went, read how to compile those two libraries from scratch and I basically compiled them in every mode possible (debug, release, dynamic, static, etc.), made there they all ended up together in the lib folder, but still nothing worked. Googled it, which said system had to come before filesystem, changed that, nothing.

I've been trying to figure this out myself for two days now, and I'm out of ideas at this point. Anyone have something I may have missed or overlooked?

25
Noggit / Re: [QUESTION] Search function
« on: June 28, 2016, 06:39:47 pm »
Perfect, I will look into that. Thank you!

26
Noggit / Re: [QUESTION] Search function
« on: June 28, 2016, 05:49:21 pm »
I mean, yes, this is true, but I know it's a functionality that a few people would really like to see to just be able to at least filter the import list. Personally I'd settle for just being able to enter the line number and spawn it from there. Just something to make use large listfiles a bit easier at least. When your listfile starts getting too big you get lucky just to be able to scroll within a few hundred of the file you are looking for. I'm not disagreeing with you though that your suggestion isn't a fix, it'd just be nice to have everything contained within Noggit itself so you didn't have to go to outside resources like WMV to make things work

(I really made this post 3 years ago? Wow. lol)

27
Here is itemdisplayinfo.dbc, current as of 21737. Im not sure it'll be possible to do this again, because AFAIK Blizz removed filedatacomplete which contained every one of the paths we needed here.

A few notes:

- It's not perfect. I had to recreate it from a combination of itemdisplayinfomaterialres, dbc_itemappearance, dbc_texturefiledata and dbc_modelfiledata. It took me around 80 separate queries to get all the data together, in the correct format, and modified for use in 3.3.5. Each one was done by hand. There is bound to be some errors left over.

- I deleted any item displays that contained no data (Basically when it was in my DB I ran a search for all the records that contained no models or textures and only contained default values for the different columns, and deleted those. Roughly... 500 or so? I think it was.)

- If you want the actual models you'll have to convert them yourself. Its not hard, and all the tools you need are somewhere on either this site or model-changing.net.

- I'm not going to recreate the item.dbc file. I am using these for art assets for my built-from-the-ground-up server so I had no need for WoW's items. But if someone does so feel free to send me a link or upload it here, I'll add it to this post.

- I may do this, time permitting, for creaturedisplayinfo as well. On the same note I won't be doing creaturedisplayinfoextra for the same reasons as above.

- If you stumble across an item that doesn't work go into the DBC and find the item display ID. There are some that had racial endings. I think I got them all, but there are a lot of items. (I.e.: if the helms model reads Helm_Circlet_C_01_bef.mdx it should be Helm_Circlet_C_01.mdx.

As a courtesy to myself who took the time to do this and to anyone else who may be interested in this file, if you find an error please either report it to me or fix it and reupload it.

28
Miscellaneous / Re: [Leagion] Filedata.db2 gone?
« on: June 04, 2016, 06:33:54 pm »
Thank you for that!

29
Miscellaneous / Re: [Leagion] Filedata.db2 gone?
« on: June 04, 2016, 12:03:01 am »
Quote from: "Uthil"
Quote from: "Serendipity"
https://github.com/tomrus88/dbcviewer <- Tomrus has done some work. The definitions aren't all correct so they dont all come out correctly, but if you update them yourself its fine. I'd use a filedata from any Legion build at this point, but I'm assuming it got taken out before the client went public.

In 21737 i can see a filedatacomplete.db2 and its kinda big 280MB. Is that you looking for  ?

Looks like thats gonna be the most recent. For some reason even with it in the listfile I'm still not seeing it. Could you possibly compress and upload it somewhere?

30
Miscellaneous / Re: [Leagion] Filedata.db2 gone?
« on: June 02, 2016, 11:48:23 pm »
https://github.com/tomrus88/dbcviewer <- Tomrus has done some work. The definitions aren't all correct so they dont all come out correctly, but if you update them yourself its fine. I'd use a filedata from any Legion build at this point, but I'm assuming it got taken out before the client went public.

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