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Author Topic: [QUESTION] Wintergrasp walls...  (Read 2689 times)

draun

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[QUESTION] Wintergrasp walls...
« on: July 06, 2011, 09:55:55 am »
Hey,

I just got a question because I would like to use Wintergrasp style walls but I don't know how they work (I mean that they can be seen from far away but setting up walls as gameobjects doesn't work because they cannot be seen from far).  I'm asking this because I need those kind of walls to my new map but I don't know how they "work".

Thanks.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

schlumpf

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Re: [QUESTION] Wintergrasp walls...
« Reply #1 on: July 06, 2011, 10:05:10 am »
The wintergrasp walls actually are objects in the ADT. Then on server side they are handled as destroyable gameobjects. that enables you to change the model of a adt-object during runtime.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Keta

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Re: [QUESTION] Wintergrasp walls...
« Reply #2 on: July 06, 2011, 10:28:36 am »
Quote from: "schlumpf"
The wintergrasp walls actually are objects in the ADT. Then on server side they are handled as destroyable gameobjects. that enables you to change the model of a adt-object during runtime.

Stopping explaining at this point makes people think you don't know any more about this subject. Is that really true? Has there finally come a subject about Wow that "the great" Schlumpf can't answer? :D
Nah, but really. I also wonder about this. If you know how its done, it'd be nice if you'd make a tutorial about it :p Maybe not noobfriendly, if you don't bother going down to those
"Step 37, open Heidisql" "Step 38, open the "world" database, which is found on your left", etc. You get my point.

Edit: Oh yeah, if you can't do this, at least tell us how to do that "change model on ADT during runtime" :p That'd be epic ;D

Thanks
Keta
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

draun

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Re: [QUESTION] Wintergrasp walls...
« Reply #3 on: July 06, 2011, 11:00:53 am »
Well if nobody knows how they work.... We should find out. Somehow I think that they are DBC related thing too (the walls are placed in Noggit for example, and then we edit DBC files to match the IDs of the objects we spawned in Noggit, then we just add them to Gameobjects table in Database or something...?).
That is how I would think it to happen.

But I think that if I find it out (in case that nobody else does) I could write a tutorial about it...
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Steff

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Re: [QUESTION] Wintergrasp walls...
« Reply #4 on: July 06, 2011, 11:14:25 am »
As some guys here has to do other work like coding it whould be nice just to take a look at the dev wiki and try to find out how it works. If you stuck you can wirite i have loked at it, find this and that but dont understand this and that. Then we can help. But the "he you know it write a tut" is not the right way. WoW modding is always a task of learning stuff self. Or at least to try it.

And we can not write all tutorials self. It whould be nice if other members here whould do also a littel work and give the community something back.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
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schlumpf

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Re: [QUESTION] Wintergrasp walls...
« Reply #5 on: July 06, 2011, 11:29:10 am »
Its ADT, DBC and Database. a norna WMO in the ADT, a entry for the different health states of the object in the dbc and a game object type entry in your database referencing unique id and dbc entry as well as the normal game object stuff.

Shouting about "oh my gawd, you don't k ow shit!" within2.5 hours is just stupid. Especially if the other person spent most of that time throwing up, in bed or at the doctor.
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draun

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Re: [QUESTION] Wintergrasp walls...
« Reply #6 on: July 06, 2011, 12:17:39 pm »
I didn't ask you to build a nuclear bomb.... I asked if anybody knows how the walls work and IF NOT then I could write a tutorial about making wintergrasp style walls to map.
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Steff

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Re: [QUESTION] Wintergrasp walls...
« Reply #7 on: July 06, 2011, 12:36:17 pm »
Thats a good idea :) The point is taht the walls are not so easy. But i hope you will get it and could write something. And get well soon Schlumpf also on this way.
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draun

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Re: [QUESTION] Wintergrasp walls...
« Reply #8 on: July 06, 2011, 01:01:32 pm »
I just got this idea because I got plans ready for the battleground  (a little bit wintergrasp style). But I will get back to it when I get back home.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

schlumpf

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Re: [QUESTION] Wintergrasp walls...
« Reply #9 on: July 06, 2011, 01:55:05 pm »
Gameobject template:
Code: [Select]
       //33 GAMEOBJECT_TYPE_DESTRUCTIBLE_BUILDING
        struct
        {
            uint32 intactNumHits;                           //0
            uint32 creditProxyCreature;                     //1
            uint32 state1Name;                              //2
            uint32 intactEvent;                             //3
            uint32 damagedDisplayId;                        //4
            uint32 damagedNumHits;                          //5
            uint32 empty3;                                  //6
            uint32 empty4;                                  //7
            uint32 empty5;                                  //8
            uint32 damagedEvent;                            //9
            uint32 destroyedDisplayId;                      //10
            uint32 empty7;                                  //11
            uint32 empty8;                                  //12
            uint32 empty9;                                  //13
            uint32 destroyedEvent;                          //14
            uint32 empty10;                                 //15
            uint32 debuildingTimeSecs;                      //16
            uint32 empty11;                                 //17
            uint32 destructibleData;                        //18
            uint32 rebuildingEvent;                         //19
            uint32 empty12;                                 //20
            uint32 empty13;                                 //21
            uint32 damageEvent;                             //22
            uint32 empty14;                                 //23
        } building;
from TrinityCore. Seems to be a bit wrong though. Like all the time with emulators.

DestructibleModelData.dbc
Code: [Select]
struct DestructibleModelDataEntry // sizeof(0x50)
 {
   uint32_t m_ID; // +0x0, size 0x4, type 0
   uint32_t m_state0Wmo; // +0x4, size 0x4, type 0
   uint32_t m_state0ImpactEffectDoodadSet; // +0x8, size 0x4, type 0
   uint32_t m_state0AmbientDoodadSet; // +0xC, size 0x4, type 0
   uint32_t m_state1Wmo; // +0x10, size 0x4, type 0
   uint32_t m_state1DestructionDoodadSet; // +0x14, size 0x4, type 0
   uint32_t m_state1ImpactEffectDoodadSet; // +0x18, size 0x4, type 0
   uint32_t m_state1AmbientDoodadSet; // +0x1C, size 0x4, type 0
   uint32_t m_state2Wmo; // +0x20, size 0x4, type 0
   uint32_t m_state2DestructionDoodadSet; // +0x24, size 0x4, type 0
   uint32_t m_state2ImpactEffectDoodadSet; // +0x28, size 0x4, type 0
   uint32_t m_state2AmbientDoodadSet; // +0x2C, size 0x4, type 0
   uint32_t m_state3Wmo; // +0x30, size 0x4, type 0
   uint32_t m_state3InitDoodadSet; // +0x34, size 0x4, type 0
   uint32_t m_state3AmbientDoodadSet; // +0x38, size 0x4, type 0
   uint32_t m_ejectDirection; // +0x3C, size 0x4, type 0
   uint32_t m_repairGroundFx; // +0x40, size 0x4, type 0
   uint32_t m_doNotHighlight; // +0x44, size 0x4, type 0
   uint32_t m_healEffect; // +0x48, size 0x4, type 0
   uint32_t m_healEffectSpeed; // +0x4C, size 0x4, type 0
 };
from the wiki, http://wowdev.wiki/index.php?tit ... elData.dbc

ADT: Add a WMO.

Tutorial:
  • Add WMO.
  • Add entry to DestructibleModelData.dbc
  • Figure out how they hacked it on your emulator. (Its 99% a hack and they didn't get the whole thing, but meeh.)
  • Add gameobject template to database.
  • ???
  • Destructible Gameobject. (and profit)
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

draun

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Re: [QUESTION] Wintergrasp walls...
« Reply #10 on: July 06, 2011, 04:44:26 pm »
Thanks! At least now I know where to start ;)
« Last Edit: January 01, 1970, 01:00:00 am by Admin »