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Author Topic: Cryects WMO and Noggit  (Read 2349 times)

frezer748

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Cryects WMO and Noggit
« on: March 09, 2011, 10:20:16 pm »
hello Everyone,
I Would you ask How i add via Cryects WMO's in the Text file i now only m2 (mdx) can one guy help me? PS: at what time comes the new noggit version :D thanks ^^
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Steff

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Re: Cryects WMO and Noggit
« Reply #1 on: March 10, 2011, 08:23:47 am »
Moved to level design. This hase nothing to do with noggit but wit cryects tools :)

You add WMOs the same ways you add m2s.

Add you  model pathes to the MWMO section. Dont forget to count up the number behind MWMO.
Then add the model instance to the MODF section.

Example:
Code: [Select]
MWMO 1
0 WorldWmoplayerhousinghumanhumanlevelonetest.wmo

MODF 1
0 33312000 17759.984375 -8.463180 16602.187500 0.000000 0.000000 0.000000 17758.984375 -9.463180 16601.187500 17760.984375 -7.463180 16603.187500 0

ID UID x y z rota rotb rotc x y z x y z doodadset
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
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frezer748

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Re: Cryects WMO and Noggit
« Reply #2 on: March 10, 2011, 03:58:57 pm »
Quote from: "Steff"
Moved to level design. This hase nothing to do with noggit but wit cryects tools :)

You add WMOs the same ways you add m2s.

Add you  model pathes to the MWMO section. Dont forget to count up the number behind MWMO.
Then add the model instance to the MODF section.

Example:
Code: [Select]
MWMO 1
0 WorldWmoplayerhousinghumanhumanlevelonetest.wmo

MODF 1
0 33312000 17759.984375 -8.463180 16602.187500 0.000000 0.000000 0.000000 17758.984375 -9.463180 16601.187500 17760.984375 -7.463180 16603.187500 0

ID UID x y z rota rotb rotc x y z x y z doodadset


nice one thanks Steff but what means doodadset? and i must take the Client cords from noggit right?

PS: I take another WMO but there it isn't exist in noggit but all is right the cords and the paths
PSS: I must enter the Path in  "MMDX" and "MWMO" or only in one??
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Steff

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Re: Cryects WMO and Noggit
« Reply #3 on: March 11, 2011, 10:47:30 am »
MMDX = M2 pathes
"MWMO WMO Pathes.

If you add a path in the wrong place or you add a wrong path the adt can couse wow to crash.

Doodadsets are the interieur of wmos. Like tabels, chairs and so on. So you can spawn one house like the goldshire tavern with different stuff inside.

To find out your problem take a look at an existing wmo on an original adt. Save it with noggit, extract the infos and compare with the cords in noggit.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
Please mark as solved if solved.
Don't ask if you could ask a question... JUST ask the Question.
You can send me also offline messages. I will answer if I get online.
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frezer748

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Re: Cryects WMO and Noggit
« Reply #4 on: March 11, 2011, 01:44:58 pm »
Quote from: "Steff"
MMDX = M2 pathes
"MWMO WMO Pathes.

If you add a path in the wrong place or you add a wrong path the adt can couse wow to crash.

Doodadsets are the interieur of wmos. Like tabels, chairs and so on. So you can spawn one house like the goldshire tavern with different stuff inside.

To find out your problem take a look at an existing wmo on an original adt. Save it with noggit, extract the infos and compare with the cords in noggit.


hmm i think some objects don't work i test another 3,the 3 work now hmm crazy

so i have now the bug when i startup wow it crash but the path must be correct and the cords too hmm

Path File " http://pastebin.com/89Q4330u"


Screen : http://www.imagebanana.com/view/nt1qtq0 ... perror.png

Log File : http://pastebin.com/9WcCAsQx

PS: i don't have to change the Position with my mouse from WMO Models? I have tried so many models sometimes there isn't a model but it must be all correct : path : WorldWmonorthrendwintergraspwg_pylon03_000.wmo    / cordinates : X= 1828.000000 Y=2328.000000 Z=33.000000
and heres the log when the object is invisible : http://pastebin.com/vnitmLYz
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Eluo

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Re: Cryects WMO and Noggit
« Reply #5 on: March 11, 2011, 09:52:11 pm »
Quote
MMDX   0

MWMO   1
0   WorldWmonorthrendwintergraspwg_pylon03_000.wmo

MDDF   0

MODF   1
0   1   1828.000000   2328.000000   33.000000   0.000000   0.000000   0.000000   1828.000000   2328.000000   33.000000   1828.000000   2328.000000   33.000000   0

We cleared everything in skype but here the short version:
-Don't spawn group wmos (blabla_000.wmo or blabla_001.wmo won't work! You'll have to use blabla.wmo)
- Like with the doodads the cooridnates are in this order: x z y and not as steff said x y z ;)

#id  #uniqueid  #x  #z  #y  #rota  #rotb  #rotc  #x  #z  #y  #x  #z  #y  #doodadset

-don't use 1 as unique id .. well it works with 1 but you'll get fast in trouble ordering your uniqueids if your working on multiple adts simoultainously. On adt 25_33 my first doodad gets spawned with the id 25330000 and my first wmo with 25339000. Just use the adt coordinate for better orientatiton


Now what is a doodad set?
Well i could now write some sentences about that but it gets much clearer if you go in modelviewer and look at a few wmos and play around with the doodadsets. On this screen i marked where you can change the doodadset in modelviewer. (Rightclick -> view image for details)


The order of the doodadsetid is numeric so:
0 = Default
1 = set_barracks
2 = set_barracks02
3= set_abandoned01

and so on ;)
greetings !
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
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Jack

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Re: Cryects WMO and Noggit
« Reply #6 on: March 12, 2011, 02:24:44 pm »
Doodadset = set of doodads...
there are hard things in modding and easy stuff...and there's fucking damn obvious stuff like doodadsets  :ucheers:
« Last Edit: January 01, 1970, 01:00:00 am by Admin »