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Author Topic: map file ending  (Read 2514 times)

b00nq

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map file ending
« on: September 30, 2010, 04:23:26 pm »
Hey Everyone,
I'm new in the modder scene and i wanted to startup with it....I followed the steps of Eluo's continent and instance tutorial and have a question. Everything works fine, but know i want to set it up with the server. I replaced the map.dbc and wanted to add the new maps to the server, but there are only .map files. Do i have to extract or convert them out of the .adt's , or do i have to do something else?....

b00nq;)
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TheBuG

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Re: map file ending
« Reply #1 on: September 30, 2010, 06:27:11 pm »
Quote from: "b00nq"
Hey Everyone,
I'm new in the modder scene and i wanted to startup with it....I followed the steps of Eluo's continent and instance tutorial and have a question. Everything works fine, but know i want to set it up with the server. I replaced the map.dbc and wanted to add the new maps to the server, but there are only .map files. Do i have to extract or convert them out of the .adt's , or do i have to do something else?....

b00nq;)

You shouldn't have to add those to the server, atleast it's not the case for mangos, not sure about other ones. Just try and get there would be my suggestion.
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Eluo

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Re: map file ending
« Reply #2 on: September 30, 2010, 06:51:09 pm »
Actually i don't really know much about server stuff... that server part was a copy of steffs old tutorial.

I guess that there is sth liike a world table or sth. where have to make an entry.
Sorry that i can't give you a specific answer to that :/
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b00nq

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Re: map file ending
« Reply #3 on: October 01, 2010, 03:04:00 pm »
mhhh i'm using the trinity core....and i dont know how to use the maps for the server, cause the only map files have  the .map ending and not .adt as my files have.
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TheBuG

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Re: map file ending
« Reply #4 on: October 01, 2010, 04:45:03 pm »
Quote from: "b00nq"
mhhh i'm using the trinity core....and i dont know how to use the maps for the server, cause the only map files have  the .map ending and not .adt as my files have.

Well, you should just normally put those .adts in an .MPQ file and start your game and port to the location, it should just work fine.
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Tigurius

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Re: map file ending
« Reply #5 on: October 01, 2010, 08:22:32 pm »
The .map files are for collision of npcs from the server.
You can modify the ad.exe to load your custom adt files and then generate the .map files from these.
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Excon

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Re: map file ending
« Reply #6 on: October 02, 2010, 07:30:18 am »
Even with trinity you will not need the custom maps in the Server folder. You can get away with default maps. All the maps are, Are npc collision. Now if you were going to have npc's on the map you would want to mod the ad.exe to extract your new maps. I am not sure how to do this but it is possible i know. If you need anymore help. I can look into it because I will be needing to find out soon anways.

Hope that helps
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larrylaffer

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Re: map file ending
« Reply #7 on: October 04, 2010, 05:01:10 pm »
We followed the guide of Eluo in our server and succesfully created a new instance. You need to create an MPQ file with the .dbc, the wdt and the adts. Then, in the server database, you need to create a new record in the map table with the information of your new instance.
I think that you dont need to upload the dbc file into the server, but you need to upload the maps for NPC collision and other server side related systems (like fatigue and breathing), using the ad.exe. This is the way that we do it in our server and works well (we are using Trinity Core).

Regards
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b00nq

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Re: map file ending
« Reply #8 on: October 07, 2010, 09:07:09 pm »
i followed the steps and made a mpq file as you did. But i replaced the map dbc with the new one i made
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Steff

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Re: map file ending
« Reply #9 on: October 12, 2010, 03:00:02 pm »
It whoulod be nice if you spend some time to write a tutorial of the trinity server part.
So Eluo could link it in his tutorial.

This community is here to share such stuff and it whould be great if more users expect the core team whould write more tutorials in the future.
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oinquer

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Create Vmap from custom map
« Reply #10 on: January 07, 2011, 01:06:07 pm »
i only deal with server emulator repacks ( the come with all the needed stuff and easy steps.), due to being only testing the maps.

for the server as said above you only need the vmaps, which are used for NPC and mobs not players, so game shouldnt crash due to that or do anything crazy.
however you can get updated vmaps, by doing this.

[spoiler:3aotcztt]Download the maptools pack from here

http://code.google.com/p/trinitycore/downloads/list

unpack the maptools to your wow folder and run makevmaps3_simple.bat & mapextractor.exe make sure wow is closed when you run it.

this should create 3 folder maps, vmaps and dbc Copy all 3 folders to your trinity server folder.[/spoiler:3aotcztt]

got this text from mmowned on a repack topic....dont know if i can post it here...
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