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Content creation => Level Design => Topic started by: -Dave on November 26, 2011, 04:03:48 am
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Has anyone managed to do this, and if so - how? I took a brief look inside the MPQs and it seems the whole maps system has been reworked (as you'd expect from the kind of crazy shit they did with cataclysm) - so now there are four ADT files.
Continent_xx_yy.adt
Continent_xx_yy_obj0.adt
Continent_xx_yy_tex0.adt
Continent_xx_yy_tex1.adt
From the suffixes I'd guess obj0 holds object info while tex0 and tex1 hold texture information? (Would explain why GM island is no longer textured, perhaps it's missing the _tex ADTs?)
I've tried simply replacing the original ADT and ignoring the extra three just on the offchance that it may work, both in a patch and inside the actual world.MPQ (backing it up, of course) and it didn't seem to work. Has anybody got some kind of converter or is this impossible for now?
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There is a converter in the tools section.
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Gah! Can't believe I didn't see that... It didn't come up in search results anyway :3 Thanks Lumpy!
/E: Do the output files need to be fixed or edited in any way after conversion? I've copied the path in World.MPQ perfectly in a Patch-D.MPQ (WorldmapsAzerothAzeroth_xx_yy.adt, etc) taking special care to get capitals and stuff right, but still nothing ingame but the boring old blank blizzard ADT that was there.
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The files shouldn't need any edit after conversion to work on Cata client.
The name "patch-D" may be your problem, see how patches are named in Cata (wow-update-smthg).
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renamed to wow-update-base-50000 (Because it seems the -base ones have ADTs and the regular wow-updates are for DBCs) and still no luck :3 Have you managed to get any of yours to work?
/E: I noticed the number afterwards is the client's build number... For instance wow-update-base-14545 contains the firelands stuff.. Maybe patching in cata isn't as simple as it was before? I'm going to try packing my ADTs into the 14545 update (Since I'm using that build client) - keeping a backup of course.
//E: Still no luck :// Any more ideas?
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Yes the files converted through the Adt Converter do work on Cata client.
I don't feel very comfortable about helping people patching on live/ptr, sorry :)
However, if you experience conversion problems, I'll do everything I can to help you and debug the program if necessary.
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Yes the files converted through the Adt Converter do work on Cata client.
I don't feel very comfortable about helping people patching on live/ptr, sorry :)
However, if you experience conversion problems, I'll do everything I can to help you and debug the program if necessary.
Oh no, this isn't on live / PTR, I play a private server every now and again and it'd be nice to have my own place to chill :p
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...Bump? :S
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Are you using a patched wow.exe? Otherwise it won't work either way
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Of course, I'd always assumed that was required for private servers :} It's just a matter of getting the client to read them is all.
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I've been trying to figure out how to get custom areas working with 4.x for ages - tried the no ssc patch on OwnedCore, to no avail. Not sure if I'm just retarded or if this is a serious limitation that has yet to be properly patched for modders.
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Well as Mjollna said, (s?)he wrote a converter for the files; it's most likely just my method of patching them in that's at fault now.
If anyone's got this working I'd love to hear about it! :D
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Oh ok I'll answer >.<
Combine :
the no ssc patch
and :
renamed to wow-update-base-50000
(no need to have such a high number though, latest +1 is ok)
Apart from that, nothing changes from 3.x.
(and yes it's "she" :p)
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I'll give it a go. In terms of patching, I'm using the server I play on's respective launcher, which seems to download or create a separate .exe - I'm not sure if that does the job or not since I've had little experience with Cataclysm client workings up until now. If it's not; could someone link me to the patcher that Akspa420 mentioned? Thank you Modcraft, you're being a HUGE help <3
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Have fun : http://www.ownedcore.com/forums/world-o ... mover.html (http://www.ownedcore.com/forums/world-of-warcraft/world-of-warcraft-bots-programs/291383-patch-sig-md5-protection-remover.html" onclick="window.open(this.href);return false;)
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SO! After a long break during which I've had a lot going on in my life, I'm getting back into this whole level design thing. Put together something basic and went to test it out ingame to no avail. Here's exactly what I did.
Did a bunch of stuff in Noggit > Used Mjollna's converter with the world building option > Used Ladik's MPQ Edit to pack the resulting ADTs into wow-update-16325.MPQ/world/maps/azeroth > Put said MPQ in Data folder after patching WoW with the link Mjollna provided above.
Game client still loads the default ADT instead of the modified one. Any thoughts? :3
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There's most likely a problem in the path/filenames you've given.
I'm not sure I get the part where you mention : "wow-update-16325.MPQ/world/maps/azeroth".
And you probably don't even have to use mpq anyway : viewtopic.php?f=26&t=1828 (http://modcraft.io/viewtopic.php?f=26&t=1828" onclick="window.open(this.href);return false;)
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I'll take a look at that thread and see if it will work with the 4.0.6 client, as for now however - what I meant by 'wow-update-16325.MPQ/world/maps/azeroth' was this:
The MPQ name is wow-update-16325.MPQ
The treepath WITHIN the MPQ is /World/maps/Azeroth/Azeroth_xx_xx blah blah. - exactly the same as it is in World.MPQ
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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.
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Yes, I did patch wow - that's a very interesting comment with the base folder though. I'll try renaming the MPQ and see if it does anything. I was using World.MPQ as an example, I hadn't looked in great detail inside the update MPQs yet. Thanks for that!
/E: Renamed to wow-update-base-15051.MPQ - files in World/Maps/Azeroth - still no luck ingame. :/ Any other ideas?
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Why don't you try without packing ? Follow the link I gave you a few posts earlier.
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SO it works when done without the packing. I'm using an Outland ADT here now, and when I fly on to the ADT from the adjacent one, I get that thing when your character is way below the camera - like you get at the very bottom of Outland, and the oceans etc. Is there any way to remove that entirely? or fix my ADT so I don't get that?
My character is perfectly fine when on the regular ADT, then I step on to the edited one and boom my camera shoots up.
Thanks so much for your help with the loading by the way. n_n
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Remove or fix MFBO chunk.
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Any advice on how I'd go about doing so? Cheers Schlumpf. :D
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Hex editing.
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I know fuck all on the subject. Don't suppose you'd explain a little more? Thanks though, you guys have been a huge help already. :P
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http://pxr.dk/wowdev/wiki/index.php?tit ... MFBO_chunk (http://pxr.dk/wowdev/wiki/index.php?title=ADT/v18#MFBO_chunk" onclick="window.open(this.href);return false;)
values should be 0xFFFF to 0x7FFF (thats -max to +max).
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So I did a little poking around the ADT in 010 editor and didn't manage to get anything done. I understand this must be annoying for you but would you mind giving a brief idiot-proof step by step? I'd love to understand the workings of this myself heh. ;3
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Try to have a look there for mfbo removal :
viewtopic.php?f=48&t=1853&p=12098&hilit=mfbo#p12098 (http://modcraft.io/viewtopic.php?f=48&t=1853&p=12098&hilit=mfbo#p12098" onclick="window.open(this.href);return false;)
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That's exactly what I'm looking for - hopefully it will be clearer to understand when I get this ADT template you mentioned. To the tools section!
/E: Hell yeah, finally. :D
Now that I know its possible, I feel comfortable putting some decent effort in. :P Thank you guys so much!
//E: Is there any particularly difficult process for porting WDTs? I'd much rather work with a blank canvas than overwrite existing areas.
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Else, I found this as "basic introduction"
viewtopic.php?f=7&t=553 (http://modcraft.io/viewtopic.php?f=7&t=553" onclick="window.open(this.href);return false;)
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That could be useful in future. Thanks! My question about WDTs still stands - do they need some form of conversion or would they work just fine? Gonna do a bit of experimenting later.
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wdt doesn't need any kind of special treatment, as long as you don't try to display your own adts surrounded by retail ones on the same map in Cata+ client.
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Nah, I'm using Steff's Custommap1 as a base. Just about to test it out on the cata client now. :}