This is a read only copy without any forum functionality of the old Modcraft forum.
If there is anything that you would like to have removed, message me on Discord via Kaev#5208.
Big thanks to Alastor for making this copy!

Menu

Author Topic: Some noob nogit questions  (Read 1061 times)

Vitalianus

  • Registred Member
  • GM Isle Explorer
  • *****
  • Posts: 16
    • View Profile
Some noob nogit questions
« on: May 25, 2016, 06:27:03 am »
Hi I am new here and I want to know few things.
1.How do I import the path from  WMV to noggit
2.In my project there is a city called Sunnyglade around Azora .Can I extend the map of Azeroth so I can bring that city ?
3.It happens sometimes to find myself to reinstall noggit because when I click it is opening but then is closing in 1 second,crash or idk how to call this
4.How to save my Work ?
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Amaroth

  • Contributors
  • Creator of Worlds
  • *****
  • Posts: 1219
    • View Profile
    • Amaroth's Tools
Re: Some noob nogit questions
« Reply #1 on: May 25, 2016, 08:50:39 am »
1. Noggit supports importing objects from WMV by setting ImportFile path to log.txt file which is located in userSettings folder in WMV. However, this works only with some versions of WMV. WMV displays paths to opened models and textures in that log.txt file. Versions which don't place "," symbol immediately after .wmo or .m2 extensions work for Noggit, others don't, because Noggit is trying to import file with that "," at the end of model's path. Use Assist> Last M2 from MV and  Use Assist> Last WMO from MV functions in Noggit (or shift+c and alt+c).

If your WMV isn't compatible with Noggit's import function, you can alway copy path to model by hand from that log.txt file to your Noggit's Import.txt file. Then just use Assist>To Text File function in Noggit with no model selected to re-load Import file and here you go, you've got your model there.

If you want to import multiple (even dozens) of models into Noggit from WMV, there's also another way, more suitable for mass importing. Get all M2 and WMO files you will want to use (for instance by exporting it from WMV with Export All function) and pack them all to one MPQ archive. Then extract (listfile) from that MPQ. (listfile) contains list of all files in MPQ, with their paths. Now, you can use some tool to filter all .blps, partial .wmos and .skins and you will get just list of all M2s and WMOs in MPQ. You can just copy-paste that list into Noggit's Import.txt and you are done. I've got such filtering script, but its terribly written, Alastor did a more convenient one.:
viewtopic.php?f=59&t=8973&p=44707

2. Open Azeroth's WDT file, and add new ADT entries into it for ADTs you will want to fill up with your city (well, if you want to add it next to Azeroth, not directly into it - otherwise just skip this). Use GruulMeWDT.:
https://www.dropbox.com/s/pk8emhaz6uaci ... T.rar?dl=0

Then , just take your ADTs with your city, give them Azeroth_x_y names (choose x and y to place them whenever you want on map) and copy them into folder with ADTAdder. Run offsetfix.bat, to fix their offsets. Then you can just place them into Azeroth map's folder and... thats all, you are done.
ADTAdder: https://www.dropbox.com/s/0ln65f5vp1sh4 ... r.rar?dl=0

You may stumble on problem that your ADTs will be in incorrect height, lets say, you placed your city on very high or very low Z coordinates. That can be quite problem, you would need to move whole terrain and model spawn down or up by some sort of mass script, by editing structure of your ADT files. Thats not something I would be able to help you with. It is definitely possible (even while I can't say how hard it is for sure - possible doesn't have to mean actually doable).

3. Noggit isn't something you would install, so you can't reinstall it :P. When Noggit crashes, simply open its log.txt file and try to find out what went wrong. If you can't find it out, you can always ask us here, just post that log. I am pretty sure that its no random event (I've never heard about such). You are likely doing something wrong.

4. Ctrl+s. In Noggit's ProjectPath folder will be world/maps/(name of map)/ directory, where all edited files will appear. Place them into your custom MPQ archive and place that archive into WoW's Data/ directory.


If anything here doesn't make any sense for you, I would recommend you checking these two sections:
viewforum.php?f=78
http://www.model-changing.net/tutorials ... -beginner/

viewtopic.php?f=48&t=10109
http://www.model-changing.net/faq/
before asking questions which are already answered there. It saves time of both us.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
English YT tutorial channel. Check it out if you preffer videos over walls of text.:
https://www.youtube.com/AmarothEng

Want to support me for my releases and/or tutorials? You can send donation via Paypal to:
jantoms@seznam.cz