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Topics - Kranimal

Pages: [1] 2
1
Noggit / Some ideas for Noggit for moving past WOTLK
« on: March 29, 2017, 02:30:29 pm »
I don't post much on the forums but I do however read quite a bit, the one thing I am getting a strong sense of, is how people want to move past WOTLK and onto the later expansions. (I am one of them  :P). I am also noticing at least 2 reasons as to why people have not so far.

1. To many different tools are needed to do so, alot of different tasks are needed to be done by to many different applications, when, in reality, the process could be simplified and integrated into 1 program (Noggit). For Example:

                      Instead of using futa and adt adder then the offset fix and gruul me (4 different applications) to get your first map up and running. You can have a "Create New Map" button in noggit. When clicked it would ask you to input the map name, base texture, if you want it covered in water and what kind of water, and the general height of the adt. After all that is put in you hit a create button. Then a progress bar will show up as noggit automatically creates the adt files, does the offset fix, creates the wdt and wdl files all in one swoop. All that is left is for you to do the Map and Area DBC for it to be recognized. We have the source for all these programs if I remember correctly?

You would still need Futa for alpha maps but the other 3 programs you would not need anymore. Basically intergrate the tools we are already using into 1 program instead of being split into many different programs. Gruulme would still have its use as well outside of noggit for if you change the size of your map or something like that, but I am sure that could be intergrated as well. I think you get the idea :).

2. The other reason I think people aren't moving past wotlk is the server emulation. To be honest the other cores no matter how you slice it are not up to snuff with wotlk, which is no suprize. To be honest I could careless if everything is spawned and 100% blizzlike gameplay. I would rather have the empty sandbox where nothing is spawned but all the systems like say (spells, professions, questing, talents etc... etc..) are working 100%, spawning and such can come later (as that really is a ton of work). Besides, we are here to create our own gameworld inside the world of warcraft universe, why would we need the blizzlike spawns and encouners to be blizzlike scripted? No idea how to fix this one, besides just waiting  :-\.

Those are the 2 main things I have noticed.

We have an ADT converter, a wdt converter which can convert and create the necessary files needed for maps to be recognized in WOD (ADT, WDL, WDT). We have a M2 and WMO converter which can convert down to WOTLK or WOD. Which means we have the ability to read those specific files and convert them down and up correct, with the sources on how to do so? So if all that information and such is integrated into noggit we should be able to read and write adt files in noggit for later expansions (WOD mainly). We can use the info from the M2 and WMO converter to be able to render those objects in noggit (cause it would need to know how to read the M2 and WMO files). So that convers the maps and all the objects in that version of the game. We have the information, all that is left is to make it a reality right?

Maybe its just me lol, I just believe all this stuff could be simplified greatly to make things quite a bit easier for everybody to do, so wow modding as a whole, can move past wotlk. I have actually tried to learn how to code in c++ (spent quite a lot of time on it actually) just so I could help with these things or do them myself, just, it didn't stick very well so it is gonna be quite a long time before I can be of use with these things as I need to learn it. Hopefully this helps with giving the people that can code, the ideas and thoughts needed to help things move forward? I would really love to see things step forward, as a whole.

2
Miscellaneous / WOD Server Source
« on: March 24, 2017, 04:19:01 pm »
I was thinking you all would be the experts on this and would know so I am gonna ask here. Which core, in your opinion, is the most up to date version of WOD for 6.2.4? I have noticed by looking around at repacks that they all mostly are offering the same exact core, so, I am assuming most (if any are currently being worked on) are behind closed doors so to speak.

So I am looking for the most up to date core I can get my hands on currently for WOD 6.2.4, was hoping somebody might know where to grab it :)?

3
Miscellaneous / Finding the Client Issue :(
« on: March 12, 2017, 02:05:30 am »
I am very interested in upgrading to a newer core, just have one issue. There doesn't seem to be a 6.2.4 Client anywhere, although I can find a 6.2.3, does it have to be a 6.2.4 Client? If so where in the world lol??

4
Miscellaneous / [Question] Bat file Issue, see inside :)
« on: May 07, 2015, 11:24:21 am »
FOR /R "E:Wow FilesWMO TestWorldwmo" %%I in (*.wmo) DO IF EXIST "E:Wow FilesWow WOTLK ExtractedWorldwmo" DEL "%%I"
pause

Basically what I thought this would do is compare my WOD .wmo extraction to my WOTLK .wmo extraction and if the file does exist in the WOTLK .wmo extraction it would delete it from the WOD .wmo extraction.

But instead it just deletes every .wmo in the folder instead of the ones with the same name, anybody know how to fix this so it will just delete .wmo that have the same names from the folder?

Would be a HUGE help lol, and time saver

5
"Retro-Porting" / [Couple Questions] Vid Inside
« on: May 03, 2015, 07:27:00 pm »
I got the .m2 files and .wmo files downported from WOD to WOTLK, just seems to be a couple minor issues I was wondering how to fix.

First at the start of the video on the .m2 with the fire it is shooting out particles of small green boxes, is this cause I don't have a specific texture in the patch or is it something else entirely or how do I fix this :)?

Second as you can see on the farmhouse windows, there is a black texture there instead of a window texture, also on a couple of other buildings as well. Is that an issue with the transparency of the .m2 for the glow effect or is that a texture issue for the windows? This I would like to fix as it look odd for a blackspot on a window lol, just need to know how =D.

Third is, as you might have noticed some of the .wmos don't have there doodads and some do, they are there when I load it in the 010 editor but they aren't showing ingame (yes I did convert them). This is the last Issue I am trying to fix atm, Any help would be greatly appreciated =D

[media:4cjlg6w6]https://www.youtube.com/watch?v=HmBOA3d_GGI&feature=youtu.be[/media:4cjlg6w6]

6
"Retro-Porting" / [Question] Downporting Sound?
« on: May 01, 2015, 12:29:34 pm »
Thanks to Phils downporter Scripts for .WMO and .M2 files I have downported all the current .WMO and .M2 files to wotlk. (SERIOUSLY, THANK YOU =D).

Now I need to figure out how to downport the sound effects for when your running over certain textures and the music and what not.

Right now with the new tilesets and such there isn't any sound, just dirt :(. Like if you are running over a grass texture or if you are running over wood and metal it plays the same sound. Say your running over a dock and want the wood sound that would be associated with it, I don't know how to downport that stuff.

Anybody know how to do this =)?

7
Miscellaneous / [Project] Custom Ambiances/Music For Your Zones/Instances
« on: February 07, 2015, 11:00:23 am »
Hello all you Modcraft addicts =D. I am gonna get straight to the point here, I am currently creating custom music for zones/instances and I am also wanting to create it for other people to use as well.
-------------------------
To give you an Idea of what I can do here is a link to a sample I made yesterday: http://freemp3hosting.com/Qvx
-------------------------

I am needing some people to give me some ideas of what it is they are wanting, so I can create it and upload it here. In order to do that, I need details from all of you =D, and I mean specifics, for example:

1. What type of zone is it (Tundra, Jungle, Desert, Forest, etc.. )
2. What type of feel do you want (Arabic, Nomadic, Elvish, Industrial, What ever you can use to describe)
3. Is it a Cave, Forest, Building (like an Inn which has it's own Ambiance/Music, or a place like the Ramparts or Blood Furncae)
4. Describe the Quest Line
5. Anything and everything you can put down to give me as much detail as you can so I can make the music match the area you are wanting it for :).
6. If you are able also Screenshots of what you are building would also help out alot as well.
7. Whats the weather like (windy, rain, is there sand blowing?)
8. Whats the skybox look like (evening, night, out of this world etc..)

You don't have to do ALL of that, mainly there just to get the point across of things I need to know so everything can mesh together properly :). So get to typin and let me know what it is you might be wanting =D. When I have something finished I will update the main post with a link for download and bump the thread to let people know or the specific person know :).

Also, once the music is created any feedback would be welcome, always like to know what people think of something you created :).
-------------------------------

I should clarify of what it is I am wanting to make :).

If you look in the areatable.dbc you have 3 main sound sources.

1. SoundAmbience = Non musical stuff like, the sounds of a market or water from the ocean etc..
2. Zonemusic = This is what plays on top of the SoundAmbiance, gives the Ambiance quite a bit more depth and emotion as its the musical part.
3. zoneIntroMusic = Just how it sounds, its the entrance music you hear when you walk into a specific area which fades out into the zone music.

2 and 3 are the parts I am interested in doing :).

Here is an Example of Zonemusic I created this morning (Ambient Overlay):http://freemp3hosting.com/Qwy
-------------------------------
DOWNLOADS[/u]

Coming Soon!!

8
"Retro-Porting" / [Solved] Regarding WMO Collison in Blender
« on: January 27, 2015, 02:16:08 am »
I use Machinima Studio to export the .wmo models from Cata/Mop/Wod to .obj so I can convert them down to WOTLK. I also export the Collison when I export it from Machinima Studio. When I load the object up in blender it shows the Collison as a white texture which covers the entire model (for the most part), which I assume it is suppose to do cause it is the collison. In the outliner it is labeled with the model name and the number is 255 ALWAYS  for the collison.

So far so good, now I know I can delete it and still use the model fully textured. Doing that makes it so when a player is in game and runs up the stairs for those models, they will get stuck on the stairs or on a crack cause I deleted the collison.

What I need to know (very badly I might add lol), is how to make that white texture (the collison) transparent in blender so I can use the blizzlike collison on the models I export, to avoid having the above happen.

You can see what I am talking about if you would like, you can download the trial version of Machinima Studio and it will export the .wmo's as an .obj, just has a 10 sec delay when you do.

If any of you blender people out there might know how to do this please let me know, is getting rather frustrating lol :).

Thanks,
Kranimal

9
Resources and Tools / [Question] Bat file with AllWater
« on: January 04, 2015, 02:18:26 am »
Is there a way to use a bat file with AllWater and still use the options instead of having to go one by one?

I know it has the default options that you can use a bat file with but I want to be able to set the options in the bat file then run that on all the adts in the folder, anybody know how I would go about doing that maybe an example or something of that sort?

Would be much appreciated (just entered the world of using .bat files and realized it makes things a ton easier lol)

10
Random / Happy New Year Everybody!!!
« on: January 01, 2015, 10:55:47 am »
It is now officially 2015 =D, best wishes to everybody for the new year and to looking at some great things to come for Wow Modding. (Noggit 1.4, can't wait for it lol).

Cheers,
Kranimal

11
Random / Looking to get into programming
« on: December 28, 2014, 03:33:22 pm »
Figured I would ask here as alot of tools and such are created for Wow Modding by the people of this site. I am looking to get into programming and what not (gonna be self taught), and wondering what we be a good first language to learn. After a little research I narrowed it down to 2 languages languages to which I understand are the main programming languages for windows (correct me if I am wrong), and was wondering which would be the better one to start with?

C# and C++

What are the merits of one over the other or are the pretty much the same when it comes to the basics just the code is a little different. Just wanting to make a good first choice and figured you all would be the people to ask =D.

Kranimal

12
"Retro-Porting" / [Tool] Anthonys Particle Fixer 010 Script
« on: December 19, 2014, 01:41:57 am »
Before anybody says anything and like the title says I did not make this script, all credits go to Anthony as he is the one who made it =D.

I have seen alot of posts on many forums lately of people looking for this and I just happened to stumble across it so I am putting it here where most people would go to look for it (at least I think). Anyway, enjoy =D



Code: [Select]
// -----------------------------------
// --- 010 Editor v1.2 Script File
//
// Name: Cata / MoP 5.1.0 M2 Particle Fixer
// Author: Anthony Vang aka Kronixusa
// Revision: 1.3
// Purpose: Deletes Bytes between particle data
// And re-inserts at the end.
// -----------------------------------
RequiresVersion (4.0);
RequiresFile ();

// Define variables
int i, count;
int emitofs;

// Reads the value at 0x128 which is the amount of emitters
// This file has.

count = ReadUInt (0x128);

// Check count
if (count <= 1)
{

FileClose ();
return -1;
}

// Reads Value at 0x12c which the ofset location for the Emitter
// The sets the cursor to it and begins operation.

emitofs = ReadUInt (0x12c);
SetCursorPos (emitofs);

// Moves forward 476 bytes then deletes 16bytes that seperate the
// Emitter entries so they are next to each other.

for (i = 0; i <count; i ++)
{
SetCursorPos (GetCursorPos () + 476);
DeleteBytes (GetCursorPos (), 16);
}

// Paste 16 bytes of 0x0, amount defined by value in 0x128

for (i = 0; i <count; i ++)
{
GetCursorPos ();
InsertBytes (GetCursorPos (), 16);
WriteUInt (GetCursorPos (), 0x0000);
SetSelection (GetCursorPos (), 0);

}

FileSave ();
FileClose ();

13
Resources and Tools / Need a c++ Coders Help =D
« on: December 13, 2014, 03:49:01 pm »
I love AllOcean3.0, I just have one problem with it.... It does what it is suppose to do, just it leaves some cracks up against the land where its empty space and water missing. To fix this I want AllOcean3.0 to fill in from a height of zero where there is land plus 1 chunk into the land.

Basically how do I make it fill 1 chunk in further then what it does. Here is the code below

Code: [Select]
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include <math.h>

#define DESCRIPTION "Fills the ADT with ocean 3.* style where no terrain is above 0."
#define ARGUMENTS "<map filename> [<depthfactor>]"

#define USAGE( minimumArguments, argc, argv )
if( argc < minimumArguments + 1 )
{
printf( "  %sn", argv[0] );
printf( "    " DESCRIPTION "nn" );
printf( "    Usage: "%s " ARGUMENTS ""n", argv[0] );
printf( "    Built at: " __DATE__ "n" );
return -1;
}

struct MCIN
{
unsigned int Offset;
unsigned int Size;
unsigned int Temp1;
unsigned int Temp2;
};

struct MCVT
{
float row0[9];
float null0[8];
float row1[9];
float null1[8];
float row2[9];
float null2[8];
float row3[9];
float null3[8];
float row4[9];
float null4[8];
float row5[9];
float null5[8];
float row6[9];
float null6[8];
float row7[9];
float null7[8];
float row8[9];
};

MCIN *Positions;
MCVT * HeightMap;
float * basez;

FILE *Input;
char *File;

float getHeightValue2(int i)
{
if (i<8) return *basez + HeightMap->null0[i%8];
else if(i<16) return *basez + HeightMap->null1[i%8];
else if(i<24) return *basez + HeightMap->null2[i%8];
else if(i<32) return *basez + HeightMap->null3[i%8];
else if(i<40) return *basez + HeightMap->null4[i%8];
else if(i<48) return *basez + HeightMap->null5[i%8];
else if(i<56) return *basez + HeightMap->null6[i%8];
else if(i<64) return *basez + HeightMap->null7[i%8];

return *basez;
}

float getHeightValue(int i)
{
if (i<9) return *basez + HeightMap->row0[i%9];
else if(i<18) return *basez + HeightMap->row1[i%9];
else if(i<27) return *basez + HeightMap->row2[i%9];
else if(i<36) return *basez + HeightMap->row3[i%9];
else if(i<45) return *basez + HeightMap->row4[i%9];
else if(i<54) return *basez + HeightMap->row5[i%9];
else if(i<63) return *basez + HeightMap->row6[i%9];
else if(i<72) return *basez + HeightMap->row7[i%9];
else if(i<81) return *basez + HeightMap->row8[i%9];

return *basez;
}

float valueormax(float value, float max)
{
if(value < max) return value;
else return max;
}


unsigned int FileSize;

int main(int argc, char **argv)
{
USAGE( 1, argc, argv );

int depth = 1;

unsigned int *TInt;
unsigned char *TChar;
unsigned short *TShort;

if( argc == 3 )
depth = atoi(argv[2]);

Input = fopen( argv[1], "rb+" );
fseek( Input, 0, SEEK_END );
FileSize = ftell( Input );
File = new char[ FileSize + 0xC00 + 0x81 * 256 + 0x8 ];           // And new chunk.
fseek( Input, 0, SEEK_SET );
fread( File, 1, FileSize, Input );
fclose( Input );

Positions = (MCIN *)( File + 0x5C );

// header content is at 0x14, water is at header+0x28
TInt = (unsigned int *)( File + 0x14 + 0x28 );
*TInt = FileSize - 0x14;

// write chunk:
TChar = (unsigned char *)( File + FileSize ); // magix
*TChar = 'O'; TChar++; *TChar = '2'; TChar++;
*TChar = 'H'; TChar++; *TChar = 'M';

TInt = (unsigned int *)( File + FileSize + 0x4 ); // size
*TInt = 0xC00 + 0x81 * 256;


for( int i = 0; i < 256; i++ )
{
// delete MCLQ
TInt = (unsigned int *)( File + Positions[i].Offset + 0x08 );
*TInt = *TInt & ~(28); // b11100 = x1C = 28
        TInt = (unsigned int *)( File + Positions[i].Offset + 0x68 );
*TInt = 0;
TInt = (unsigned int *)( File + Positions[i].Offset + 0x6C );
*TInt = 0;

int address = 0xC00 + i * 0x81;

// the info - array

TInt = (unsigned int *)( File + FileSize + 0x8 + i*0xC );
/* 0x000 */ *TInt = address; TInt++;
/* 0x004 */ *TInt = 1; TInt++;
/* 0x008 */ *TInt = address + 0x18;

// the data

TShort = (unsigned short *)( File + FileSize + 0x8 + address );
/* 0xC00 */ *TShort = 2; TShort++;
/* 0xC02 */ *TShort = 2;
TInt = (unsigned int *)( File + FileSize + 0x8 + address + 0x4 );
/* 0xC04 */ *TInt = 0; TInt++;
/* 0xC08 */ *TInt = 0; TInt++;
TChar = (unsigned char *)( File + FileSize + 0x8 + address + 0xC );
/* 0xC0C */ *TChar = 0; TChar++; *TChar = 0; TChar++;
/* 0xC0E */ *TChar = 8; TChar++; *TChar = 8;
TInt = (unsigned int *)( File + FileSize + 0x8 + address + 0x10 );
/* 0xC10 */ *TInt = address + 0x28; TInt++;
/* 0xC14 */ *TInt = address + 0x30; TInt++;
/* 0xC18 */ *TInt = 0; TInt++;
/* 0xC1C */ *TInt = 0; TInt++;
/* 0xC20 */ *TInt = 0; TInt++;
/* 0xC24 */ *TInt = 0; TInt++;
/* 0xC28 */ *TInt = 0; TInt++;
/* 0xC2C */ *TInt = 0;

// and the information we gain from seeing the heightmap.

HeightMap = (MCVT *)( File + Positions[i].Offset + 0x8 + 128 + 0x8 );
basez = (float*)( File + Positions[i].Offset + 0x78 );

TChar = (unsigned char *)( File + FileSize + 0x8 + address + 0x30 );
unsigned char * mask_byte = (unsigned char*)( File + FileSize + 0x8 + address + 0x18 );
unsigned char * mask_byte2 = (unsigned char*)( File + FileSize + 0x8 + address + 0x28 );

for( int j = 0; j < 9*9; j++)
{
int baselevel = 0;
float trans = baselevel - getHeightValue(j);

if( trans < 0 ) trans = 0;
else if(trans > 255) trans = 255;

/* 0xC30 + j */ *TChar = (unsigned char)trans;
TChar++;    
}

for( int j = 0; j < 8; j++)
{
for( int k = 0; k < 8; k++)
{
int baselevel = 0;
float trans = baselevel - getHeightValue2(j*8+k);

// *   *   // j*8 + k, j*8 + 1 + k
   //    +     // j*8 + k
// *   *   // (j+1)*8 + k, (j+1)*8 + 1 + k
               

if((baselevel - getHeightValue2(j*8+k)) >= baselevel
                 || (baselevel - getHeightValue(j*8+k)) >= baselevel
                 || (baselevel - getHeightValue(j*8+k+1)) >= baselevel
                 || (baselevel - getHeightValue((j+1)*8+k)) >= baselevel
                 || (baselevel - getHeightValue((j+1)*8+k+1)) >= baselevel  )
{
*mask_byte = *mask_byte | ( 1 << (k % 8) );
*mask_byte2 = *mask_byte2 | ( 1 << (k % 8) );
}
}
mask_byte++;
mask_byte2++;
}
}


Input = fopen( argv[1], "wb" );
fwrite( File, 1, FileSize + 0xC00 + 0x81 * 256 + 0x8, Input );
fclose( Input );

delete File;
}


I am not a coder just to say right off which is why I am asking on the forum, I can compile this just fine and it works fine, just want to make that tiny edit to it.

Any help would be greatly appreciated =D

Kranimal

14
Resources and Tools / [Question] Wmo Exporters
« on: December 03, 2014, 12:00:37 am »
I was wondering if there is currently any .WMO exporters to .Obj or another format that isn't Machinima Studio (as I don't believe it is supporeted anymore).

I gave TinTai a shot but that doesn't seem to work correctly on the Mop/WOD .Wmo files (still exports them just a lot of issues).

I have another Model Exporter (Not sure where I got it from but does the export to Mdlvis with lots of issues like TinTai).

I actually still have both of those if you want to check them out (maybe I am doing aomething wrong?)

Anyway, back to my main question, is there any current way to export .wmo files to .obj that works correctly with MOP/WOD .wmo files (that is not machinima studio) or am I gonna have to sit back and wait for one such tool to be completed?.

Thanks,
Kranimal

15
"Retro-Porting" / Porting .WMO's to WOTLK?
« on: November 17, 2014, 11:10:37 am »
I have been thru many websites and scoured many forum posts and I cannot seem to find a guide on how to port .wmo files down to WOTLK. There is one I was able to find and that was Anthonys guide, but it is no longer up for people to use as a reference.

I have the 010 Editor and I have the templates I just need a step by step guide on how to do this so they work in both noggit and ingame. If anybody can point me to a guide or tell me how to do it in this post It would be greatly appreciated. I know many people have asked how to do this I just seriously cannot seem to find what I am looking for.

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