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Wrath of the Lich King Modding => Resources and Tools => Topic started by: Mjollna on September 12, 2011, 06:25:46 pm

Title: [TOOL] [Adt edit] ADT Converter
Post by: Mjollna on September 12, 2011, 06:25:46 pm
[center:1pajf7nz]ADT Converter by Pagdzin and Mjollnà[/center:1pajf7nz]

About this tool :

This programs allows conversion for adt pre-Cataclysm to Cataclysm format.
Conversion should be ok up to Cataclysm build 11927. This does not include Wow alpha files.
World building maps are partly supported for the moment (see read me file > updates).

Have fun !

Additional Info :

This is still a *beta version*.
Read Me file included (don't forget to set up the config file before launching).

Feedback more than welcome :)

Download :

http://mjollna.org/docs/ADTConverter_beta3.zip (http://mjollna.org/docs/ADTConverter_beta3.zip" onclick="window.open(this.href);return false;)

--------------------

Edit : I add below the update fean really kindly made (on page 4 of this topic) so that it's clearer for people.
He has updated the ADT Converter to MoP, so that it generates the _obj1 and _tex1 that are now mandatory in live servers.

You can download his version here : http://www.feangren.net/divers/ADT_Conv ... ta_1.1.zip (http://www.feangren.net/divers/ADT_Converter_Beta_1.1.zip" onclick="window.open(this.href);return false;)

Thx again fean :)
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: akspa420 on September 29, 2011, 03:51:15 am
Any chance of a converter to go the other way, like Cataclysm to 3.3.5? I can understand this being a huge improvement on the currently non-existant map editors for 4.x maps, so at least new creations can be tested with the better water and minor graphical improvements in 4.x.
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: Mjollna on September 29, 2011, 07:47:02 pm
Hello :)

As far as I'm concerned, it's not in my immediate plans.
Here are my reasons :

# Why converting from 4.x to 3.x ?

- As you said, all editing tools are for 3.x format. As a result, such a converter is not useful for custom maps.
In the end little content would be concerned : retail maps released since Cataclysm was released, for editing purposes.

- There would also be the new Cataclysm-only M2 to convert back to the older format I guess, to get a full map with all objects. And finally there would be some data change/loss (I'm mainly thinking about mcmt here... It's not much, but it's still all over Deephome).

# At the moment, I'm putting lots of efforts in learning a lot of things about programming, to improve my skills, knowledge and general understanding.
I have a few big books to continue reading, so maybe later, why not, but not now.

---

Oh and btw : one of the users found a bug in the converter, so conversion may fail sometimes because of mcsh. We're working on fixing this (hum, well, actually Pag is), but in the meantime you can "kill all shadows" in Taliis before converting to skip the problem.
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: Mjollna on October 18, 2011, 08:33:35 pm
New beta version !

Bugfixes almost no one has probably run into, but it's corrected anyway. Collisions problem not solved, however.
I'm also adding the new link to the first post.

http://gaming.mjollna.org/docs/ADTConverter_beta3.zip (http://gaming.mjollna.org/docs/ADTConverter_beta3.zip)

Edit 2017-04-21 : attached the program to the post and updated link.
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: Mjollna on October 21, 2011, 08:19:46 am
@Keta :

I think my answer to you is too far in the chatbox history, so I'll just rewrite it here (and it could be helpful to others too that way).

- First of all, check that you used your own config file and not the one that is shipped by default with the newest version.

- If it's not the config file, if you want you can send me one of the adts that make the converter exit, so that I can see what's wrong and correct the program if there's a need to.

- For your java console error, it's very common and if you Google the error ("not recognized...") you'll find tutorials on how to solve it.
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: Steff on October 21, 2011, 02:02:48 pm
Thanks for your work with this. Haven't used  jet but find the idea nice.
Can someone post some images of custom ADTs with new water :)
If this realy works i could think about swap over to cata.
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: Mjollna on October 21, 2011, 08:05:22 pm
Hi !

Thank you for your message :)

It took us (Pag and I) a lot of time to code the program, but I think it's really linked to the fact that we really started from scratch : for me, first program being more than a quick 50 lines script, I hadn't really written a line of code in the last 4 years, and for both of us first collaborative project. We also had to understand/learn both 3.x & 4.x adt formats and compare many files (and I didn't know about 010 editor templates at the time... no colors and no apparent structures in files display...).

But in the end, there's not much to change actually. It's mainly the same data split into three files instead of being grouped in one. There are some slight differences in headers (more zeros as some offsets become useless), and no more mcin.

For retail files I think now our conversion is as close as possible to Blizz one, and we haven't run into bugs for a long time regarding them.

For non-retail files (or retail files edited), we've run into some problems since there are several tools to edit them, resulting in small differences in implementing adt format : chunk sizes, optional chunks, chunks at unusual places...

I guess if our code had better design we would have less problems with all this, but we didn't have a real plan at the beginning (actually, we didn't really expect it would work so well when we started O_o), which results in a little more work now to correct bugs. Well, we've learned from that and it'll be useful for next time :)

And we still have that problem for collisions with custom maps... I'm not really sure about the problem, but if my guess is right, it'll probably be hard to correct (at least for me).

If you're not scared about all this, and if you're interested, I don't mind showing you the source :)

I made some screenshots but it was mainly for testing purposes, so I'm sorry some of the screens are, well... far from having great aesthetics :)
Here you go :

-- Retail map --
-> Kalidar (http://www.mjollna.org/docs/images/kalidar_4-2_building_and_water.jpg).

-- Custom map --
-> A very quick test (http://www.mjollna.org/docs/images/Test_30_30_-_onemoreM2.jpg)
with wmo + M2 + water (mclq).

-- Custom map --
-> Another test (http://www.mjollna.org/docs/images/custom_mh2o.jpg),
this time with mh2o (included with Gretchin's app). Yes I know it looks really ugly, the patch was a real patchwork of different things piled together. I think I have fraps video of that somewhere, I can upload it if someone's interested.

-- Retail map --
And the last one is 3.3.5
-> Northrend_27_22.adt (http://www.mjollna.org/docs/images/Northrend_27_22_mtfx_and_offsetfix_ok.jpg)
offsetfixed to more or less 30_30, and *then* converted. There's also water at the bottom (most likely mh2o).

-- Retail map --
I don't resist to add
-> this one (http://www.mjollna.org/docs/images/ExteriorTest_29_23_textures_no_bugs_YAY.jpg),
 it has no water but I just love the way textures alone can be swapped with Cata adt xD
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: Everon Mightbane on October 27, 2011, 01:28:59 pm
To add the water in, what did you use?
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: Mjollna on October 27, 2011, 05:35:49 pm
At first I used allwater option from Taliis, and then we made a special update to support Gretchin's All water wotlk. It should work with both... Tell me if it doesn't, I don't have much feedback/testing from worldbuilders and we are probably going to find other problems with custom maps conversion.

It might be safer to add water just before you convert, to be sure there's no problem. The app adds mh2o at the end of the file, so the converter ("worldbuilding" option) is waiting for it at the end of the file. If it's not, it will probably not like it and reject the adt :)
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: funnybunny on January 23, 2012, 04:21:36 am
has anyone been able to play cata using this tool? i have found now way to play using any edits :[
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: Mjollna on January 23, 2012, 08:48:04 am
Hello,

I don't really understand your question... Have you had problems converting ? Could you be more specific ?
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: funnybunny on January 23, 2012, 05:04:08 pm
sorry, the converter works just fine, i cant figure out how to get the 4.0 client to load them, it seems custom mpqs have been fixed by blizz.
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: Mjollna on January 23, 2012, 05:58:43 pm
Oh, this :)

Indeed it's a different problem.
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: funnybunny on January 24, 2012, 07:09:35 am
do you know if this can be done, or is there a different use for this tool. im just curious, this is awesome work.
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: Mjollna on January 24, 2012, 11:32:33 am
Oh thank you ^__^

We made this tool for two reasons :
- Being able to explore older maps on Cataclysm client.
- Allow people who have created custom maps on 3.3.5 to use them on a Cataclysm server/client (and enjoy Cata water shaders for example).

And yes there is a way to get your adts working on a current live client, but as I said earlier, I don't give hints about live stuff.
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: Steff on January 24, 2012, 11:55:37 am
Could your write a basic tutorial how to get ADTs woring in an 4.0 emu/clinet.
Converting from 335a to 4 and add water. Whould be nice. I also think about to switch to 4.
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: Mjollna on January 24, 2012, 12:14:54 pm
Hi :)

I'd gladly write a tutorial, but I don't see exactly what I'm supposed to write in it... Converting is just really easy, open the program, choose a folder, click on convert : done. Then nothing differs on the way the patch is done, for Cata or LK...

For water, I just use AllWater LK from Gretchin, the one with UI.
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: Steff on January 24, 2012, 12:18:17 pm
What have changed form 335a to 4 and how to get it running. Wasent there a protection in 4. I never have  looked at 4 ;)
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: Mr.Patcher on January 24, 2012, 02:29:10 pm
I have a problem... kick of the game with an error when I use the patch... What am I doing wrong?
I have access_violation error =
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: Mjollna on January 24, 2012, 09:37:47 pm
As far as file format is concerned, I've written all I know on the wiki.
The converter mostly does this :
(http://gaming.mjollna.org/static/docs/adt.png)

There's MCRF to rewrite (split into 2), MHDR and MCNK headers to adapt. The rest is mostly chunk copy. I still don't know what tex1 does, maybe in MoP we'll see that better.
If you have questions on this I can try to answer from what I know/guess.

If you're talking about implementing 4.x saving in Noggit, imho first there's mh2o to handle, as well as mccv (which would make mclv also almost done) and compressed mcal. They're heavily used in Cata format, so just splitting file saving into 3 without taking LK and 4.x features into account is probably piling up more problems for later. But it's just my view on the matter <!-- s:) -->:)<!-- s:) -->
I'll gladly help on this if I have the skill for it... (could be very long, but I'd definitely love to).

---

I'm a member (and moderator actually) of another Wow related community, where the rule is "we don't give any tips for live realms", so it's kinda conflicting with making a tutorial on how to get patches to work on 4.x.

So I'm totally ok to help as much as I can concerning formats, conversion and all this, but on how to circumvent 4.x protections, I can't break the promise I've made to this other community.
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: Mr.Patcher on January 24, 2012, 10:00:35 pm
Well, look, I created a map in noggit, more precisely, I remade ready-location, for example Elwynn Forest. But when I converted ADT file with an editor, then, I had two more. It is still clear, but then, when I pour it into the patch MPQ and I go to the game, it throws me an error. What am I doing wrong?

sor 4 bad eng, that text i'm translate with google-trans... =
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: Steff on January 24, 2012, 10:38:50 pm
I understand your promise. But keep in mind. If we don't share and try to give many guys to possibility to step in this scene fast and easy, we will have no scene in some month. Look at MMOwned or other community's. Very less posts :)

I am happy that you will help to develop noggit. Water and later cata save and perhaps load would be very nice. :)
Hope that i will get the qt fast to an good working version.
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: Mjollna on January 24, 2012, 11:17:35 pm
Yeah I know... It's indeed sometimes really hard for me to be on both sides, trying to share here as much as I can, and keeping this promise on the other.
The main problem is always the same when getting closer to live realms : how to help people modding/creating without having some others to cheat with the same tools. But considering the number of people still interested in all this... I'll see if I can manage a solution in the long run.
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: funnybunny on January 25, 2012, 02:44:41 am
it seems like theres mostly world builders here, not people who are trying to cheat and get ahead on the live realms. its a good policy though, to not have such things out in public ;)
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: Zim4ik on March 18, 2012, 09:08:24 pm
Mjollna, you're awesome. Freaking genious)
This tool working very good. Waiting for updates)
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: Mjollna on March 18, 2012, 09:29:21 pm
Oooh thank you :)

I think the updates will be through Gillijim Project, which is more flexible and should allow more stuff than basic conversion, but it's highly unfinished for now. I'm putting a lot of efforts into it though.
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: titi75 on June 19, 2012, 12:10:19 am
Hi there.


First of all thank Mjolina and Pagdzin for this hard work you are putting into "crafting" software.
Well, i have tried to set a path for the config file....but

It doesnt seem to work for me. I surely am a bit noobish but opening your conf file will pop up a command window, in which i cant type the path of the folder i want to place my modified adt's in.

launching your app directly will give me only "retail" or "world building" but no folder or default destination to pick-up :=)

I'm surely embarassing myself, but i'm finally posting here after failing to understand how to make it work ! ;=)
Hope you will give some clue.

Regards.

Titi75
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: Mjollna on June 19, 2012, 01:44:06 am
Hi !

The config file is, well, a text file called adtconverter.conf.

Here's the content of my config file, maybe it'll help you :

Code: [Select]
directory="C:docs__testing"
debug="no"
source_directory="C:UsersmyusernameDesktopcurrent_tests"
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: titi75 on June 19, 2012, 09:04:41 am
Hello Mjolina.

THANKS !!!!!!

As i was thinking i managed to embarass myself !!!!!
Guess i have to get "windows for dummies".

I'm trying to learn, as i must confess i am a mac user,  and struggling to get some intelligence buff !

Thanks again :-)
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: akspa420 on June 20, 2012, 01:58:53 am
I tried compiling the converter but when I execute it, I get some serious _crt Error's and the program crashes. Is there anything else I'm missing than using CMake to generate the visualstudio project? I looked through main.cpp, and it looks like all the conversion stuff is commented out?
I'm not a C++ programmer, but I can understand bits and pieces of it. I'd love to at least have a working build of the converter so I can fool around with alpha maps in 3.3.5a.
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: fean on June 20, 2012, 07:32:38 am
Last time I heard, ADT Converter was written in Java, not in C++
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: Mjollna on June 20, 2012, 07:47:27 am
You're not talking about the same project here. The adt converter is a java project we made last summer, and that converts classic format to cata format.
The repo is public as well, it's here : https://bitbucket.org/Mjollna/adtconverter/overview (https://bitbucket.org/Mjollna/adtconverter/overview" onclick="window.open(this.href);return false;)

What you're talking about is gillijim project, and it's both a partial alpha 2003 conversion utility (no objects !), and a playground for me to learn cpp.

So to answer your question : Gp is closer to a lib than a program, so you can't just compile and execute, that won't get you any result... Actually you'll get my latest tests. You have to edit yourself main.cpp to make gp do what you want.
There's no documentation (sorry !), but you can use the commented stuff in main.cpp to have an idea of what you can do. Most of the things are already there, so it shouldn't be too hard to have a working program from that.

About the alpha conversion itself, it's unfinished and half broken, so...
Terrain works, but mcnk is not totally clean (the header is quite chaotic, size is not good, coords are wrong...), so it should crash on 335, but a friend told me the other day it works ingame, and that is quite unexpected xD
"Converted" adts won't work properly in Noggit because of the mcnk header being wrong in gp. You can load them anyway, all chunks are piled up and it's fun to see :D
Conversion of terrain in gp + adt converter (the program I linked a the top of the post) makes working terrain and tex0 adts ingame.
Objects are ignored for the moment, it's not implemented.
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: fean on June 20, 2012, 09:12:21 am
Quote from: "Mjollna"
Terrain works, but mcnk is not totally clean (the header is quite chaotic, size is not good, coords are wrong...), so it should crash on 335, but a friend told me the other day it works ingame, and that is quite unexpected xD
Indeed it works, and I wonder which one of us was more surprised :P
Quote from: "Mjollna"
"Converted" adts won't work properly in Noggit because of the mcnk header being wrong in gp. You can load them anyway, all chunks are piled up and it's fun to see :D
Yup, opening those adt in Noggit will result in a "mille-feuilles" like this : http://puu.sh/uHtC (http://puu.sh/uHtC" onclick="window.open(this.href);return false;) & http://puu.sh/uHvi (http://puu.sh/uHvi" onclick="window.open(this.href);return false;)
Quite funny.
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: akspa420 on June 21, 2012, 12:09:56 am
Consider me impressed. This tool was also able to convert the water from the alpha maps. WoW 3.3.5 is working beautifully with the old terrain. I'm using one of the "Norwegian Elite Wotlk" server repacks, which has a lot of custom gameobjects, as well as wow-like gameobjects, so it's a bit easier to navigate :D
- Screenshot of Gilneas, looking north from the bottom of the landmass: http://i.imgur.com/mTtpw.jpg (http://i.imgur.com/mTtpw.jpg" onclick="window.open(this.href);return false;)

Edit: my only issue is that there seems to be random invisible walls around some ADT's. for instance: http://i.imgur.com/p7jts.jpg (http://i.imgur.com/p7jts.jpg" onclick="window.open(this.href);return false;) STV, the walls seem to exist from top to bottom,  and cannot be passed through very easily. Also, collision data seems wonky - if you port in, it'll place the terrain over you, no matter what the Z level you use. You have to have a server that supports flying in order to not hit the kill-floor. Kinda a pain in the ass, but whatever, it works.
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: Mjollna on June 21, 2012, 12:22:30 am
Thanks for your answer and the screenshot :)

Actually, the hardest part about water was to spot where it was in the alpha wdt (in the end : at the same place as usual, but no chunk name) -_-

---

I'm also using this post to share here with everyone what I've already pm'd you...

So to have a "ready-to-go" half-broken-without-objects (but fun) alpha converter, replace main.cpp content with this and compile : http://pastie.org/4123054 (http://pastie.org/4123054" onclick="window.open(this.href);return false;)

Then it should work by dropping an alpha wdt on the binary.
Be patient, it's deadly slow, so Kalimdor conversion takes around a 1/2 hour.
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: akspa420 on June 21, 2012, 02:49:51 am
I find it surprising that the maps line up almost perfectly - The doodads are handled by the 3.3.5 server, so things like signs and npc's show up properly. Neat.
(http://i.imgur.com/Mf2MN.jpg)
I've uploaded 30-something screenshots, listed here - http://pastie.org/4123676
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: Mjollna on June 21, 2012, 08:04:28 am
Oh I posted 2mn before your edit yesterday night :)

About the walls : it's no a bug, it's a feature... yes, Blizzard added invisible walls in the alpha already...
You can remove them with removethewalls as usual...
Here : viewtopic.php?f=59&t=809 (http://modcraft.io/viewtopic.php?f=59&t=809" onclick="window.open(this.href);return false;)
Or there for the LK updated version : viewtopic.php?f=59&t=847 (http://modcraft.io/viewtopic.php?f=59&t=847" onclick="window.open(this.href);return false;)

For the height problem...  I have no idea, never looked at server stuff.
The only thing about height that changes between alpha and later formats, as far as I know, is that there isn't relative height in mcnk header in alpha, vertices have absolute values in chunks. That means mcnk.header.0x70 is always 0 in the converted adts as well (I didn't feel like calculating that, so I chose the easy way)... But I don't see why that would affect teleportation when you specify an absolute Z... ?

Thanks for all the screenshots links ! I'll have a look at them tonight.
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: KevinBM on June 22, 2012, 09:51:42 pm
Do I need to have to download alpha patch before converting, or are there already some in there?

Edit: Sry, silly question, my fault ....
Edit²: Ok, I am really embarassed now, but I really can't run this, so do I need to download alpha models first?
I'm REALLY sorry for asking you such a noobish trash, but unfortunately my " Computer Skills " are very useless.
Thanks for your help!
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: akspa420 on June 22, 2012, 11:17:51 pm
maybe I should make available the converted terrain data. It's only about ~1.2GB total, compressed in MPQ form. I've got Azeroth, Kalimdor, and Kalidar converted and packaged into two separate patches. I'll see about hosting them and I'll post the link when they're ready to go.
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: fean on June 23, 2012, 01:42:02 am
Quote from: "KevinBM"
Do I need to have to download alpha patch before converting, or are there already some in there?

Edit: Sry, silly question, my fault ....
Edit²: Ok, I am really embarassed now, but I really can't run this, so do I need to download alpha models first?
I'm REALLY sorry for asking you such a noobish trash, but unfortunately my " Computer Skills " are very useless.
Thanks for your help!
"Computer skills" have nothing to do with common sense...

1. What soft are you trying to run ? ADT Converter or Gilijim Project ?
If ADT Converter, then make sure you have Java installed, and check your config file.
If Gilijim Project, you need to compile it.

2. What alpha models ? Vanilla Alpha Models ? They are not needed, as the adt converted from Vanilla Alpha -> 3.3.5a don't contain any objects right now, because it's not implemented yet, as Mjollna said.
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: KevinBM on June 23, 2012, 12:22:30 pm
I'm trying to run adt converter.
My question is: Does the converter create the models, or do I need to have them already on my computer, so that
this converter make them compatible to noggit ?
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: Mjollna on June 23, 2012, 07:02:23 pm
The adt converter converts adt, so models are untouched.
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: KevinBM on June 23, 2012, 11:48:31 pm
Oh sry I meant adt :P
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: fean on June 24, 2012, 12:03:38 am
Wait, are you asking if you need some adts to convert them ? -_-

Oh, and before you ask : this soft converts any 0.7+ / 1.x / 2.x / 3.x adt to 4.x and not 4.x to 3.x, so they will not be compatible with noggit.
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: Mjollna on August 01, 2012, 04:22:55 am
Up ! Threads are mixed up for ADT Converter and the alpha adt > current adt part of Gillijim Project, so I guess the easiest is to update here.

Added objects placement to alpha adt > current adt conversion :)

So now you can get a "ready-to-go" half-broken with objects (but fun) alpha converter.
It's the *current* objects that appear on the map though, so some things may have changed since alpha... not that many though O_o
So for now, no old IF or UC, since there's no models conversion at all.  

Use this as main.cpp when you compile the latest version (commit 9cffe24b1597) : http://pastie.org/4368790 (http://pastie.org/4368790" onclick="window.open(this.href);return false;)
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: akspa420 on August 01, 2012, 05:33:21 am
Thanks Mjolina! This update is seriously awesome. I'd have to say that I'm happy enough with this, since most of the models aside from WMO's have stayed the same since Alpha. Just the fact that you've gotten the main point of the project completed is enough for me.

Edit: Hrm... I'm not getting any models outputted on my maps. I went to locations you highlighted on the post on Ownedcore, but I don't see any models. Any ideas? (See: http://i.imgur.com/pAt2P.jpg (http://i.imgur.com/pAt2P.jpg" onclick="window.open(this.href);return false;))
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: Mjollna on August 01, 2012, 10:10:29 am
Thank you for your reply ! :)

Mmh, I haven't tested the files on LK yet, we've converted them directly to Cataclysm to see them on the current format... I'll try to see what's broken today.
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: Mjollna on August 01, 2012, 08:09:27 pm
Mmmh, I've tested the alpha -> lk converter in 335 client and everything seems to work fine, out of the box : I have objects at the right place, with collisions. So I don't know what your problem is, but it shouldn't be something big...
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: akspa420 on August 01, 2012, 11:43:54 pm
Weird. I wonder if I somehow mixed up my source directories when I compiled it and copied an earlier binary :/ I'll give it a second go and see if I can't make it work (and it may be time to reinstall 335). Thanks for testing it :P

edit: Yep, that was it. I had somehow selected the older source and compiled against it, ending up with a binary that did not convert the models. I'll have to re-do my conversion and re-release the MPQ I created yesterday.
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: Mjollna on August 02, 2012, 12:14:51 pm
About the crashes you mention : on Cataclysm+, if a wmo is missing, the client adds a pink cube instead. On 335, client crashes. So around sunken temple, deadwind pass and probably other places, the game will crash if you don't add a dummy wmo with the same name to fill the space.

And I've found where map holes are in the files (actually, that was a really easy one), so I'll probably add that today.
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: akspa420 on August 03, 2012, 07:13:53 am
The added functionality for map holes works great. I've uploaded a new MPQ here: http://sdrv.ms/NOFdMd (http://sdrv.ms/NOFdMd" onclick="window.open(this.href);return false;)
I added a few fixes for crashing around sunkentemple and karazhan, by putting in the WMO's from v1.0.1, which seems to resolve that problem.
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: Mjollna on August 03, 2012, 12:51:52 pm
I don't have the crash you describe near DK starting area, on 335a (nor in Cata). There may be something wrong in your patch then. What's the error exactly (use pastebin :) ) ?
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: akspa420 on August 18, 2012, 08:39:13 pm
I think that issue was due to memory corruption, which ended up being due to overclocking my ram a bit, which I've since reverted.

I have a question - will this tool ever be able to down-convert Cata ADT's to LK?
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: Mjollna on August 18, 2012, 09:19:14 pm
Oh ok, cool then.

No idea if I'll ever have the courage to finish this... Especially since I have no use for it myself.
If I ever do it, I'd like it to be integrated nicely in the whole project, which cannot be the case without restructuring a lot.
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: Gurluas on November 23, 2012, 11:03:15 am
A converter who went the other way would be really useful though, as it could be used to convert Cataclysm adts to 3.3.5 for use in the emulators.
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: Shutok2 on January 31, 2013, 05:45:21 pm
It will work to port 3.3.5a to 4.0.6a? or only 11997 version?

Adt changed every version?
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: Gamh on February 01, 2013, 03:04:53 am
The ADTs will work for every Cataclysm version. Not sure about MoP, heard there was some problems.
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: fean on March 18, 2013, 06:21:27 pm
Update.

As Mjollnà is currently away from Wow modding, I have updated the ADT Converter to MoP. It generates the _obj1 and _tex1 that are now mandatory in live servers.

Download link : here (http://www.feangren.net/misc/ADT_Converter_Beta_1.1.zip)

Have fun :)
fean
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: Mjollna on June 17, 2013, 08:08:36 am
Hey everyone,

I've had an mp from someone having problems with the adt converter. He had 3 files (in a huge patch) where water chunk (mh2o) was a little bit unusual.

Are there new tools that save water ? I know some people were more or less working on something including water saving (fearless_wind... ?).

The chunk was at the end of the file, but it had the right size indicated after the chunk's name, which cannot happen with Gretchin's tool, where the size is always "GRET".

We had adapted our tool to two cases :
- mh2o at the right place with the right size
- mh2o at the end of the file with GRET as size
... But both mixed make the converter angry, hence my question.

(And normally my own Gillijim Project puts the mh2o chunk at the right place with the right size).

If the case happens to your own patch, you can fix that in a very quick and dirty way : replace the size by "GRET" and use the world building option :)

----
PS : added fean's update in the first post of the topic as a complementary download. Thanks fean :)
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: fearless_wind on June 17, 2013, 08:28:30 am
Beket is working on water in Noggit. I'm only helping him. Yes, Gretchin's allwater puts mh2o into the end of the file, it causes some problem with water saving, but it can be fixed.
P.S. Mjollna, can you make your converter working in another way? I mean Cata to 3.3..5a
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: Mjollna on June 17, 2013, 09:48:22 am
Yeah I know about Gretchin's tool, the Adt converter already handles that fine. What it doesn't handle is the new problem I've mentioned above.

Hence my question : are there tools for water that are already used by people in this forum for custom patches that have that new behaviour ?

Regarding your question, the Adt converter we made is clearly not the right tool to go to create a retro-conversion to 3.3.5. I think Will finally made a script that works for that. You can also look at gillijim project source (it's on bitbucket), I had awkwardly started to make Cata -> lk conversion, and iirc terrain worked.
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: fearless_wind on June 17, 2013, 10:18:42 am
Everyone use allwater, but idk any scripts or tools with such a behaviour.
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: Mjollna on June 17, 2013, 10:32:16 am
Mmh, ok, thanks !

Maybe it's hex-editing then... We might never know :)
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: fearless_wind on June 17, 2013, 10:35:12 am
Allwater can be decompiled, so you can look hw it works.
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: Mjollna on June 17, 2013, 12:48:52 pm
I'm just doing some support for the converter, but I'm not planning to add new features any time soon... So I won't decompile All Water.
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: TheRealDavidTwo on June 24, 2013, 10:10:28 pm
An explanation on how to use this would be nice.

EDIT: More-so a way to actually open up the application, as I don't see any form of .JAR file or something.
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: Zabu on July 15, 2013, 10:39:05 am
Could someone give me a map of the test in the form of a patch.mpq me to see how it is done?

What to do now with three files that I received?
Code: [Select]
northrend_41_23
northrend_41_23_obj0
northrend_41_23_tex0

How can I make my own map from 3.3.5 files to 4.3.4? :F

(Sorry for my english, that grammar, I hope you understand what I mean.)
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: MR. Farrare on July 17, 2013, 02:47:49 am
one word respect
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: Shutok2 on August 01, 2013, 11:35:26 am
When I try to go to my custom map with WOTLK Adt converted with this tool in my 4.3.4 test server it gets error.

http://gyazo.com/c64b94a28d514e3f06a14933ffd0116b (http://gyazo.com/c64b94a28d514e3f06a14933ffd0116b" onclick="window.open(this.href);return false;)

Any tip or something? Thanks!
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: NewGotham on September 05, 2013, 10:03:58 pm
*casts Thread Necromancy*

I'm pretty curious about this too. I'm using a 4.3.4 client and haven't figured out how to do anything and get it to actually work (even things as simple as removing the invisible walls).
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: PhilipTNG on September 06, 2013, 02:16:49 am
Quote from: "Mjollna"
Edit : I add below the update fean really kindly made (on page 4 of this topic) so that it's clearer for people.
He has updated the ADT Converter to MoP, so that it generates the _obj1 and _tex1 that are now mandatory in live servers.

You can download his version here : http://www.feangren.net/divers/ADT_Conv ... ta_1.1.zip (http://www.feangren.net/divers/ADT_Converter_Beta_1.1.zip" onclick="window.open(this.href);return false;)

Thx again fean :)

So does that mean that I can use modified maps on retail now?  Like what we used to do in the days of old on WoTLK Retail?  XD..
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: NewGotham on September 06, 2013, 05:31:33 am
Please no. The odds of anyone needing this on live servers for anything not malicious is slim which is why people like me can't get an answer on how to edit and patch Cata clients. All anyone expects is cheating for malicious reasons...

I just want to add the old removed content back, get rid of invisible walls and add some new zones.
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: schlumpf on September 06, 2013, 05:00:26 pm
There is a way to use any file without MPQs, which should work for cata+. It is inside some tutorial forum as well as in the thread of my pattern replacement tool.
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: PhilipTNG on September 08, 2013, 02:20:49 am
Quote from: "schlumpf"
There is a way to use any file without MPQs, which should work for cata+. It is inside some tutorial forum as well as in the thread of my pattern replacement tool.

^^, yeah I use folders in cataclysm 406. Very convenient for a variety of things.  The wow.exe that I have was already patched to read from the folders luckily.
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: akspa420 on September 09, 2013, 07:14:02 am
Quote from: "schlumpf"
There is a way to use any file without MPQs, which should work for cata+. It is inside some tutorial forum as well as in the thread of my pattern replacement tool.
I was always wondering if modern builds still offered reading from folders. I'll have to give a look and see in your pattern matching thread, since I'm tired of having to patch together mpq's to test changes made every time.

I recall that all the alpha/beta releases during vanilla had this function enabled, but it seems that once the game went final, they disabled it. I guess that even if the pattern isn't listed, I can try to diff the executables and that function in ida or something.
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: stoneharry on September 09, 2013, 01:11:10 pm
Quote from: "akspa420"
Quote from: "schlumpf"
There is a way to use any file without MPQs, which should work for cata+. It is inside some tutorial forum as well as in the thread of my pattern replacement tool.
I was always wondering if modern builds still offered reading from folders. I'll have to give a look and see in your pattern matching thread, since I'm tired of having to patch together mpq's to test changes made every time.

I recall that all the alpha/beta releases during vanilla had this function enabled, but it seems that once the game went final, they disabled it. I guess that even if the pattern isn't listed, I can try to diff the executables and that function in ida or something.

The patterns schlumpf gives in his thread work in 3.3.5a (12340) and cataclysm (?). I would make the assumption it also works in MoP, especially as that is the build Schlumpf uses.
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: akspa420 on September 10, 2013, 02:12:59 am
Confirmed working in 3.3.5, and the binary patch appears to work on the MoP binary as well, so there's that. I suppose that this sets the 'overrideArchive' to true in the executable.
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: Milly on February 01, 2014, 07:59:01 am
Hello everyone! I'm just posting here to let everyone know that saving water with Noggit SDL 1.3 will produce an MCNK error when trying to use Mjollna's ADT converter. So you'll have to be sure to Clear Water before saving with Noggit, and you'll have to re-add the water manually with Gretchin's AllWater tool. Also, this tool works all the way up to Cata 4.3.4
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: akspa420 on February 13, 2014, 08:16:47 pm
A question for Mjollna - will you be updating the source code for the tool, specifically for what was used in the recently released RIdPEF movie? I'd love to convert the 0.5.3 files up to 5.x client support without having to reinvent the wheel :P
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: MR. Farrare on June 04, 2014, 07:23:07 pm
when I run double click me I get this error ' java' is not recognized as an internal or external command
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: schlumpf on June 04, 2014, 07:52:12 pm
Quote from: "MR. Farrare"
when I run double click me I get this error ' java' is not recognized as an internal or external command
Well, install java?
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: MR. Farrare on June 04, 2014, 08:07:24 pm
Quote from: "schlumpf"
Quote from: "MR. Farrare"
when I run double click me I get this error ' java' is not recognized as an internal or external command
Well, install java?
I installed last verjion of  java  but still same error
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: stoneharry on June 04, 2014, 08:35:58 pm
Quote from: "MR. Farrare"
Quote from: "schlumpf"
Quote from: "MR. Farrare"
when I run double click me I get this error ' java' is not recognized as an internal or external command
Well, install java?
I installed last verjion of  java  but still same error

You should Google the error. Google can solve so many problems.

You need to add the Java installation direction bin folder to your environment variables, the path variable specifically.
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: MR. Farrare on June 04, 2014, 09:09:07 pm
Quote from: "stoneharry"
Quote from: "MR. Farrare"
Quote from: "schlumpf"
Quote from: "MR. Farrare"
when I run double click me I get this error ' java' is not recognized as an internal or external command
Well, install java?
I installed last verjion of  java  but still same error

You should Google the error. Google can solve so many problems.

You need to add the Java installation direction bin folder to your environment variables, the path variable specifically.

it worked thx to you and this guy http://www.youtube.com/watch?v=yrRmLOcB9fg (http://www.youtube.com/watch?v=yrRmLOcB9fg" onclick="window.open(this.href);return false;) video is the best tut is the best
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: MR. Farrare on June 05, 2014, 05:51:07 pm
hey guys when I .go to my map the game freez then renter after renter the game the game crash so here is the map maybe becaseu all are adt even the textfiles is .adt
[attachment=0:ot8vzmy2]Untitled.png[/attachment:ot8vzmy2]
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: MR. Farrare on June 06, 2014, 12:51:07 am
here is the patch with dbc and map when I go to my map the game crash
http://www54.zippyshare.com/v/41460905/file.html (http://www54.zippyshare.com/v/41460905/file.html" onclick="window.open(this.href);return false;)
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: TheBuG on June 08, 2014, 10:30:27 am
Quote from: "MR. Farrare"
here is the patch with dbc and map when I go to my map the game crash
http://www54.zippyshare.com/v/41460905/file.html (http://www54.zippyshare.com/v/41460905/file.html" onclick="window.open(this.href);return false;)

You're missing your WDT file. Without a WDT file it won't work. I've created one for you. See if it works now.

I haven't personally tested it as I don't do modding on MoP. No clue if Blizzard actually cares but I'm rather safe than sorry when using my retail client :p.
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: MR. Farrare on June 08, 2014, 04:27:13 pm
Quote from: "TheBuG"
Quote from: "MR. Farrare"
here is the patch with dbc and map when I go to my map the game crash
http://www54.zippyshare.com/v/41460905/file.html (http://www54.zippyshare.com/v/41460905/file.html" onclick="window.open(this.href);return false;)

You're missing your WDT file. Without a WDT file it won't work. I've created one for you. See if it works now.

I haven't personally tested it as I don't do modding on MoP. No clue if Blizzard actually cares but I'm rather safe than sorry when using my retail client :p.
ty really but the game still crashes I use 5.4.8
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: TheBuG on June 08, 2014, 04:59:11 pm
Quote from: "MR. Farrare"
Quote from: "TheBuG"
Quote from: "MR. Farrare"
here is the patch with dbc and map when I go to my map the game crash
http://www54.zippyshare.com/v/41460905/file.html (http://www54.zippyshare.com/v/41460905/file.html" onclick="window.open(this.href);return false;)

You're missing your WDT file. Without a WDT file it won't work. I've created one for you. See if it works now.

I haven't personally tested it as I don't do modding on MoP. No clue if Blizzard actually cares but I'm rather safe than sorry when using my retail client :p.
ty really but the game still crashes I use 5.4.8

I'll have a look at it tomorrow.
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: MR. Farrare on June 08, 2014, 05:01:07 pm
Quote from: "TheBuG"
Quote from: "MR. Farrare"
Quote from: "TheBuG"
Quote from: "MR. Farrare"
here is the patch with dbc and map when I go to my map the game crash
http://www54.zippyshare.com/v/41460905/file.html (http://www54.zippyshare.com/v/41460905/file.html" onclick="window.open(this.href);return false;)

You're missing your WDT file. Without a WDT file it won't work. I've created one for you. See if it works now.

I haven't personally tested it as I don't do modding on MoP. No clue if Blizzard actually cares but I'm rather safe than sorry when using my retail client :p.
ty really but the game still crashes I use 5.4.8

I'll have a look at it tomorrow.
ok ty for the help friend
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: TheBuG on June 11, 2014, 10:56:24 am
Quote from: "MR. Farrare"
Quote from: "TheBuG"
Quote from: "MR. Farrare"
Quote from: "TheBuG"
Quote from: "MR. Farrare"
here is the patch with dbc and map when I go to my map the game crash
http://www54.zippyshare.com/v/41460905/file.html (http://www54.zippyshare.com/v/41460905/file.html" onclick="window.open(this.href);return false;)

You're missing your WDT file. Without a WDT file it won't work. I've created one for you. See if it works now.

I haven't personally tested it as I don't do modding on MoP. No clue if Blizzard actually cares but I'm rather safe than sorry when using my retail client :p.
ty really but the game still crashes I use 5.4.8

I'll have a look at it tomorrow.
ok ty for the help friend

I really have no way of testing it for MoP. Could you possibly use the converter to convert the ADTs to Cataclysm? I can test them. If they work, we know it's a problem with converting ADTs to 5.x. If they don't, we'll have to look elsewhere.

And if I recall correctly, the way holes are saved in ADTs changed in 5.4.x, that might be the problem with converting them at the moment. Could you try an earlier MoP client?
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: MR. Farrare on June 11, 2014, 05:32:32 pm
Quote from: "TheBuG"
Quote from: "MR. Farrare"
Quote from: "TheBuG"
Quote from: "MR. Farrare"
Quote from: "TheBuG"
Quote from: "MR. Farrare"
here is the patch with dbc and map when I go to my map the game crash
http://www54.zippyshare.com/v/41460905/file.html (http://www54.zippyshare.com/v/41460905/file.html" onclick="window.open(this.href);return false;)

You're missing your WDT file. Without a WDT file it won't work. I've created one for you. See if it works now.

I haven't personally tested it as I don't do modding on MoP. No clue if Blizzard actually cares but I'm rather safe than sorry when using my retail client :p.
ty really but the game still crashes I use 5.4.8

I'll have a look at it tomorrow.
ok ty for the help friend

I really have no way of testing it for MoP. Could you possibly use the converter to convert the ADTs to Cataclysm? I can test them. If they work, we know it's a problem with converting ADTs to 5.x. If they don't, we'll have to look elsewhere.

And if I recall correctly, the way holes are saved in ADTs changed in 5.4.x, that might be the problem with converting them at the moment. Could you try an earlier MoP client?

yes that what I think but cata douse not work with most of mop and wod npc models submesh and I don't have the client either but I will try to find a repack and torrent for the client because the wmos  :D

AND TY TY for your reply
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: TheBuG on June 11, 2014, 10:12:52 pm
Quote from: "MR. Farrare"
Quote from: "TheBuG"
Quote from: "MR. Farrare"
Quote from: "TheBuG"
Quote from: "MR. Farrare"
Quote from: "TheBuG"
Quote from: "MR. Farrare"
here is the patch with dbc and map when I go to my map the game crash
http://www54.zippyshare.com/v/41460905/file.html (http://www54.zippyshare.com/v/41460905/file.html" onclick="window.open(this.href);return false;)

You're missing your WDT file. Without a WDT file it won't work. I've created one for you. See if it works now.

I haven't personally tested it as I don't do modding on MoP. No clue if Blizzard actually cares but I'm rather safe than sorry when using my retail client :p.
ty really but the game still crashes I use 5.4.8

I'll have a look at it tomorrow.
ok ty for the help friend

I really have no way of testing it for MoP. Could you possibly use the converter to convert the ADTs to Cataclysm? I can test them. If they work, we know it's a problem with converting ADTs to 5.x. If they don't, we'll have to look elsewhere.

And if I recall correctly, the way holes are saved in ADTs changed in 5.4.x, that might be the problem with converting them at the moment. Could you try an earlier MoP client?

yes that what I think but cata douse not work with most of mop and wod npc models submesh and I don't have the client either but I will try to find a repack and torrent for the client because the wmos  :D

AND TY TY for your reply

Actually, for me quite some models of WoD work out of the box in Cataclysm. Some don't, but a lot do.
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: Rangorn on January 08, 2015, 09:53:44 pm
Quote from: "Mjollna"
[center:3o2tnpib]ADT Converter by Pagdzin and Mjollnà[/center:3o2tnpib]



You can download his version here : http://www.feangren.net/divers/ADT_Conv ... ta_1.1.zip (http://www.feangren.net/divers/ADT_Converter_Beta_1.1.zip" onclick="window.open(this.href);return false;)


Dead link.

Someone can reupload the Mop Converter please ?


Edit : nevermind, i found it here
http://www.ulozto.sk/x4P6cV8/adt-converter-beta-1-1-zip (http://www.ulozto.sk/x4P6cV8/adt-converter-beta-1-1-zip" onclick="window.open(this.href);return false;)

And if you prefer poland : http://www.zachowajto.pl/x4P6cV8/adt-co ... ta-1-1-zip (http://www.zachowajto.pl/x4P6cV8/adt-converter-beta-1-1-zip" onclick="window.open(this.href);return false;)
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: larrylaffer on January 14, 2015, 04:30:26 pm
Is this tool still in development? The wmo collision was fixed?
Im interested to know since i want to try to edit maps for MOP

Regards
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: Rangorn on January 14, 2015, 07:16:53 pm
Quote from: "larrylaffer"
Is this tool still in development? The wmo collision was fixed?
Im interested to know since i want to try to edit maps for MOP

Regards

The wmo collision was fixed with new rev or unstable noggit, i don't remember
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: larrylaffer on January 19, 2015, 08:20:33 pm
Quote from: "Rangorn"
Quote from: "larrylaffer"
Is this tool still in development? The wmo collision was fixed?
Im interested to know since i want to try to edit maps for MOP

Regards

The wmo collision was fixed with new rev or unstable noggit, i don't remember

Oh cool, then i am going to try to make some maps using the last version of noggit, then using this tool to put them in MOP

Thanks!
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: fean on February 15, 2015, 03:39:37 pm
Quote from: "Rangorn"
Dead link.
Fixed now (yeah, little bit late).

Link is here (http://www.feangren.net/misc/ADT_Converter_Beta_1.1.zip)
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: Rangorn on February 15, 2015, 06:27:07 pm
Thank you :)
Title: Re: [TOOL] [Adt edit] ADT Converter
Post by: wowzhoe on April 24, 2016, 08:21:02 pm
dont work correctly Converted maps (from WOTLK to MoP) cant be converted to OBJ as OK.
Got a error like - http://imgur.com/Ha0LVKw (http://imgur.com/Ha0LVKw" onclick="window.open(this.href);return false;)