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[TOOL] [Adt edit] ADT Converter
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Topic: [TOOL] [Adt edit] ADT Converter (Read 35099 times)
akspa420
Registred Member
Polygonshifter
Posts: 65
Re: [TOOL] [Adt edit] ADT Converter
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Reply #45 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
)
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Last Edit: January 01, 1970, 01:00:00 am by Admin
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Mjollna
Contributors
Model Change Addict
Posts: 254
Re: [TOOL] [Adt edit] ADT Converter
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Reply #46 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.
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Last Edit: January 01, 1970, 01:00:00 am by Admin
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Mjollna
Contributors
Model Change Addict
Posts: 254
Re: [TOOL] [Adt edit] ADT Converter
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Reply #47 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...
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Last Edit: January 01, 1970, 01:00:00 am by Admin
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akspa420
Registred Member
Polygonshifter
Posts: 65
Re: [TOOL] [Adt edit] ADT Converter
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Reply #48 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
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.
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Last Edit: January 01, 1970, 01:00:00 am by Admin
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Mjollna
Contributors
Model Change Addict
Posts: 254
Re: [TOOL] [Adt edit] ADT Converter
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Reply #49 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.
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Last Edit: January 01, 1970, 01:00:00 am by Admin
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akspa420
Registred Member
Polygonshifter
Posts: 65
Re: [TOOL] [Adt edit] ADT Converter
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Reply #50 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
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.
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Last Edit: January 01, 1970, 01:00:00 am by Admin
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Mjollna
Contributors
Model Change Addict
Posts: 254
Re: [TOOL] [Adt edit] ADT Converter
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Reply #51 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
) ?
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Last Edit: January 01, 1970, 01:00:00 am by Admin
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akspa420
Registred Member
Polygonshifter
Posts: 65
Re: [TOOL] [Adt edit] ADT Converter
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Reply #52 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?
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Last Edit: January 01, 1970, 01:00:00 am by Admin
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Mjollna
Contributors
Model Change Addict
Posts: 254
Re: [TOOL] [Adt edit] ADT Converter
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Reply #53 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.
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Last Edit: January 01, 1970, 01:00:00 am by Admin
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Gurluas
Contributors
Creator of Worlds
Posts: 344
Re: [TOOL] [Adt edit] ADT Converter
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Reply #54 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.
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Last Edit: January 01, 1970, 01:00:00 am by Admin
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Shutok2
Registred Member
Loreweaver
Posts: 90
Re: [TOOL] [Adt edit] ADT Converter
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Reply #55 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?
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Last Edit: January 01, 1970, 01:00:00 am by Admin
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Gamh
Contributors
Loreweaver
Posts: 81
Re: [TOOL] [Adt edit] ADT Converter
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Reply #56 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.
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Last Edit: January 01, 1970, 01:00:00 am by Admin
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fean
Registred Member
GM Isle Explorer
Posts: 18
Re: [TOOL] [Adt edit] ADT Converter
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Reply #57 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
Have fun
fean
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Last Edit: February 15, 2015, 03:37:35 pm by Admin
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Mjollna
Contributors
Model Change Addict
Posts: 254
Re: [TOOL] [Adt edit] ADT Converter
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Reply #58 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
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Last Edit: January 01, 1970, 01:00:00 am by Admin
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fearless_wind
Contributors
Creator of Worlds
Posts: 349
Re: [TOOL] [Adt edit] ADT Converter
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Reply #59 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
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Last Edit: January 01, 1970, 01:00:00 am by Admin
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Modcraft - The community dedicated to quality WoW modding!
Forum
Wrath of the Lich King Modding
Resources and Tools
[TOOL] [Adt edit] ADT Converter