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Author Topic: 13 - Ground effects  (Read 9863 times)

Steff

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13 - Ground effects
« on: December 08, 2012, 01:11:03 am »

Description



Groundeffects are auto placed doodad sets that fill the ground. You don´t have to place hundereds or thousands of models, just create a new set and add it to the texture you like to.

Quote
There is a special data array for this inside the Maptile (ADT) file that defines what texture in a special square part of the ground is used for groundeffects source. Noggit SDL doesn´t write these informations in the moment, so you need to update them with Mjollnas CMD tool after every texture change. This tool looks up what the most common texture located on every square (subchunks) is and saves the texture id from 0 to 4 into this data array.

Create a new set



A set is always build out of 4 different models. You can browse the detail models that get used for this in the following path inside your ModelViewer. Or just search detail.

World/Nodxt/detail

Firs step is to search 4 nice models fitting to each other and your environment. Lets take the next 4 for our test. Dont be to critic here because you will only see ingame if they fit with the texturing and the other models. Some mixtures that you think they will never fit work fine ingame. And others don´t <!-- s:) -->:)<!-- s:) -->

  • apkgra02.m2
  • arhflo02.m2
  • atcgra02.m2
  • csclov01.m2

Next we need to search the model IDs or even, it they are missing in the GroundEffectDoodad.dbc, we must add them.

>> Open Tools/MyDbcEditor
>>Open GroundEffectDoodad.dbc
>> Search apkgra02
>> If its included write down the number.
>> If its not included right click on an existing line
>> Select copy line to
>> Change the name in the new existing line to yours
>> Then write downthe number

Set the third columm to 0 if you add new. I don´t know what this flag do. Its new since WotlK and if you have some idea post thme. I will add this then here.

  • 236 > apkgra02.m2
  • 362 > arhflo02.m2
  • 219 > atcgra02.m2
  • 699 > csclov01.m2

Now we must create a new doodad set.

>> Open the GroundEffectTexture.dbc
>> Insert a new line at the bottom with the next heigher ID.
>> Right click on an existing line
>> Select copy line to



>> Write the 4 doodad IDs in the cells 2 till 4 (yellow).
>> The next 4 values (green) define how often this doodad appear depending on the other values. The cell 6 is the value for doodad 1 and so on.
>> Next value in cell 10 is for the amount and the grouping of all dodads together. At the bottom of the tutorial you will find some Images that show some values for this cell.
>> Cell 11 (purple) is a link to the TerrainType.dbc.
>> Save the DBC to your patch folder.

Quote
This DBC defines the sound you make, visual effects you get if you walk on ground. Like particels of sand flow up and footsteps you make in snow and sand. Just have a look at cell 2 in this DBC. There you have some description like sand or grass. So you can just use existing entrys here that fit to your texture.

Assign your set to a texture



>> FIrst make a backup of your ADT where you want to set the effects.
>> Open your map folder and the tools/cmd folder in two windows and place them besides each other.
>> drag&drop your maptile on the groundeffectadder.exe.



The tool will ask you now what ID you want to set for every existing texture in the ADT.
Note that there can be more textures listed than you see on your adt. Just ignore the not used ones.

>> Enter -1 if you don´t want to change an entry.
>> Enter 0 if you want to delete the existing set.
>> Enter the ID if the texture occures that you want to add the ground effects set to.

You must repeat this step every time you add a texture to the ADT or swap one in noggit.

Build the groundeffects date



Now we must build/rebuild the groundeffects data in the maptile.

>> First again BACKUP the files you want to change!
>> Load the maptile with noggit and save it.

Quote
To save a maptile in noggit you need to change it. Moving a model a bit or use the blur tool with small radius is enough. This must be done because greachins water cmd tool write on the end of the ADT where it not belongs and Mjollnas tool get problems with this.

>> Open your map folder and the tools/cmd folder in two windows and place them beside each other.
>> Drag&drop your maptile on the ground_doodads_fixing.exe.

A black window will short open and you will see manny numbers flowting by.



The tool doesn´t overwrite the original file. It creates a new one that gets the string _new added at the end of the filename. Just delete the original and rename the _new file.

You must repeat this step every time you change textures in noggit.

Now you must create a MPQ that includes the ADT and the 2 groundeffects DBCs in the right folders.
Go ingame and have a look. If the models don´t fit you can just edit the DBC entrys and set other model IDs.
For this task there is no need to use one of the two cmd tools again.

It can take some time to get a good looking set that fits your environment.



Sample images for cell 10 value



The following images show you how the value in cell 10 effects the placement and grouping of the groundeffects.


0


1


2


4


8


16


24


48


128
« Last Edit: March 05, 2017, 06:59:57 am by Steff »
Please mark as solved if solved.
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Bardh

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Re: 13 - Ground effects
« Reply #1 on: August 24, 2014, 07:46:55 pm »
Thanks for this great Tutorial!

 :D
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
You can also check project Haradon here: http://www.model-changing.net/blogs/blog/41-haradon/

Steff

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Re: 13 - Ground effects
« Reply #2 on: August 25, 2014, 07:03:41 am »
Nice that it was usefull :)
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
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Vortalex

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Re: 13 - Ground effects
« Reply #3 on: February 10, 2016, 11:23:41 am »
Adding some information to this for people using larger doodad models. The larger the bounding box is for the model you're using, the more it clumps with other models. If you use a larger model, it will behave as if you have the Amount set to 128.

The best solution I have for you is the lower to bounding box via model editing. If you can't do that there is a small temporary fix...

In GroundEffectTexture.dbc you can have up to 1 large doodad in a row paired with 3 smaller doodads. If you try to add 4 larger doodads it will clump up. Get 1 larger doodad, and 3 regular or small doodads and put them in the row. Set the weight of all doodads to 0. It's most important that the larger doodad's weight is set to 0, or it will get clumpier as you go up.

----

Some of the WoD models like the mulch and grass doodads from Spires of Arak are considered larger models due to their bounding box size. The smaller the bounding box, the less clumpier the ground effects.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Steff

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Re: 13 - Ground effects
« Reply #4 on: February 10, 2016, 01:25:24 pm »
Thanks for this usefull tip.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
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frathir

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Re: 13 - Ground effects
« Reply #5 on: December 16, 2016, 07:20:41 pm »
http://prnt.sc/dk9myh

http://prnt.sc/dk9n76

As you can see in the pictures, when I try to add the ground effects to a texture, it doesn't add the ground effects only to that texture. I have tried redoing everything you said step by step 3 times now, still doesn't work. The ground effects are all over the place, and not necessarily in the flower texture (which is the one I want them on).

One thing to note is that the original tool for fixing the doodads doesn't work, says missing dll (I tried reinstalling microsoft visual studio redistributinals 2010, where the dll should be from, still doesn't work). So I used another fixer, one that you linked to in one of your posts.

Hope you can help.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Amaroth

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Re: 13 - Ground effects
« Reply #6 on: December 16, 2016, 09:56:44 pm »
To fix a missing dll error, always google dll's name and download its latest version for your OS and place it into system32 folder or into folder with your application. Simple. Reinstalling redists won't do anything.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
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frathir

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Re: 13 - Ground effects
« Reply #7 on: December 17, 2016, 12:13:43 am »
Quote from: "Amaroth"
To fix a missing dll error, always google dll's name and download its latest version for your OS and place it into system32 folder or into folder with your application. Simple. Reinstalling redists won't do anything.


Okay thanks I will try that :-).
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

frathir

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Re: 13 - Ground effects
« Reply #8 on: December 17, 2016, 08:10:23 pm »
Quote from: "Amaroth"
To fix a missing dll error, always google dll's name and download its latest version for your OS and place it into system32 folder or into folder with your application. Simple. Reinstalling redists won't do anything.


Tried and it didn't work unfortunately. It is the MSVCP100D.dll.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Gratural [Харгард]

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Re: 13 - Ground effects
« Reply #9 on: December 18, 2016, 12:43:32 am »
Quote from: "frathir"
Quote from: "Amaroth"
To fix a missing dll error, always google dll's name and download its latest version for your OS and place it into system32 folder or into folder with your application. Simple. Reinstalling redists won't do anything.


Tried and it didn't work unfortunately. It is the MSVCP100D.dll.

On Windows x64 you must install x86 libraries too, because 90% programm not worked in x64 environment.
Just install Microsoft C++ Runtime Redistributable x86 2008 or later.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

frathir

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Re: 13 - Ground effects
« Reply #10 on: December 18, 2016, 10:29:39 am »
Quote from: "gratural"
Quote from: "frathir"
Quote from: "Amaroth"
To fix a missing dll error, always google dll's name and download its latest version for your OS and place it into system32 folder or into folder with your application. Simple. Reinstalling redists won't do anything.


Tried and it didn't work unfortunately. It is the MSVCP100D.dll.

On Windows x64 you must install x86 libraries too, because 90% programm not worked in x64 environment.
Just install Microsoft C++ Runtime Redistributable x86 2008 or later.




It seems I got them all, but can you check if I am missing anything? :)
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Steff

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Re: 13 - Ground effects
« Reply #11 on: December 26, 2016, 05:28:11 am »
Try this. BUT TURN OFF MUSIC OF VIDEO :)

« Last Edit: January 01, 1970, 01:00:00 am by Admin »
Please mark as solved if solved.
Don't ask if you could ask a question... JUST ask the Question.
You can send me also offline messages. I will answer if I get online.
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