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Author Topic: 01 - Overview of How WoW Modding Works  (Read 13621 times)

Steff

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01 - Overview of How WoW Modding Works
« on: November 04, 2012, 11:41:46 am »

Client Server Architecture



World of Warcraft is an online game. This means that you need two (2) pieces of software to run it. The client you have installed as a player on your local pc and a server to connect the clients and deliver some content that is not included in the client.

Below you see an image where I show abstracted all the different parts of these two (2) software systems that you can change to modify the game. But don't panic if you don't understand all of this right now. We will explain the parts and handle them.




The MPQ Files



All WoW client data is stored in MPQ files. You can find them in the folder:

WoWFolder/data

And also in the local subfolder. This folder is named with your language code. Like deDE, enUS, enGB, ruRU or frFR. These files are archives like ZIP or RAR. They contain all the files the game needs. Like models, the maps or textures.

Blizzard uses several own filetypes where you need special applications to edit them. But also mp3 or simple text files for Lua and XML code. In the following I will explain some files you will find in the MPQs.

So to mod WoW you have to extract the files, edit them and pack them again in MPQs so the client will load them. We will show you during the tutorial how this works.

Common WoW File Types



The following list shows you some WoW file types and explain what they are for.

* BLP - Blizzard Picture is Blizzards own image format. You find texture, maps and interface elements with this type.
* DBC - Database Client files store the data for the client. You can think about them like excel files. You have rows and columns of data describing many things. For example what maps you have or the races, spells and much more.
* LUA - Are script files in the language Lua that defines the actions for the interface. Like what happens if you click the login button.
* XML - These files define the look of the interface. It places images, models and UI elements.
* M2 - Models like creatures, trees and other small stuff.
* SKIN - Texture information for M2s
* WMO - World Models are bigger models like houses, bridges or full cities and dungeons like stormwind or Deathmine.
* ADT - A Maptile of a map like Azeroth. Every map can have 64 x 64 tiles in full size.
* WDT - A map definition file. It defines if and what ADTs on the map exist or if the map is built only out of one WMO like instances.
* WDL - A lowres heighmap of all ADTs of the map. This file is used to display far away mountains.
* Wav/mp3 - Sound like for music and effects.


Next > 02 - Setup the tutorial material
« Last Edit: October 11, 2019, 01:11:19 am by Steff »
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