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Author Topic: World building vmaps/Maps problem  (Read 2328 times)

helkid1

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World building vmaps/Maps problem
« on: March 17, 2013, 05:34:59 am »
Hallo' guys my name is jody, i,am working on huge project' but sadly i cant spoil anything aboud it but there is a small, problem that we encounter for our release, and with good hope that we can have some support here. So basicly i always put my costum Adt made with noggit, within the already existing world of warcraft patches example i open patch.MPQ And common.MPQ And place them within there, but then when i extract maps/vmaps. And place it within my trinity server folder. and run the server, the maps seem to work because the npc now know how they can walk on the new ground, so no problems with that but when i make them walk on the wmo buildings. then they fell trough, same with warlock pets. and hunter pets...



*********Sorry for my poor english I,am from belgium,  btw good job guys i saw alot of good work on this site********
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Ascathos

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Re: World building vmaps/Maps problem
« Reply #1 on: March 17, 2013, 02:51:20 pm »
Note the patch listing. Either place it into Patch-3 or make a custom patch, which has to be added into the extractor.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

helkid1

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Re: World building vmaps/Maps problem
« Reply #2 on: March 17, 2013, 03:52:51 pm »
Hey there, thanks alot you gave me alot of hope with helping me up, Uuhm well so basicly if i open patch-3 And add my costum maps there it should work ? And otherwhise could i be so kind to give you my skype helkid2 and i,am from belgium, now i dont know what i can give you for helping me up with this but i can give you my respect haha :)
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Ascathos

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Re: World building vmaps/Maps problem
« Reply #3 on: March 17, 2013, 04:11:16 pm »
Quote from: "helkid1"
Hey there, thanks alot you gave me alot of hope with helping me up, Uuhm well so basicly if i open patch-3 And add my costum maps there it should work ? And otherwhise could i be so kind to give you my skype helkid2 and i,am from belgium, now i dont know what i can give you for helping me up with this but i can give you my respect haha :)
I'm not sure how skype would solve this any better than on the forum, but whatever.

Create a custom patch out of your new files.
Edit the extractor files to load the new file up.
Run it through again.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

helkid1

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Re: World building vmaps/Maps problem
« Reply #4 on: March 17, 2013, 04:16:16 pm »
Ok uuhm in patch-3 i already tryet to add the maps and didnt work. uuhm but what do you mean with make it so the extractors can read my costum patch ? edit it with c++ ? And rebuild (Ok i dit it and now it reads my costum patch also but still no luck*
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Ascathos

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Re: World building vmaps/Maps problem
« Reply #5 on: March 17, 2013, 05:36:50 pm »
Quote from: "helkid1"
Ok uuhm in patch-3 i already tryet to add the maps and didnt work. uuhm but what do you mean with make it so the extractors can read my costum patch ? edit it with c++ ? And rebuild (Ok i dit it and now it reads my costum patch also but still no luck*
Following the Patch behavior as described here...
Code: [Select]
0<9<a<z
I created a "general" VMap and Maps extractor (TrinityCore) that runs through this schematic.
Note that this is based on Commit 669b926, which had no map changes ever since today. May or may not feature changes in the future. Make sure that you also create mmaps.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

helkid1

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Re: World building vmaps/Maps problem
« Reply #6 on: March 17, 2013, 06:16:00 pm »
I,am speakless man.. thanks alot i will try them out, :)
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

helkid1

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Re: World building vmaps/Maps problem
« Reply #7 on: March 17, 2013, 06:29:53 pm »
Quote from: "Ascathos"
Quote from: "helkid1"
Ok uuhm in patch-3 i already tryet to add the maps and didnt work. uuhm but what do you mean with make it so the extractors can read my costum patch ? edit it with c++ ? And rebuild (Ok i dit it and now it reads my costum patch also but still no luck*
Following the Patch behavior as described here...
Code: [Select]
0<9<a<z
I created a "general" VMap and Maps extractor (TrinityCore) that runs through this schematic.
Note that this is based on Commit 669b926, which had no map changes ever since today. May or may not feature changes in the future. Make sure that you also create mmaps.

Ok, so uuhm i tryet them out, Mmaps/Maps/vmaps and i called my costum patch *Patch-4* But still doesnt seem to work. hmm, i worket verry hard on this project and really becoming bit dissepointed .. but still i dont give up. my hope
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

helkid1

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Re: World building vmaps/Maps problem
« Reply #8 on: March 17, 2013, 06:52:19 pm »
Quote from: "Ascathos"
Quote from: "helkid1"
Ok uuhm in patch-3 i already tryet to add the maps and didnt work. uuhm but what do you mean with make it so the extractors can read my costum patch ? edit it with c++ ? And rebuild (Ok i dit it and now it reads my costum patch also but still no luck*
Following the Patch behavior as described here...
Code: [Select]
0<9<a<z
I created a "general" VMap and Maps extractor (TrinityCore) that runs through this schematic.
Note that this is based on Commit 669b926, which had no map changes ever since today. May or may not feature changes in the future. Make sure that you also create mmaps.

Ascathar, maybe i could screen share, it would help bit more, because maybe i do something wrong. and i will also show u the zone, u will see that i,am seriues. And i really want this project to luanch, *But just keep it secret*
You are the guy that can help me finish this. And i would apreciate it verry much
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Ascathos

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Re: World building vmaps/Maps problem
« Reply #9 on: March 17, 2013, 07:01:11 pm »
Do you use Trinitycore ? Yes/No.
If you do:
 :arrow: If you do, extract Maps, VMaps and MMaps. Test agian.
If you don't:
 :arrow: Give more informations what you use, what your problem is, etc..
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

helkid1

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Re: World building vmaps/Maps problem
« Reply #10 on: March 17, 2013, 07:04:55 pm »
Quote from: Ascathos
Do you use Trinitycore ? Yes/No.
If you do:
 :arrow: If you do, extract Maps, VMaps and MMaps. Test agian.
If you don't:
 :arrow: Give more informations what you use, what your problem is, etc..[/quote


I compiled the latest trinity core indeed,  And i always keep it up to date, And i extracted maps/vmaps/mmaps All of them And didnt work, i used the things you sented me, regards jody.   worket 8 months on this after 6 years of practice with landscaping i decited to make a wow project with my ability, and i decited to bring back the emeraldream, so this zone is having the problem with my wmo's
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Codebreaker

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Re: World building vmaps/Maps problem
« Reply #11 on: March 17, 2013, 07:09:19 pm »
Quote from: "helkid1"
Quote from: "Ascathos"
Do you use Trinitycore ? Yes/No.
If you do:
 :arrow: If you do, extract Maps, VMaps and MMaps. Test agian.
If you don't:
 :arrow: Give more informations what you use, what your problem is, etc..[/quote


I compiled the latest trinity core indeed,  And i always keep it up to date, And i extracted maps/vmaps/mmaps All of them And didnt work, i used the things you sented me, regards jody.   worket 8 months on this after 6 years of practice with landscaping i decited to make a wow project with my ability, and i decited to bring back the emeraldream, so this zone is having the problem with my wmo's


Yeah, this glitch is pissing us off D:
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helkid1

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Re: World building vmaps/Maps problem
« Reply #12 on: March 17, 2013, 07:25:37 pm »
Quote from: "Ascathos"
Do you use Trinitycore ? Yes/No.
If you do:
 :arrow: If you do, extract Maps, VMaps and MMaps. Test agian.
If you don't:
 :arrow: Give more informations what you use, what your problem is, etc..


Mehh almost thinking of giving the Landscape for free. sadly. But it seems that we have no luck..
« Last Edit: January 01, 1970, 01:00:00 am by Admin »