wungasaurus

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Everything posted by wungasaurus

  1. Lines 8-12 of the example template you have there are the information for the first and only the first texture. Those four variables repeat for every texture entry, texcount times. You may want to define a struct, as given on the wiki, with those four variables and tell 010 to have a array at ofstex with texcount entries. Then, change ofsfname and corresponding count for all of the entries rather than just the first. Please note that the video is not supposed to give a general purpose template but rather show what information on the wiki has to be interpreted in what way inside the file.
  2. Yes, you already said that you tried to replace orcs with humans. That doesn’t say what *exactly* you did. The basic idea is right, but there likely is a tiny mistake somewhere. That’s why I said that without knowing what *exactly* you changed nobody can help. A list of files copied/removed/renamed. DBCs touched. MPQs created/modified, .… otherwise the only answer you can get is „replace everything orc with human“.
  3. That method can be used for as many textures as there are. TXID has all of them.
  4. Without knowing what exactly you changed, nobody will be able to tell what’s wrong and thus not be able to help you.
  5. There are multiple animations with the same ID and a probability to play inside the models. It is not different IDs.
  6. Define NOJEM to work around and report a bug on trinitycore‘s issue tracker rather than here. It is missing a -fpic, as the error says.
  7. That code seems to be doing MPQ and filename stuff. Based on the function inputs one could actually say but probably either - your MPQ is corrupt - a filename in some ADT is utter bogus and thus breaking name lookup in the MPQ and my intuition says the latter. I‘d check the doodad related chunks in that ADT.
  8. Maybe find out what the extractor crashes on. Otherwise nobody can help. Running it in a debugger and looking at the backtracks of the crash should help.
  9. The client does automatically do some batching for static models. Detail doodads is a special and hardcoded thing. Without modifying the client itself a lot, adding more batching won’t be possible, it surely is nothing a designer could toggle.
  10. Regardless of the size - which is given in the header! - you can do such a button. Just move all stringblock bytes a bit to the back? Pre db2, these files are utterly simple. It is just three blocks of fixed, header given, header given size, and the most complex part is that records can point into the string block. It is just completely dumb arrays.
  11. The developer has no interest in this project anymore. There is a second tool that cares only about textures, so that this tool works again. I do not know the name, sorry.
  12. String block size is for entire file, not per record. For that dbc it will be 1, as no column is a string. If it were, the record field would give an offset into the file global stringblock.
  13. Huh? The code on wiki is valid C++ except for the array lengths in dbc_file. the WDBX code linked is not for dbc but db2. Header size is 5*4, I guarantee. string block is a pure character dump that in the case of light will be always of size 1. it is used by columns that contain strings, where the field value is an offset into that block.
  14. Oh, and if you think the wiki is too confusing even after you understood it, please reword stuff there, it is a wiki after all.
  15. It does not? The header surely does not contain the record data, just magic, record and field count, record and string block size. The file contains a header, the records and the string block, with the header given sizes each. From the DBC point of view, the structure of the data is irrelevant and a byte blob of record_size * record_count. As you noticed, the LoghtIntBand page then explains the structure inside each record. In the string Block section there is also code that gives an example of navigating the entire file.
  16. WMOs has both, own geometry and M2 based doodads.
  17. Solve what? You didn't actually show what's wrong.
  18. No, it may not be the cause. As I said, the error is guaranteed to be the id missing from your client. Are you sure there is no patch, eg in the locale directory, overwriting it? (Hint: there is.) remember that locale is load *after* non-locale MPQs.
  19. That file is not read by the client, or a patch file that is load later than yours contains a map.dbc as well. The error is guaranteed to be that the map.dbc the client sees is not containing the id. You don't have to look at anything else.
  20. https://wowdev.wiki/Client_Error_Analysis#0x004057FB_read_0x00000004
  21. Let me guess, you set the path within that confit file? Noggit no longer reads that. Set it from within Noggit.
  22. Even for noggit it is required that the DBC is in either the MPQ last loaded (well, that your version is the last version loaded). It will prefer disk over MPQ though, so that's why it works with using patch-5.MPQ (and on-disk) in noggit. The game will overwrite patch-5.MPQ's Map.DBC with patch-$locale-2.MPQ or whatever is last, so it won't work there.
  23. You want to modify SpellShapeshiftForm https://wow.tools/dbc/?dbc=spellshapeshiftform.db2&bc=671288d314b47645f04c373e938f4d4c#search=&page=1 where the CreatureDisplayID columns link to the model to use.