Search the Community

Showing results for tags 'ADT'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Important
    • Announcements
    • Getting Started
  • Modding
    • Modeling
    • Level Design
    • Interface
    • Serverside
    • Noggit
    • Miscellaneous
    • Retro-Porting
    • Useful Services
  • Projects
    • Recruitment
    • Paid Work
    • Showcase
    • Machinima
  • Community
    • General
    • Random
    • Gallery
    • Releases
    • The Graveyard

Categories

  • Tools
    • Uncategorized
    • Map Editing
    • Model Editing
    • DBC & DB2 Editing
    • Serverside
    • CASC & MPQ
  • Resources
    • Graphics
    • Uncategorized
    • Models
    • Maps
    • Client Patches
  • 010 Editor Scripts and Templates
  • Noggit Script Brushes

Categories

  • Projects
  • Machinima
  • Software Development

Categories

  • Beginner
    • Русский
    • Deutsch
  • Modeling
    • Česky
    • Français
  • Level Design
  • Interface
  • Serverside
  • Miscellaneous
    • Česky
    • Français
  • Retro-Porting
  • Machinima

Categories

  • Tutorials
  • Timelapse
  • Miscellaneous

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Discord


Twitter


Skype

Found 25 results

  1. Version 0.1.11a

    405 downloads

    Ground effects are the little plants and rock that the game display on certain parts of your map. They're referenced in GroundEffectTexture.dbc, you can find a lot if various tutorials on how to edit this DBC. On an ADT, you have 16*16 chunks, each chunk can hold up to 4 texture and on each texture you can link one ground effect id from the GroundEffectTexture.dbc. Very important to understand if you want to use the tool. This program doesn't automatically : place ground effects where you used a specific texture put ground effects everywhere, if you clear a chunk in noggit, you'll need to set ground effects again. On a chunk you can : Set which ground effect goes with which texture Set on an 8 by 8 representation of the chunk, where each ground effect will be used Set on an 8 by 8 representation of the chunk, where no ground effect at all will be displayed Toggle ground effect display on/off on a whole chunk Fill a whole chunk with a ground effect On a full ADT you can : Export the current ground effect settings of all chunks Import ground effect settings from previous export. Even if you repaint in Noggit and a texture doesn't have the same index, it'll match the previous texture and apply the ground effect datas. Command line usage : ./"Sigmur's Ground Effect Editor.exe" [x|i] [target_path] (mge_file_path) [x|i] : export datas from ADT to file or import datas from file to ADT [target_path] : on export and import with no source, this can be a path with wildcard selection (see examples) (mge_file_path) : optional, used only for import. If no mge_file_path is specified, import will look for .mge files with the same name as the adt (see example) examples : ADT folder for our examples : "E:\Wow 3.3.5\world\maps\azeroth" containing "azeroth_30_30.adt" and "azeroth_30_31.adt" - Exporting ground effects datas form every ADTs ./"Sigmur's Ground Effect Editor.exe" x "E:/Wow 3.3.5/world/maps/azeroth/*.adt" - Exporting ground effects datas form specific ADT ./"Sigmur's Ground Effect Editor.exe" x "E:/Wow 3.3.5/world/maps/azeroth/azeroth_30_30.adt" - Importing ground effect datas to every ADTs, will look for same file name with extention .mge instead of .adt ./"Sigmur's Ground Effect Editor.exe" i "E:/Wow 3.3.5/world/maps/azeroth/*.adt" - Importing ground effect datas to specific ADT ./"Sigmur's Ground Effect Editor.exe" i "E:/Wow 3.3.5/world/maps/azeroth/azeroth_30_30.adt" - Importing specific ground effect datas to specific ADT ./"Sigmur's Ground Effect Editor.exe" i "E:/Wow 3.3.5/world/maps/azeroth/azeroth_30_30.adt" "E:/Wow 3.3.5/world/maps/azeroth/azeroth_30_30_specific_file.mge" !important : this progam uses QT5 to parse paths, this means you can use forward and backward slashes in them, even on windows. You can even mix backward and forward slashes ("E:/Wow 3.3.5\world\maps/azeroth\azeroth_30_30.adt" is a valid path) Technical datas : Ground effect datas are stored in MCNK header as a uint2[8][8] layer map (128 bits) and an uint1[8][8] (64 bits) toggle map. The data starts right after the holes datas, offset 64 from the MCNK header, 72 from the MCNK magic word beginning. The first 128 bits (4 uint32) are the layer map. It's composed of an 8 x 8 representation of the chunk, each point is a number between 0 and 3. These numbers are indices to MCLY datas, this define what ground effect id (contained in the targeted MCLY) will be displayed at the target subchunk X/Y. The next 64 bits (2 uint32), often miscalled predTex & noEffectDoodad, are used for a no effect bitmap. It's another 8 x 8 representation of the chunk that contains where no effects will be shown. Since the effect map can only have numbers between 0 and 3, they needed another map to tell where not to put stuff on. Each point is a single bit that tells the game if you want to hide ground effect on X/Y or not. Code used to access/save datas : (made in QT5, so quint16 = uint16_t) quint16* effect_layer_map[8]; //8*8 map of uint2 - uint16 = 16 bits, we'll use 2 bits per point, 1 uint16 = 8 points quint8* effect_toggle_map[8]; //8*8 map of uint1 - uint8 = 8 bits, 1 bit per point, ez quint8 layer_map_edit[8][8]; //8*8 map of uint8 - easier to use bool toggle_map_edit[8][8]; //8*8 map of bool - wich subchunk is toggle or not easier to use char* pos = raw_mcnk_datas_starting_after_magic_and_size; //I store a copy of the raw MCNK data in the structure that loads it and edit it directly pos += 64; //Skip everything until effect layer map //Put every pointers at the right position for (int i = 0; i < 8; i++) effect_layer_map[i] = (quint16*)(pos + (i * 2)); pos += 16; //go to toggle map begin, toggle map equiv to 2 uint32 for (int i = 0; i < 8; i++) effect_toggle_map[i] = (quint8*)(pos + i); //Parse layer & toggle maps for (int mx = 0; mx < 8; mx++) { quint16 tmp = *effect_layer_map[mx]; for (int my = 0; my < 8; my++) { layer_map_edit[mx][my] = (tmp & 1) + (tmp & 2); tmp = tmp >> 2; toggle_map_edit[mx][my] = (*effect_toggle_map[mx] & (1 << my)); } } // Here you can edit your maps using the _edit versions //Save the stuff back to the adt for (int mx = 0; mx < 8; mx++) { //Rewrite ground effect maps quint16 layer_map_row = 0; quint8 toggle_map_row = 0; for (int my = 7; my >= 0; my--) { //Going in reverse this time, or your world will be ass backward if (toggle_map_edit[mx][my]) toggle_map_row += 1; layer_map_row += layer_map_edit[mx][my]; if (my > 0) { layer_map_row = layer_map_row << 2; toggle_map_row = toggle_map_row << 1; } } //Put the rewritten line in the corresponding map *(effect_layer_map[mx]) = layer_map_row; *(effect_toggle_map[mx]) = toggle_map_row; }
  2. Before using this tutorial, make sure there are no better tools (like noggit red for shadowlands). With this guide, you will be able to convert your custom adts from LK to SL. You will probably need CascHost or Arctium Launcher to upload converted files to the game. This guide will not help you create a map from scratch, it only explains the process of replacing the existing adt in the game with your own. Converted adt will not have texture scaling or other cool features of new versions Step 1: Download compiled converter script here Step 2: Unpack archive into empty folder Step 3: Put your 3.3.5 adt files to the "input" folder Step 4: Run"Convert.exe" Step 5: Take converted files from "output" folder If you want to edit the map of a continent, such as the Eastern Kingdoms or Kalimdor, you will probably also need to remove two flags in your shadowlands wdt file. This is because the converter does not update the terrain LOD. In this regard, the terrain in the far distance may not be displayed correctly. The flags you need to remove are 0x100 and 0x8000. You can do it manually using the 010 editor or use the second script. Step 1: Download compiled WDT fixer here Step 2: Extract map.wdt file from your shadowlands client or download it from wow.tools Step 3: Drag and drop the wdt file to "WDT flags fixer.exe" While running, the script uses two additional converters. Links to their repositories: Luzifix ADTConvert Varent ObjOptimizer You don't need to download them separately. Their executables already exists in the archive.
  3. Disclaimer. Depending on what you want to do this can get very far from being user friendly, convenient or devoid of problems, modern clients are complicated and are not as well documented as 3.3.5. The guide itself is pretty basic since I'm sure more convenient tools will come with time. I will try to update this as the knowledge of the community grows, more tools become available. If you are familiar with WoW modding skip to the ADT and WDT sections 2 and 3. I. Essential things to understand and the basics of clientside WoW modding. a) WoW file formats and general terminology ADT - tiles with terrain and object information on a map grid. Example to visualize. WDT - a file that specifies how and which ADT map tiles should be loaded on a 64x64 grid. Example to visualize. WDL - low level of detail height map that forms the "horizon mountains", is generated for each ADT map tile present. Example to visualize. M2 - small static objects, spell and particle effects, animated models. WMO - bigger static objects, can have M2 files in them (think M2 chairs in a WMO house). BLP - texture files. GroundEffects - also called Detail Doodads, if properly set up they render additional small M2s on ground textures. GameObject - a serverside object that your client is told to render in a particular location. b) Simplified differences in clients from 3.3.5 to 8.1+ MPQ vs CASC - WoW clients use archives to store their data. In wrath the type of archive is called MPQ, starting with WoD blizzard transitioned to CASC. Changes how the files are stored, changed and added. FileDataID - a unique id of a file in the game data. Listfile - a list of files and their FileDataID. -On 3.3.5 the client reads files looking for references to particular paths in the MPQ archive. Example: world/maps/azeroth/azeroth.wdt will load world/maps/azeroth/azeroth.wdl; world/maps/azeroth/azeroth_29_29.adt which will load world/wmo/azeroth/buildings/human_farm/farm.wmo -Post-8.1.X the client is looking for a FileDataID of a file, WDT files are split into several sub-files, same with ADT. Example: 775971 will load 775970; 777332, 777333, 777334, 777335, 1287004 which will load 106965 So the core principle is that after the editing of a map is done on 3.3.5, every reference to a particular file path needs to be translated into an appropriate FileDataID by looking them up in the Listfile. And in general files need to be adjusted to a new format with a converter tool. c) Tools to have. Bare minimum for work on wrath-era maps MPQ Editor - Download Here - allows you to open the wrath MPQ archives in your335client/Data/ folder and add/extract files. Noggit - Download Here - a community map editor for ADT files. Very stable. Takes a bit to get into, not too beginner friendly. and/or Noggit Red - Download Here - an attempt at modernizing Noggit. Many user friendly features. In active development, can be highly unstable/problematic based on the build. I personally have 3 versions - an old 3.2 version of Noggit, the latest 3.3 Noggit and the latest Noggit Red. There are drawbacks and issues with all of them. Converters. Check the ADT conversion section below. ...for WDT Editing WDT Filedata Tool - Download Here - allows you to add new tiles with their FileDataID to a WDT. 010 Editor - Download Here - allows you to view and edit raw data in files. WDT Template - a template that allows 010 Editor to read WDT files in a somewhat understandable way, comes together with the wdt tool. GruulMe - Download Here - optional editor for 3.3.5 WDT files, incompatible by themselves with modern clients, this is only for Noggit. ...for modern map editing Downported Assets - Download Here and Here - Since ADT files are just terrain files and object information, you need assets compatible with 3.3.5 to see them in the map editor. I don't use any packs myself as they often contain poorly ported files but here is a potential one you can use, download the MPQ and place it in your335client/Data/ folder. If any files are missing/there is a WMO or M2 that you want to add then get their respective converters below. ADT converter - Download Here - replaces FileDataID in raw modern ADT files with file paths. Follow the instructions and MultiConvert after. Check Noggit guides on how to set up a map, I will link some in a section below. WMO converter - Download Here - replaces FileDataID in raw modern WMO files with file paths. Edit the .bat file for folders that you would be using, place raw root and group WMO files in them and run the converter, MultiConvert after. M2 converter - Download Here - replaces FileDataID in raw modern M2 files with file paths. Place M2 and skin (and maybe anim files?) in the tool and MultiConvert after (I think?). MultiConverter - Download Here - converts modern files with file paths (anything before 8.1) into their 3.3.5 versions. As part of the process it does delete non-wrath GroundEffects in ADT files though. d) Potentially helpful resources YouTube tutorials for Noggit and the 3.3.5 client in general. Also this website has a lot of tutorials on pretty much everything. Check the WoW modding discord. A bunch of maps already converted to the modern format. A great tool pack for 3.3.5 modding. II. ADT conversion Converter 1 (recommended) can be downloaded here. Made, tested and documented by: Binary, Helnesis, Antani, Drakes, Moine, Elenwe. Features: closed source; errors when a file is not in the Listfile. How-to: download the converter, run it once, place your 3.3.5 WDT and ADT files in INPUT, run the converter again, if there are any errors read the log and add the missing file into the listfile.csv with format of filedataid;blizzardfilepath or substitute with something similar, converted files will be in OUTPUT. Important: the tool doesn't convert WDT files, just reads the flags, so make sure your vertex shading or big/old alpha flags are properly set. Converter 2 can be found on GitHub. You can also check the guide there. Made by AcoStar. Features: open source; substitutes models and textures if they are not in the Listfile. How-to: download the converter, extract it, place your 3.3.5 files in input, run the converter, the files will be in output. III. WDT and WDL Note: If you are just doing edits to ADT tiles that are there in the actual game (e.g. you want to add an island in the northrend sea) - no need to mess with WDT or WDL, the game already knows to load them, you just need the modified terrain. If you need a modified WDT - this is where things get a bit more complicated. The editor for post-8.1.5 WDT files I linked above doesn't actually write the FileDataID MAID chunk, only enables files by default. So here are three progressively problematic scenarios and how to approach them: Scenario 1 - you want to add something that used to be part of the game but was cut, that is easy, just extract a modern WDT, run the tool and add the appropriate files from the list. Scenario 2 - you only have an old or a fully custom WDT file. Will provide screenshots for this in the example conversion section. - open the WDT in 010 Editor - run the WDTTemplate - set the "has MAID" 0x0200 flag to 1, while you are there you can also set 0x100 and 0x8000 to 0 (if you have any weirdness with low level of detail files). - put in all the _occ.wdt, .wdl etc. filedataids. If you don't have those files put 1249780 in tex, 1668535 in fogs, 1249658 in lgt, 1249561 in occ, 2495665 in mpv (this one might not be required?), WDL file should be accurately generated, more on that below. The flexibility of the _misc.wdt files is not really known so not sure what and when can cause crashes with these, currently no way to generate relevant ones either. - add donor MAID chunk at the very end of the file - save - start the tool, open the WDT - add ADT files from the list, it looks up root file filedata from the listfile -> looks up filedata in split files listfile - save Scenario 3 - you need to have files that are not in the Listfile. The only way is to add them, the tool needs _obj0 _obj1 _tex0 in splitfiles01.csv and root files in listfileonlyadts.csv. After that check back to Scenario 2. Important: WDL should be accurate in modern clients, for every loaded ADT file there should be a WDL entry for it. There is a WDL generator inside just drop a folder with modern ADT files on the exe (doesn't work with 3.3.5 files). If you want to create a map from scratch There is a way to skip all WDT work. Pick a map that is in the Listfile (I would recommend Nzoth, will use it as an example here ). Generate a map of the same size on 3.3.5 from 14_11 to 47_45. If you want to make it feel smaller you can fill it with holes or cover with water. Do your edits and after conversion paste the ADT files over this patch for Epsilon, it should have everything properly referenced. If you need to you can rename your map files with Bulk Rename Utility e.g. nzoth.wdt, and the name of all terrain files nzoth_x_y (don't actually touch the coordinates, x_y is an example). IV. Example of a full conversion V. Potential problems and solutions Chunks of the map don't render on certain angles or disappear/flicker - problem with mapname_occ.wdt, open the main WDT and try to substitute occFileDataID with 1249561 in 010 Editor. Weird spots on textures - wrong alpha format. For example, modern Azeroth uses new alpha, classic Azeroth uses old alpha. Noggit can convert your map to either, use whatever is needed for the modern WDT you will be using. A texture is green or a model is a white-blue textured box - something is missing, green textures = missing BLP, box = missing M2. Streaming error - something important is missing, WDT or WDL can be improperly done, missing ADT or WMO. Streaming error and you are sure no files are missing and everything is done right - Epsilon takes a bit to index files, while on character select screen wait for disk usage for epsilon to go down to practically 0, disabling additional patches might help with that too. If that doesn't help try summoning your main out to a different mapid and teleport in again. WoW Error with a particular number - since those aren't really documented for modern clients it will be hard to tell. Likely something is in the wrong format or some flags are incorrect. For now the only documented ones for 8.3 are: 0x00007ff71813f9a0 referenced memory at 0x0000000000000000 - WDL is missing some ADT tiles that are referenced in the WDT, generate a new one with a full map. Don't use WotLK WDLs. 0x00007ff7181436d7 referenced memory at 0x00000*********** - WDL related. If you are using one from WotLK generate a post-MoP(?) one. 0x00007ff718137b98 referenced memory at 0x0000000000000044 - ADT are likely missing filedataid. 0x00007ff718143689 referenced memory at 0x0000000000001c94 - WDT may be is missing MAID or one of the misc_wdt/tex/wdl filedataids. 0x00007ff718132ef1 referenced memory at 0x00000*********** - WDT flags are wrong or missing.
  4. Version 1.0.0

    123 downloads

    Reuploading since all links on internet are dead. Riu's Zone masher allows to move and merge adts, maps for 3.3.5(Wotlk), might work with Vanilla/Tbc as well. Original release post here : https://www.ownedcore.com/forums/world-of-warcraft/world-of-warcraft-model-editing/wow-me-tools-guides/301186-rius-zone-masher-alpha.html If you're getting some missing DLL error, you probably need to download "Microsoft Visual C++ 2010 Service Pack 1 Redistributable"
  5. Looking for a Noggiter to help me make two custom maps for my server project. Baseline of 75 USD for each, though better pay for better work, and I have plans for extending both, and will refer back to you as I am ready for that. I do value the time that people put into these things, including the time to learn them, the 75 baseline is a basic for if it covers the bare minimum which I don't think would take much time. One map is a city centered around a giant tree, for which I have a 2d map if you are interested, The city has room for extension into a few more zones around it. For skyline considerations, the region to the north is a forest, the east are some plains, the south is some mountains, and the west is some hills, these are the extra addons though, beyond what I want to do for the initial city. The other zone is meant to be a raid zone, and is supposed to be a giant spire in the heart of 4 (or 8 ideally) different elemental regions. The regions don't have to be big, just enough for a single raid boss is fine, but bigger regions are worth more to me, as long as they are nice, I would rather have one really nice raid boss room than have a mediocre map the size of westfall per region, though somewhere in the middle is probably ideal.
  6. Version 1.0.0

    45 downloads

    BE CAREFUL - WORK FOR SOME CHUNKS BUT NOT FOR OTHERS WHER IT FUCKS UP LIQUIDS This is an old tool i made in 2015 and never realy used. You can edit and fine tune water on adts, chunk by chunk, subchunk by subchunk (8x8 water map on every chunk), set transparency, type, height, etc etc. Idk if it's useful at all nowadays, there is probably another tool for that released years ago. Tested on 3.3.5 adts (v18), it will probably not work for other versions. Usage example :
  7. Version 0.5

    94 downloads

    Code source is here: https://github.com/kelno/AdtTools AdtTool project aims to provide a framework to easily creating tools manipulating Adt's. Currently only a few tools are created as examples. AllWater allows to create Ocean water as well. The tools should work with TLK but were not tested.
  8. Version ALPHA 0.1

    128 downloads

    (WIP ALPHA 0.2 Already overhauled the Template but it needs a bit Optimization) This is a Template File, which allows you to Create awesome Terrains for the WoW Version 3.3.5. The (EXAMPLE) in the Zip File uses Shadowlands and BFA Tilesets otherwise they will displayed as Errors but you can easily switch those Textures. It uses the usage of the Programs: ObjtoADT Prints the Height of the Model into an WoW ADT. Futa Prints the Alphamaps into an ADT. A tutorial Video can you find here of the Export Progress:
  9. Version 0.0.2

    163 downloads

    A Blender Scene with an Alphamap Generator and the Original ADT Size. USED ADDONS BLENDER: A.N.T. Official Blender Addon, WoW Blender Studio, UNITY: Terrain Tools Unity works extremely well with the Terrain Generation using the 2019 Version in combination with the Terrain Tools and a Terrain Export Script and the Alpha Generator from Blender you can take any terrain shape from any Expansion and print it into a Unity Terrain aswell Texturing. The Terrain inside the Grid is 1 ADT. To get the Raw data out of the Terrain, on the top you can export the Terrain as .OBJ and with the Terrain Tools under the Menu Asset/Terrain Tool you can export your texture Layers as RGB the PNG is in a weird format, open it with your favourite Image Editor and Seperate the Image by Color, RGB and there are now the 3 Texture Layers-> Desaturate them and theyre ready to use for FUTA. To Convert the Terrain to an ADT use the ObjtoADT: OBJtoADT
  10. Version Sources

    8,027 downloads

    Someone picked up the development, go >here< to follow the progress and send your issues Here is my multi converter, it can convert m2, wmo, adt, wdt and anim (7.3.5) from Legion to be used on wotlk (map can be visited with the client or edited with noggit). M2 using .skel are not supported. To use it just open it then drag and drop the files you want to convert (or a folder containing some, subfolder included) and click on "Fix", the files will be overwritten and it will delete the files that are unused on wotlk. If the .skin files are in the same folder they will be converted too. M2 already converted to LK format won't be converted again. As for WMO converting them multiple time won't affect them. ADT need their _tex0 and _obj0 counterpart to be converted. Warning: don't take the WDL files from blizzard, they have changed and causes wow error. Warning 2: the next releases of Noggit will require you to use the version 3.3 or newer, the m2 converted with the old versions were missing some data that Noggit now need, without it'll crash. What needs to be done : Fix forward flying animation for a few models Animation particles Set WMOs liquid types that correspond when the ID is too high Set fel liquid to green lava on adt for a better / more accurate look Some map might not look good because several effect like texture scaling that aren't there in wotlk, the 2 additional layers for texture introduced in wod, ... For those who want to report a problem : Tell me on which model(s) you've seen the problem and add screen(s), it help me fixing the problem faster. And send me your error.log where there are errors during the conversion !! And please use an external website to upload the screens because each time I upload a new version the screenshots in comments appear in the changelog for some reasons and I have to delete them which also delete them from the comments Thanks a lot to : All those who contributed / are contributing to the wiki, I couldn't have done it without this precious source of informations! Mjollna for her m2 converter and awesome ADT diagram! PhillipTNG for his m2 conversion script which helped me write mine in the beginning. Sources are now available, see last release.
  11. Version 1.0.0

    78 downloads

    Purpose: Recalculates all the model UIDs in given ADTs from a specified directory including its subfolders. It can start counting UIDs from the last max UID, which can be calculated with: ADTMaxModelUIDCalculator.1sc. Highly recommended to be used on the map before its release. Usage: Prerss F7 to run the script and select the directory. After the process is finished the last used UID will be displayed in the message box and copied to your system clipboard. CMD version: Not available, not planned. Requires: WoWADT.bt In order to run any of my scripts you need a new version of 010 editor binary templates which can be downloaded here. Produces model duplication on borders of ADTs! Duplicates can be removed using Noggit.
  12. Version 1.0.1

    80 downloads

    Purpose: Moves terrain and models along the Z-axis. Comes in handy when you need to merge two pieces of maps that have very big height difference. Usage: Prerss F7 to run the script. Enter the modifier value (negative or positive). Select ADTs files you want to raise or lower. CMD version: Not available, not planned. Requires: WoWADT.bt In order to run any of my scripts you need a new version of 010 editor binary templates which can be downloaded here.
  13. Version 1.0.4.469

    455 downloads

    ADTConverter [Deprecated] Convert your ADTs from Wotlk(3.3.5) to WoD(6.x.x)/Legion(7.x.x) The ADTConverter is deprecated and no longer supported Requirements The converter requires NET Framework 4.0 How to use Put your Wotlk ADTs in the data Folder Start the ConvertADTs.cmd Issues Please post your Issues here Thanks PTNGee for the "PTNG_ADT_Converter"
  14. You must make your custom files on Noggit or you can get your maps modified parsed to Cata, MoP or WoD and convert this to Legion. If you use the ADT Converter and you use "-l" this convert to Legion, but this can give error because the wdts, wdl and tex fails and the water dissapear. For fix this, you must parse your maps from Wotlk to Cata/MoP/WoD with this tool ADT Converter After you must put on the data folder yours maps modified and you must make click in the .bat file, this parse alls files to WoD (Cata and mop too). Now you must download the script file and .bat modified for me, this files Adt Converter to Legion You must unrar, after you must edit the bat file and you find: 010editor "%%i" -script:"PATH\ADT-Legion-Conversion.1sc" "%%i" -nowarnings -noui Now you must edit the PATH for your path folder of script file, after you save this. After you must copy your ADTs files only from Cata/MoP/WoD to ADT folder and now you must click in the .bat. When this program closed, you must get the ADTs and put on the path folder patch (World/Maps/example/example.adt) in your World of Warcraft root folder. Et voila, your maps it's working. (Delete WDT, WDL, TEX files for this work) Like the post if you like it! and sorry for my english. Credits: Luzifix (Adt Converter), Arektor (Script 010editor of Wod to Legion), Me, Darkkang for make the tutorial and the .bat file and testing this. http://www.modcraft.io/index.php?topic=10780.0 http://www.modcraft.io/index.php?topic=13869.0
  15. Hello. I have made a custom continent behind the "blue wall" in eastern KIngdoms. Most of my friends can see the continent, but 1 friend cant. He plays on a MAC and its a wotlk server. Can someone maybe give a solution or explain to why its not working for him (NOTE: I'm not good at computers, I just love to have fun with noggit and etc.. =)))) ) Thanks again <3 Legit.
  16. Version 1.0.0

    65 downloads

    Purpose: Edits MFBO data in ADT and sets it to given values. By default it is configured for removing MFBO related bugs. Though, values can be changed however you like. Usage: Run the script. Select files you want to edit. If you need some special MFBO data, change values in lines: 36 and 43. CMD version: Not available, coming soon. Requires: WoWADT.bt In order to run any of my scripts you need a new version of 010 editor binary templates which can be downloaded here.
  17. Version 1.0.1

    588 downloads

    Hi ! This tool takes the height coordinates of a .OBJ file and puts them into the .ADT file of the same name. Launch "run.bat" to convert all files in directory. Skarn made the original script & logic and I coded it in Java due to limitations of 010 editor scripting.
  18. Hello everyone, i'm making this thread, hoping i can get help from this community, and it's about going forward in Legion modding. > lol rangorn u always brag but you didn't do anything, blablablabla *SJW tears* Stfu dude, tell me what is that then ? ANYWAY ! the project is about to update WdtSupplies and make it compatible with Legion. > Create mapping in noggit with 3.3.5 client > Use Anthony adt converter for adt in cata/mop format > Using WdtSupplies for making it compatible with Legion Legion ADTs format have changed with legion, so WoD mapping aren't working in it, you will get 132 errors. Let's get in Since few expansions, the main files for each map are theses : WDT : Defines property of the map (https://wowdev.wiki/WDT ) WDL : Define the low-resolution heightmap of the map ( https://wowdev.wiki/WDL/v18 ) TEX : Low-Resolution texturing for the map ( https://wowdev.wiki/TEX/v0 ) _LGT.WDT : Lighting for the map ( https://wowdev.wiki/WDT#occ.2C_lgt ) _OCC.WDT : Occlusion for the map ( https://wowdev.wiki/WDT#occ.2C_lgt ) And of course for one ADT : ADT_XX_YY : The main adt file ADT_XX_YY_obj0 : Objects informations of the ADT ADT_XX_YY_obj1 : Objects informations of the ADT ADT_XX_YY_tex0 : Textures informations of the ADT ADT_XX_YY_tex1 : Textures informations of the ADT NEW WITH LEGION : ADT_XX_YY_lod : Probably low resolution of ADT, didn't really checked this The principal change in legion, it's the removal of tex1, and adding _lod instead. As i've understand, _lod are not needed, old maps doesn't have a _lod, but _tex1 is removed for all maps. So, the first thing to understand, is to know what file is necessary, and if not, can it have a minimal structure ? Here are two example of maps with not much content : No ADT One ADT As we can see on the first screenshoot, Tex and _lgt and _occ wdt are necessary, but they have a minimal structure (chunk name, chunk size, and a lot of 00 depending on the chunk size) So let's skip theses 3 files for the moment, and let's see about WDT and WDL -WDT : There are absolutely no change in WDT, except 2 thing : - Flags is different for maps, because new expansion - MWMO empty chunk (if the map is not a WMO Map) isn't present in WDTs Nothing to do with, perhaps deleting the WMO chunk manually if the wdt have one -WDL : The body is the same, One huge MAOF chunk (16384 bytes) and a MARE chunk (1080 bytes) / MAHO chunk (32 bytes) for each ADT in the map BUT Header have changed a lot With the minimal structure, old header look like this MVER (4bytes) : 18 MWMO : 0 MWID : 0 MODF : 0 Now the header look like this : MVER (4bytes) : 18 MLDD : 0 MLDX : 0 MLMD : 0 MLXM : 0 Theses new chunk are familiar because they are located in adt too SO ! For the moment : Only WDL files need modification, now let's see for the ADTs files in the next post !
  19. Sorry about this video being really long but I figured that the amount of people that are interested in Cata modding don't really know very much about the differences between WoTLK and Cata, so I made a much longer demonstration, semi-tutorial video covering the usage of my converter.
  20. When i rename adt from the same map from 45_20 to 15_10 or sg like this it is working. But if i put from other map like dungeon it isn't working the place of adt is empty, im to ask what could be the error which causes this? I want to find out how to merge maps and avoid this kind of errors, any idea whats occuring this? If delete some lines in 010editor is enough?
  21. What is the best way to work on the same map from different computers, can more people work on that together? I don't want to upload 500MB always because of some some ADT. And I want avoid bugs.
  22. First question: is it possible to copy only the terrain, texture and objects (m2,wmo) from ADT files without the DBC reffering on that i mean delete lights, musics, areaID-s transport ID-s. etc. All is i need the raw terrain. Second question: Is it possible to have a name of territory three times in the DBC database with different reffering to music. For example: I want to own 2 continents, each continent has an elwyn forest. I would like to change the sky one of copy but i don't want to change the others version. I think its possible because in draenor and in outland there is "nagrand" with the same name and different reffering to music.
  23. Version 1.0.0

    41 downloads

    Purpose: Removes Z offsets of MCNKs in given ADT files. It does not add their values to actual heightmap data, so this can be used only for fixing offset-related bugs after the usage of tools like OBJtoADT or similar ones that work with heightmap data but does not pay attention to MCNK Z offset. Usage: Prerss F7 to run the script and select the ADT files to process. CMD version: To come. Requires: WoWADT.bt In order to run any of my scripts you need a new version of 010 editor binary templates which can be downloaded here.
  24. Version 1.0.0

    42 downloads

    Purpose: Calculates the heighest model UID from the given ADTs in the specified directory. Also processes files in subfolders. Usage: Prerss F7 to run the script and select the directory. The resulted value will be displayed in the message box and copied to your system clipboard. CMD version: Not available, not planned. Requires: WoWADT.bt In order to run any of my scripts you need a new version of 010 editor binary templates which can be downloaded here.
  25. Hi, i made a little tool to set water on an adt. As of now, everything i expected works fine, you can set liquid & liquid type chunk by chunk, define the subchunks where you want to set liquids and even specify the height of your liquid to make non planes rivers, like the waterfals in the grizzly hills and set liquid transparency. There is still one thins i do not manage with this, it's the UV map. According to http://www.pxr.dk/wowdev/wiki/index.php?title=ADT/v18#Case_0.2C_Height_and_Depth_data In some case, the chunks can have an uv map, defined like so : struct uv_map_entry { uint16_t x; uint16_t y; };I found it using 010 editor, and it match the description, an uv map is a set of two coordinates, u and v, to place a 2d texture on a 3d object. But i do not see how uint16 can be used for the job. I've joined the 010 template updated with the right water structures since it wasn't mine in the first place. WoWADT.bt