010 Editor Scripts and Templates

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A collection of Sweetscape 010 editor based binary templates and scripts which are aimed to modify World of Warcraft files or automate other tasks useful for WoW Modding. 

Information for script users script users:

Spoiler

In order to use those files you need Sweetscape 010 editor. Most scripts require binary templates for WoW files which can be also downloaded here. Those binary templates should be placed into your documents folder in Sweetsape directory after you install the editor. Scripts can be executed on a file using CMD, editor GUI (F7). For more information read 010 editor FAQ (F1).

If the script is not working, gives you errors or works in a wrong way, make sure to notify its author. It will save others from using improperly made software and possibly ruining their works as well as helping the author to trace a problem and fix it.

 

 Information for script/template developers:

Spoiler

We have a special tutorial dedicated to script writing which can be found here. It can give you the basic understanding of how 010 editor scripting works. For more detailed information use Sweetscape's website and internal FAQ in the editor (F1).

Please always keep the standard way of formatting your scripts (leave and fill the pre-made description template which is inserted into every new script file by the editor). It helps us to keep scripts structured, bound to their creator and properly versioned. 

If possible and required try to include both GUI and CMD versions of the script. CMD versions should come with a .bat file to run them.

If your presupposes some complicated steps while working with it, please tell the user how to do it by supplying a readme file and posting the usage into file description.

If you have a new version of the script, please don't reupload it. Use our versioning system, so old version will still be accessible.

When using template variables, please use templates that are available on our community. It is important because they are slightly different from the ones we used to have before. If you have a unique template or a modifyed version of an existing one, please upload it and notify us somehow. 

If you are helping to debug a script or pointing to something in it which requires code pasting, please don't paste any snippets directly in comments. Using pastebin.com or similar websites is the best way. You can use direct posting for some really small snippets, though.

For complicated scripts that are doing many data operations please include DisableUndo() function for the sake of speed increasing.

 

16 files

  1. release 010 Editor binary templates [Script essentials]

    This pack contains some 010 editor binary templates that are able to work with WMO, ADT, M2, SKIN, WDT, WDL, MDX and BLP files. Some of the versions are edited by me and neither of my scripts will work without them. 

    589 downloads

    5 comments

    Updated

  2. Adt WoD/MoP/Cata to Legion Script

    Credits and descriptions in the post quoted.
    Adt Converter to Legion.rar

    16 downloads

    0 comments

    Submitted

  3. WotLK to Cata/MoP/WoD Model Converter

    This script for 010editor converts Wrath of the Lich King .M2 and .SKIN files to Cataclysm, Mists of Pandaria and Warlords of Draenor.
    Supports:
    -Cameras.
    -Particles.
    -Animation flags.
    -Projected shadows.
    -Transparency flags.
    -Blend mode overrides.
    Also includes:
    -Batch file converter.
    -Shadow remover script.
    -Sequence flag remover script.
    -Skin template for 010editor with shadow batches added.
    DOWNLOAD
    Some notes and technical information:
    -make sure you are working on "OVR" mode before running the script.
    Projected shadows
    As you may know, projected shadows are stored inside the .skin file since Cataclysm. This script creates shadows for all texture units, including those with additive materials.
    If you want to remove the shadows from a specific geoset, just open the skin file with 010editor, run the skin template included inside the tools folder and delete the texture batch corresponing to that mesh.
    If you want to remove ALL shadows from a model, just use the "Cataclysm Shadow Remover" included in the tools folder (it's useful for stuff like fire or lights, that are not supposed to cast a shadow).

    As you can see, the glow, which is a billboarded square with addivite renderflag, is casting a shadow and the game can't handle shadows with additive materials. To remove it I selected its shadow batch, deleted it and reduced the shadow batch count by 1 in 010editor.
    More info in this video:
    Flying mount animations
    In WotLK, mounts use swimming animations for flying. Since Cataclysm, however, there are separate ids for swimming and flying since flying mounts can now be used as ground mounts and therefore swim.
    But, if a mount model doesn't have fly animations, the game will use its swimming animations. That's why this script doesn't duplicate them. It's not necessary. WotLK flying mounts should still work perfectly in Cata, MoP and WoD.
    Reflections
    This script doesn't convert reflections since there is no exact way to know when a texture unit is used for a reflection, glow, etc. So you must do it by hand.
    Just open your skin file, convert it to Cata+, go to the texunit with the reflection and change its shader to "144". Here is an example using "Creature\Murloc\Murloc00.skin":

    You can change the "texunit" and "texunit2" fields to "0" but it's optional since those fields are unused since Cataclysm, but just in case.
    Animation sequence flags
    Sequence flags are 128 digits bigger since Cataclysm. Without these flags some animation frames loop when they shouldn't and sequences don't blend correctly. This script fixes that problem and gives smoothness to the animations.
    If you want to remove the extra flags for some reason, just run the "Cataclysm Sequence Flag Remover" script included in the tools folder

    56 downloads

    5 comments

    Updated

  4. PHYS template (MoP and WoD)

    This template for 010 editor allows you to modify PHYS files from Mists of Pandaria and Warlords of Draenor.
    DOWNLOAD
    Some notes and technical information:
    How to load a PHYS file in-game
    Change your model globalflags to 32 (or 160 if your model casts shadows as well):

    The bones with physics must have flag 1024:

    Bone coordinates
    Bones with physics will take their position coordinates from the phys file and ignore the position given in the m2.
    Position is set in the WELJ, SHOJ or SPHJ chunks.
    Bone hierarchy
    Bones with physics will not be affected by the rotation, scaling and translation of the parent bones unless they are added as an attachment.

    As you can see in the image above, the gourds with physics are not affected by the m2 animation and will only move if their coordinate in the world changes.
    This is why Blizzard makes separate m2 files for parts with physics. Exampe:
    creature/fishmount/fishmount.m2 (base model without physics)
    creature/fishmount/fishmount_wiskersleft.m2 (left wisker with physics)
    creature/fishmount/fishmount_wiskersright.m2 (right wisker with physics)

    The wiskers from the fish mount are in different m2 files, attached server-side as a vehicle accessory. You can also add them as spells or items. If the whiskers were part of the base model, they will just be floating next to the head, since they would not be affected by the parent bone movement.
    It's not necessary to separate meshes with physics if your model is static (i.e. helmets, weapons, shoulder pads, etc.).
    However you can add physics to a bone, and animate all the bones connected to it.
    (Since 7.1 models with physics don't have to be separated - See http://www.wowhead.com/item=143829 as an example)
    Difference between MoP and WoD
    The Phys file structure is the same for MoP and WoD.
    However, the only thing I noticed is that in MoP physics are more sensitive and the shapes feel lighter.

    22 downloads

    1 comment

    Updated

  5. .skel template

    Thanks to schlumpf for the help
    .skel template for Legion, that's all, have fun

    68 downloads

    12 comments

    Submitted

  6. WMOv16 to WMOv17 Converter

    Converts WMOv16 files to the newer WMOv17 format. WMOv16 is used from build 0.6.0 3592 to 0.8.0 3734. The script can detect by itself if the file is a root or a group file.
    Missing features:
    Currently does not fix MLIQ chunk (coordinates system changed or something)

    36 downloads

    0 comments

    Updated

  7. M2CollisionCloner

    Purpose: Clones collision from one .m2 model to another. Useful for making trees or similar objects that do not require collision identical to geometry. For example, make two versions of a tree model. One with leaves and one without leaves. Export all models to M2 using OBJtoM2 or any other existing converter/exporter and run the script. Also works for creating invisible walls and other collision things.
    Usage: Prerss F7 to run the script and select the source and destination file. Done.
    CMD version: Not available, not planned.
    Requires: "basics.h" and "M2TemplateLight.bt" (included in the release).
    In order to run any of my scripts you need a new version of 010 editor binary templates which can be downloaded here.
     

    39 downloads

    0 comments

    Updated

  8. ADTOffsetRemover.1sc

    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.
     

    26 downloads

    0 comments

    Submitted

  9. script ADTModelUIDRecalc.1sc

    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.
     

    20 downloads

    0 comments

    Updated

  10. script ADTMaxModelUIDCalculator.1sc

    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.
     

    18 downloads

    0 comments

    Submitted

  11. script WMOVertexShadingFlagEnabler

    Purpose: Enables vertex shading (MOCV) in WoW .wmo model by setting an appropraite flag.
    Usage: Prerss F7 to run the script. Select group WMO files..
    CMD version: Not available, not planned.
    Requires: WoWWMO.bt
    In order to run any of my scripts you need a new version of 010 editor binary templates which can be downloaded here.
     

    22 downloads

    0 comments

    Submitted

  12. script ADTHeightModifier

    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.
     

    41 downloads

    0 comments

    Updated

  13. script ADT_MFBOEditor

    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.
     

    39 downloads

    0 comments

    Updated

  14. WMONightGlowAdder

    Purpose: Modifies specified materials in a WMO to glow at night. Used for window and lantern textures mostly.
    Usage: Prerss F7 to run the script. Select root WMO files you want to modify. The script with show you windows with texture names. If the texture is meant to be lightened click "Yes", if the texture is meant to stay the same click "No" and if you want to stop the process click "Cancel". Note: all the data that has already been modifed will be saved when you cancel, the script just won't go futher.
    CMD version: Not available, not planned.
    Requires: WoWWMO.bt
    In order to run any of my scripts you need a new version of 010 editor binary templates which can be downloaded here.
     

    44 downloads

    0 comments

    Updated

  15. tools PhilipTNG Converters

    Hey Community!

    I check out my tool files and found something usefull things who are not here on this page. Hope you can need them!

    The following files include:
    wmo-converter-rebuild_003_distro
    wmo-converter-rebuild_004_distro
    wmo-converter-rebuild_005_distro -> .wmos from WoD -> TBC http://pastebin.com/SU9K03Gz
    PTNG_LKM2_to_TBCM2_Beta_008p
    PTNG_WoD_Map_ADT_DownPorter_Tool

    Greets

    149 downloads

    0 comments

    Submitted

  16. LK m2 to Cata/MoP/WoD/Legion

    010 scripts to convert m2's from WotLK to Cata and higher.
    Not working:
    Cameras
    Particles
    Shadows (maybe)

    247 downloads

    3 comments

    Updated

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