Map Editing

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  1. Sigmur's Ground effect editor (3.3.5)

    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; }
       

    60 downloads

    (0 reviews)

    4 comments

    Updated

  2. ADTEditorBetav3.py

    This tool facilitates chunk movement between ADTs.
    PLEASE BACKUP YOUR ADTs BEFORE USING THIS TOOLS ON THEM

    Also it is highly recommended that you immediately re-save your ADTs in Noggit after using a tool on them.
    In the Case of ADTEditorBetav3 it is a requirement!

    These tools are by no means the proper way of doing things, but they got the job done. Do not expect bug fixes as they are no longer in use. Noggit Red likely does a better job at moving chunks.

    14 downloads

    (0 reviews)

    0 comments

    Updated

  3. MultiConverterAreaIDRepair.py

    Moves area id from legion adts to retroported adts

    7 downloads

    (0 reviews)

    0 comments

    Updated

  4. MTex Repair v3.py

    Repairs excessive ////////// that can sometimes occur in the MTEX
    PLEASE BACKUP YOUR ADTS BEFORE USING THIS TOOLS ON THEM

    Also it is highly recommended that you immediately re-save your ADTS in Noggit after using a tool on them.
     

    5 downloads

    (0 reviews)

    0 comments

    Updated

  5. ADTMFBO ADDER.py

    Adds an MFBO chunk to the end of an ADT file
    PLEASE BACKUP YOUR ADTS BEFORE USING THIS TOOLS ON THEM

    Also it is highly recommended that you immediately re-save your ADTS in Noggit after using a tool on them.
     

    7 downloads

    (0 reviews)

    0 comments

    Updated

  6. ADTAreaIDExtractor.py

    Extracts the Chunk AreaID numbers from Legion ADTS

    6 downloads

    (0 reviews)

    0 comments

    Updated

  7. AdtChunkSelector.py

    Simple Chunk Selection tool to be used with ADTEditor
     

    4 downloads

    (0 reviews)

    0 comments

    Updated

  8. FutaHeightMapTemplate.xcf

    A simple GIMP template that can overlay on an alpha map to see chunks

    7 downloads

    (0 reviews)

    0 comments

    Updated

  9. Sigmur's Water Bender (3.3.5) - broken

    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 :

    10 downloads

    (0 reviews)

    1 comment

    Updated

  10. WoWMapEditor

    Greetings This basic tool is for basic editing of worldmap
    It can load Jpgs/blps/pngs and saves all files as pngs so you will have to convert them on your own to BLP afterwards
    Its function is that you give it path to WORLDMAP folder of wow that needs to be extracted from MPQ and it will then cycle thru directories searching for actual worldmaps then it will list them so you can select which one you want to edit  - once selected you can export map into a single image which is easy for editing in any image editor after that you can load this single image back to program and split it back into 12 images that blizzard uses 

    Have a fun 

    video showcase
    *Do you also hate when you start recording say: "Greetings" but in recorded video file it started recording just second after you said "Greetings"*

    190 downloads

    (1 review)

    7 comments

    Updated

  11. Noggit Red

    This is an archive release of a private Noggit version.
    Most of the features are implemented in Qt Noggit.
    For UID sync pay attention to uid.kdb file.
    For using model painter pay attention to ModelGroups.cfg file.
    Use at your own risk. It may break your map, I am not responsible for the consequences of using this tool.

    199 downloads

    (0 reviews)

    0 comments

    Updated

  12. FuTa Red | Batch alpha map import/export

    This is a version of the well-known FuTa tool by Hanfer that is able to extract and import alpha maps to ADT.
    In contrast to original version:
    It is able to batch export all layers from the ADTs. (File menu) It is able to batch import images from a folder with ADT files. Just place them into the folder where you have your ADT file opened, name the images appropriately (e.g. Azeroth_31_32_layer_1.png / Azeroth_31_32_layer_2.png / Azeroth_31_32_layer_3.png) and click on "Template import" in FuTa Red. Sadly, source code is lost to time.

    54 downloads

    (0 reviews)

    0 comments

    Submitted

  13. Blender to WoW Template

    (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:
     

    61 downloads

    (0 reviews)

    0 comments

    Updated

  14. Custom Map South Seas Custom Map Release

    This is not a lore accurate version of the South Seas, just my interpretation of them based on what I've heard/read. Feel free to download and check them out, but if you want to use them in a published project get my permission first.
     
    This patch also includes Tilesets from Cata -> MoP.
     
    This patch also adds a port in Durotar where Bladefist Bay is in Cata+, and adds a remake of Ironforge Airport with a road up the mountain to access it.
     
    Credit to MTL Media - I used elements of his assets patch for the gilnean and kul tiran buildings. Check out his youtube channel @ https://www.youtube.com/user/MTLMediaOnline
     
    Couple things to note:
    * Includes custom Areas + AreaTable.dbc
    * Not totally finished
    * Some missing textures
    * Replaces the Emerald Dream map
    * Includes a custom Skybox

    137 downloads

    (1 review)

    2 comments

    Submitted

  15. WOTLK Patched for realtime changes in game

    1. Thanks to Tester in the modding discord for helping make this happen!

    2. To make this work, you have to make a folder MPQ, like this
    https://imgur.com/a/HI998mi, a tutorial will be at the end.
    - put your map that you want to edit in real time to this folder
    - put the .exe in where your normal wow.exe is
    - set your noggit project path to your folder patch
    - log in to your server 
    - teleport to your map
    - make changes in noggit, then save
    - Load out of the map then load back in with this macro (thanks Skarn for telling me about this):
    .tele gmisland
    .recall
    - your changes should be there!
     
     
    HOW TO SET UP A FOLDER MPQ

    1. Create a folder in the Data directory of your wrath of the lich king install.
    2. Name that folder Patch-(A-Z,1-9).MPQ, i.e. Patch-F.mpq

    357 downloads

    (0 reviews)

    5 comments

    Updated

  16. WoW335 Terrain Generator Blender 2.8

    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

    104 downloads

    (0 reviews)

    1 comment

    Updated

  17. BFA 8.1.5+ tilesets

    most if not all BFA tilesets 8.1.5+, not including new wsg yet.

    178 downloads

    (0 reviews)

    0 comments

    Submitted

  18. Shadowlands Tilesets in 3.3.5

    All the tilesets discovered at the moment on the Shadowlands Alpha. Will update when more are found.

    233 downloads

    (0 reviews)

    0 comments

    Updated

  19. converter ADTConverter

    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"

    384 downloads

    (1 review)

    8 comments

    Updated

  20. Phillip TNG's WotLK > Cata/Mop/Wod ADT converter

    This is Philip TNG's ADT converter 010 Editor based.

    114 downloads

    (0 reviews)

    0 comments

    Submitted

  21. Noggit Qt

    The currently premier map editor for World of Warcraft in version 3.3.5a
    Noggit supports editing of terrain, water, doodad and map object spawning, vertex coloring and much more.
    New in this release:
    Updated UI (now using QT framework) Vertex manipulation tool Updated water editing tools Increased performance Integrated settings  Official Twitter page (commit history and more)

    4,599 downloads

    (3 reviews)

    9 comments

    Updated

  22. Fix MFBO (stuck in the sky)

    If you do a ton of blizzard map edits and find yourself stuck in the sky this little tool i found will fix it. just drag the modified ADT's to the execute and it will fix the problem.
     
    All credits to the creator who name slips me right now.
    ENJOY

    112 downloads

    (2 reviews)

    0 comments

    Updated

  23. OBJ to ADT injector by Skarn&Koward

    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.

    517 downloads

    (0 reviews)

    4 comments

    Updated

  24. FractalWoW by Morfium

    So this tool actually create new adt files from your heightmap image. I'd recommend to use images with scale like (256*adt count in a row)+1 f.e.: if we have 1 adt then picture size will be 257, if we have 2x2 adts then image size will be 513 etc etc. But you must understand that firstly you need to get your image in regular size and then just increase canvas size in photoshop for 1 pixel. BTW this tool can have bugs with creating adts below 20_20 at the grid. I didn't get any messages from author till september and author wasn't online till november so I can't ask him about anything.
    Your image must be named as image.png and it must be placed in the same directory as FractalWoW

    105 downloads

    (0 reviews)

    3 comments

    Updated

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