Senix

Legion 7.3.5 Modding?

Hey guys 

My question is, is it possible to work with custom maps on legion 7.3.5 like on 3.3.5a ?

Is it possible to make a own Loginscreen?

And how to make a "custom patch" on Legion? 

Whats possible and whats not possible to do on 7.3.5 ?

 

I hope someone can help me :)

 

Thanks!

 

Senix

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 well this was right there on the top of new tutorials, if its possible on 7.2 then 7.3 is within reach .b

 

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There is CASCHost now though. You can fully mod any files and add new ones now. 

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On 15.6.2018 at 10:42 PM, Ohai said:

 well this was right there on the top of new tutorials, if its possible on 7.2 then 7.3 is within reach .b

 

the bat file gives me this error: 

The command "010editor" can not found... you know how to fix this?

 

is it also possible to "port" the new BFA objects and wmos to 7.3.5? 

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On 15.6.2018 at 1:28 AM, Skarn said:

There is CASCHost now though. You can fully mod any files and add new ones now. 

okay can u explain me more about this? any links with information about CASCHOST or Videos or other stuff to get more information about this to work with this

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i got also this wow error 1905 is the map id of my custom map 

 

048RPXq.png

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the map.db2 file is in my wow directory: WorldOfWarcraft/DBFilesClient/map.db2 and the adt files in WorldOfWarcraft/World/Maps/MyMap/mymap.adt is this right? 

i hope someone can help me out 

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push.. come on guys...

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I too would like to know, even though this is years later.

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It's possible to mod 735 Trinitycore without a doubt, it's just not easy-easy. I'll give some hints and help for the Windows POV.

Few things you need to figure out:
1. Right VisualStudio version to work with (I'm using 2017, which was up2date when 735 TC was released)
2. Right boost version to use (I'm using 1.64.0 with, and this is important, lib64-msvc)
3. Blizzard is a d*ck, so you prolly need your own CDN to host the normal client if you don't want to have people download the whole client at once
4. CASC is the key to success now, this is (since there is no good modded executable anymore) your only way to get custom files into the client. Remember that you need to put the .build.info in your clients folder after the CASC is done. You can find it in the output folder of your CASC.
5. ADTs and DB2s are a little bit of a hazzle, there are some ADT converters which will work, some others might not. For DB2s, if you don't want to do things like creating items, the only real thing to remember is to always put whatever you change on serverside also on clientside.

 

As someone working actively on a 735 server for like something over a year I'll happily answer questions if there are any.
And the error OP encountered happens quite normally when the CASC has (or was) screwed up or when the client can't fetch the update for some reason(e.g. blocked by a firewall)

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2 hours ago, spanni said:

As someone working actively on a 735 server for like something over a year I'll happily answer questions if there are any.

That is great to see somebody working on post WoTLK expansion. Do you do map editing as well? Adding new maps, using texture scalling and such?

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16 hours ago, Krysík said:

That is great to see somebody working on post WoTLK expansion. Do you do map editing as well? Adding new maps, using texture scalling and such?

I don't know if I got your question right. If you're talking about editing blizzard maps: no, but it should not be a problem. If you're talking about custom maps then that's a clear yes. We have two custom maps, one is 20x20 ADTs and one is I think 16x16 or something.
And I don't really know what you mean by texture scaling... guess higher textures for gameobjects? Haven't tried that yet tbh, would prolly need some m2 editing aswell.

To be clear: I am not a worldbuilder whatsoever, I have some friends building the maps, I'm mainly there for coding issues like fixing GoMove to our needs. We also have a mountscript (you know, where the mounts spawn after you dismount n stuff), some gameobject scripts like ladders and lootboxes and some more stuff for making the life of a GM and our players alot easier.

But currently I'm kinda stuck at downporting stuff from BFA and up, bc I'm not that much of a file manipulator... need to get into that more I guess.

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If you've managed to get GoMove working with 7.3.5, would you be willing to share?  It's been a hard life without it. 😪

Is it still noggit you guys are using to build maps? I wasn't sure if it was compatible with later cores? My friend made some awesome maps, too, in 3.3.5.

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3 hours ago, Jar said:

If you've managed to get GoMove working with 7.3.5, would you be willing to share?  It's been a hard life without it. 😪

Is it still noggit you guys are using to build maps? I wasn't sure if it was compatible with later cores? My friend made some awesome maps, too, in 3.3.5.

Maps have to be produced in 3.3.5. Client only as of now, but you can convert them to higher expansions.

7 hours ago, spanni said:

I don't know if I got your question right. If you're talking about editing blizzard maps: no, but it should not be a problem. If you're talking about custom maps then that's a clear yes. We have two custom maps, one is 20x20 ADTs and one is I think 16x16 or something.
And I don't really know what you mean by texture scaling... guess higher textures for gameobjects? Haven't tried that yet tbh, would prolly need some m2 editing aswell.

To be clear: I am not a worldbuilder whatsoever, I have some friends building the maps, I'm mainly there for coding issues like fixing GoMove to our needs. We also have a mountscript (you know, where the mounts spawn after you dismount n stuff), some gameobject scripts like ladders and lootboxes and some more stuff for making the life of a GM and our players alot easier.

But currently I'm kinda stuck at downporting stuff from BFA and up, bc I'm not that much of a file manipulator... need to get into that more I guess.

Oh, let me explain the texture scalling ( I believe it is called this way?). In MoP Blizz introduced a new tool or option for textures and that is texture scalling, this mean that you can scale the actual size of texture on the terrain. This may sound weird, but this way Blizz created most of MoP+ zones, and thus achieving the unique looking style of mountains that is literally impossible in WoTLK or Cata.

Take a look at Kun-Lai Summit zone in MoP and note the mountains.

P. S. : I think I have already seen somebody in this community playing around with MoP+ content and I believe he was using this texture scalling, so I wonder how did he approach this.

330797-explore-kun-lai-summit.jpg

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12 hours ago, Jar said:

If you've managed to get GoMove working with 7.3.5, would you be willing to share?  It's been a hard life without it. 😪

Is it still noggit you guys are using to build maps? I wasn't sure if it was compatible with later cores? My friend made some awesome maps, too, in 3.3.5.

DM me with what you need or what's not working, maybe even your GoMove code. It's hard to share my code because, as mentioned, it's edited to the needs of my server, it's not standard GoMove anymore.
And yes, we still use noggit (NoggitQT I think it is?) because by now there are a few ways to convert those 335 ADTs to Legion standard.

 

9 hours ago, Krysík said:

Maps have to be produced in 3.3.5. Client only as of now, but you can convert them to higher expansions.

Oh, let me explain the texture scalling ( I believe it is called this way?). In MoP Blizz introduced a new tool or option for textures and that is texture scalling, this mean that you can scale the actual size of texture on the terrain. This may sound weird, but this way Blizz created most of MoP+ zones, and thus achieving the unique looking style of mountains that is literally impossible in WoTLK or Cata.

Take a look at Kun-Lai Summit zone in MoP and note the mountains.

P. S. : I think I have already seen somebody in this community playing around with MoP+ content and I believe he was using this texture scalling, so I wonder how did he approach this.

I've asked my friend about that and he said that to his knowledge noggit does not provide it so he has not used it yet... but a (maybe a little bit ghetto) approach: create and upscale the textures yourself in photoshop or gimp. It's not exactly smooth scaling but if you have like 3 different sizes to one texture that should be at least something, right?

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