Balkron

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About Balkron

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  • Birthday April 26

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    Modeling

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  1. Client-server architecture As we all know, World of Warcraft is an online game(!). A fully-fledged multiplayer process requires a connection between the client (the game executable on a player's computer) and the server, which manages player interaction and the content not located client-side. The diagram below presents an abstract overview of the game's client-server architecture. Each of the elements presented is, to various extents, a potential subject for your modifications. Do not worry if you find yourself confused by some of these definitions - each will receive a detailed explanation in the upcoming tutorials. The MPQ Files All WoW client data is stored in MPQ files. You can find them in the folder: your_wow_folder/Data/ And also in the local subfolder. This folder is named with your language code. It can be named as enUS, enGB, ruRU, frFR etc. MPQ files are archives like ZIP or RAR. They contain all the files the game needs e.g. models, maps, textures etc. Blizzard uses several own filetypes where you need special applications to edit them. But also mp3 or simple text files for Lua and XML code. In the following I will explain some files you will find in the MPQs. To mod WoW you have to extract the files, edit them and pack them again in MPQ patch, so the client will load them. In the next tutorials we will show you how it works. Common WoW File Types Below you can see short description of WoW File types. We will describe them individually in the next part of the turorial. BLP - Blizzard Picture Blizzard's own image format. You can find textures, maps and interface elements with this type DBC - DataBase Client DBCs store the data for the client. This is a table of values that contains data about particular area of the game client. E.g. what maps you have, how spells should work and much more LUA - script files in the Lua programming language These files define the actions for the interface. For example what happens if you click the Login button XML - files in the XML (Extensible Markup Language) These files define the look of the interface. It places images, models and UI elements M2 These models are used for doodads (decoration objects), players, monsters and really everything in the game except for Terrain and WMOs SKIN Contains the information about different levels of detail and geosets for M2s WMO - World Models Models like houses, bridges or even full cities and dungeons like Stormwind or Deathmine ADT Contain terrain and object information for map tiles WDT - map definition file It defines what ADTs on the map exist or the map is built only out of one WMO like instances WDL Low-res heightmap of all ADTs of the map. This file is used to display far away mountains. Wav/mp3 Sound files for music and effects
  2. Didn't check the paste from the other website. Fixed, thank you.
  3. 1. BLP Lab Very buggy variant for you, but there is a possibility for a batch conversion 2. Photoshop BLP plugin There were no bugs for me, stable thing. If you know how to handle photoshop actions, you can also do batch conversion there. P.S. There is also WIP converter from Skarn and Cromon, but this one is not finished yet.
  4. Version 1.0

    18 downloads

    Supported Formats Windows x64 Windows x86 (32-bit) Mac OS X 10.6 (Lion)+ CS4 6.0 CS5 CS5 7.0 CS6 CS6 CS CC CC CS2 CC 2014 CC 2014 CS3 CS4 CS5 CS6 CC CC 2014 InstallationWindows Find your Photoshop Folder (x64) C:\Program Files\Adobe\Adobe Photoshop CS6 (64 Bit)\ (x32) C:\Program Files\Adobe\Adobe Photoshop CS6\ From that folder, go to \Plug-ins\File Formats\ (create "File Formats" folder if it doesn't exist) Drop the appropriate plugin (x64 or x86) in that folder. Run Photoshop OS X Find your Photoshop Folder e.g. \Applications\Photoshop CS6\ From that folder, go to \Plug-ins\File Formats\ (create "File Formats" folder if it doesn't exist) Drop BLP.plugin in that folder Run Photoshop Supported VariantsIt was my goal to support every variant of the BLP format that Blizzard uses in WoW - for both opening and saving. The end result is a total of 11 different combinations of compression and transparency. Below is a listing of these.Alpha Bit DepthsThis is the amount of detail allowed in transparency of your image. 0-bit - No transparency at all 1-bit - simple transparency, similar to GIFs. It's either transparent or not. 4-bit - slightly better range of transparency, but will turn smooth fades into visible "steps" 8-bit - This is the same level of transparency you'll ordinarily see in PNG/TGA formats, with 256 levels of transparency. Compression Types Indexed (256 Color) - Very similar to a GIF, as it uses a palette that can fit up to 256 colors, but BLP files have indipendent transparency. Indexed BLPs can make use of all 4 types of alpha. DXT - This is the defacto compression type used in modern games, with the most popular format that uses this, being .dds. DXT compression gives you a better color range, with a slightly larger size, than indexed. It also supports all 4 levels of transparency. DXT-5 - Would normally be lumped in with the above category, however it's the second DXT type that supports 8-bit alpha. The result is a bit better color, and a slightly larger file size than the 8-bit alpha under the DXT category. Uncompressed - Very much like a Bitmap, with no compression to speak of. It can support either 0-bit or 8-bit alpha. This version is only used by Blizzard for sky textures, where every bit of color detail is necessary.
  5. @yopel2 Your screenshots are broken, please, reupload them. Btw, we need to know how exactly you trying to convert your models into wow file formats.
  6. "Отказано в доступе" - означает, что блендер запускается не от имени администратора. Иными словами - недостаток пермиссий для программы. Да, помимо этого способа есть импорт вмо и м2 через WMV (WoW Model Viewer). Shift+A > WoW > WMO
  7. Balkron

    help Error Crash

    99% sure there is a bad converted or exported model. Make sure your WMOs and M2s do not crash your client and Noggit. Also you don't need to paste all of your crash log, it's pretty useless for us. The whole error message is just: ERROR #132 (0x85100084) Fatal Exception Program: C:\ProjectFolder\Client335aNoggit\Wow.exe Exception: 0xC0000005 (ACCESS_VIOLATION) at 0023:007B31F8 The instruction at "0x007B31F8" referenced memory at "0x00000010". The memory could not be "read".
  8. @Anomaex Загрузил файл (выделен в тексте зелёным)
  9. WMO in WoW always contain few files (as many as group quantity in WMO). That means you should to put all of wmo group files to import: wmo_name.wmo wmo_name_000.wmo wmo_name_001.wmo wmo_name_002.wmo etc.
  10. Тестирование вашей работы без MPQ-патчей В этой части урока объясняется, как протестировать свои изменения без создания MPQ всякий раз, когда вы что-то меняете. Результатом данного руководства будет возможность вашего клиента производить чтение патча непосредственно из папки, для экономии вашего времени. Установка: Загрузите модифицированный файл Wow.exe и замените им оригинальный Рекомендуется сделать резервную копию оригинального файла Создайте папку с именем «Patch-X.MPQ» и поместите туда свои отредактированные файлы. Почему X? Дело в том, что клиент WoW'a устроен так, что осуществляет чтение патчей в алфавитном порядке. Сначала происходит чтение числовых патчей (от 1 до 9), далее читаются буквенные наименования патчей (от A до Z) Так как существующая структура игры (рассматривается версия 3.3.5) уже имеет патчи с первого по третий, вы можете назвать свою папку patch-4.MPQ или patch-5.MPQ и так далее. Количество патчей ограничено лишь количеством незанятых цифр и букв латинского алфавита Теперь ваш клиент может читать файлы прямо из этой папки, и теперь вам не нужно создавать патчи. Помимо этого, есть возможность упростить свою работу и для Noggit'a. В настройках Noggit (вкладка Noggit > Settings) найдите параметр Project Path и вставьте путь к вашей папке-патчу. Пример: C:/Work/World of Warcraft/patch-4.mpq После того, как Noggit сохранит файлы непосредственно в этой папке, вы можете запускать одновременно и Noggit, и игровой клиент. Чтобы сразу увидеть изменения, которые вы сохранили, вам нужно будет перезагрузить карту в игре посредством телепортации в другую зону и обратно. Телепортация осуществляется с помощью ввода команд в окно чата: .tele gmisland (телепортирует вас на ГМ Остров) .recall (возвращает вас в предыдущую локацию, из которой вы совершили телепорт) Не сохраняйте ничего в Noggit'e, пока клиент загружает карту и наоборот: это может повредить ваши файлы
  11. This tutorial is out of date. You can watch this video to know how to manipulate with the layers: This tutorial is for subozone map, but overall concept is the same. Tutorial for World Map will be recorded later.
  12. Which one of the patches did you used?
  13. Thank you for the info. Afaik, all Legion IDs are known since Blizzard leaked all of them with the Classic patch.
  14. Yeah, skel file format is already supported ? We just need to wait and help to Skarn as much as we can. Presumably release coming on winter.