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Everything posted by Amaroth

  1. Hey guys, as I keep getting questions from time to time, please note that I have retired from modding over a year ago. I am still reading PMs and responding to them, however, I am starting to forget some things at this point, I no longer have my tools on my PC and I don't know what is up to date, what has changed etc. My ability to help you is thus limited and is becoming limited more and more as I am simply growing out of touch with WoW modding.

    If you want to contact me, feel free to, just keep in mind that I am unlikely to be the best person to help you. I recommend reaching out to active contributors or making simply a public thread on this forum instead of writing to my PM.

  2. There are actually quite a lot of people who keep having problems just because of either outdated server side maps, or because they can't extract them with modified client properly. So, I've written this tutorial. I know that my way of doing this thing may be rather unclean and someone might point out that those are not things one is supposed to do, BUT they prevent from happening absolutely all kinds of errors and mistakes I've ever encountered so far. TC extractors seem to be not very well written for modded clients, at least they used to be very bad whenever it came to extracting custom stuff. 1 - What are they for? maps - Maps are here to let server know where are map tiles and which area IDs are on them (and where). Its possible that they contain even more data (I honestly don't know), but this is the most important basics we commonly need maps for. vmaps - Vector maps are here mostly to let server know where are WMOs and their interiors. This gives server possibility to prevent NPCs from attacking players they clearly can't see, for example, NPCs from building's basement won't attack player when he's just going around building. They are just optional, but highly recommended to have. mmaps - Movement maps are here to give server information about collisions, so it can make NPCs move in optimal cases only though paths which would be reachable by player as well. So, basically, instead of just jumping on 10yd high rock, they try to find a way up on it. Again, optional, but in most cases good to have. So, in general, when you don't have up-to-date map files for your custom zones, NPCs can behave in a really buggy and weird way, but what also can't work properly are custom graveyards, fishing loots, who lists, general chats and more area based stuff like that. 2 - Getting extractors First of all, determine, which maps you want to have on your server. Only maps are really essential, vmaps and mmaps are optional. All 3 maps can be about 2,5-2,7GB big, if you choose to use just maps, they will get much smaller. If you are using repack, you most likely get extractors (or otherwise it sucks even more hard, than most of repacks do) with it. If you've compiled your own core, you should be able to find extractors in folder to which your server binaries were generated. You should get mapextractor.exe, mmaps_generator.exe, vmap4extractor.exe, vmap4assembler.exe from there. If you use a repack and don't have extractors there, find another repack or compile your own core. Using extractors from different revisions of TC might work for you, but it also may not and I can't recommend you to do so. If you have compiled your own core and you don't have extractors, you have most likely disabled their compilation in CMake. Enable them there (they are usually in TOOLS) and re-compile your TC. 3 - Preparation I highly recommend to copy your WoW client and make client which will serve only for extracting server side stuff. We'll kinda break some things here and our modified client might even stop working. Otherwise at least make backups of all MPQ's you will edit. Put all 4 extractors into WoW's root directory (where WoW.exe is located). Go to your Data directory. Make sure there are only following MPQs: common, common-2, expansion, lichking, patch, patch-2, patch-3. Delete (or move out) all other (custom) MPQs you may have there. Now, normally you should be able to put your stuff into patch-4, but I've already encountered situation when extractors cleverly detected my client as WotLK client and happily ignored patch-4. So, I would recommend you to put all your custom stuff (models, ADTs, WDTs, everything you have in your custom patches) into patch-3. If you are going to use patch-3.mpq, open it and go to Operations menu, choose Change Hash Table Size and increase it to maximum. Otherwise your stuff likely won't fit in it. There's one more thing you need to do here, in case you have edited any blizzlike maps. What I've encountered in past was that extractors were using blizzlike WDT files (and ADTs in them), while completely ignoring my own custom version of that WDT saved in patch-3. Having multiple versions of map in different MPQs also led commonly to extracting data from outdated versions. So, to make really absolutely sure that extractors will actually read your and not blizzlike stuff and stuff which is up-to-date, you need to do one of the following, depending on what kind of edits you did. If you have...: ... only edited a few ADTs of a continent, just place them into World/Maps/(mapname)/ folder into MPQ where blizzlike version of those ADTs is. ... edited WDT of that continent to make it bigger/smaller, extract all blizzlike ADTs and WDT of that continent, delete them from blizzlike MPQs, merge them with your custom and edited ones, delete any ADTs you have deleted if you have deleted any from original map (so you will make one big folder with ALL data of that map which is up-to-date, with both unedited ADTs and all ADTs you have edited) and put it into patch-3. ... completely deleted all data of some blizzlike map to make wholly new one on its ID, just delete all blizzlike files of that map (even if blizzlike version was in patch-3 itself!), put yours into patch-3 and you're done. The last thing you need to do is to go to your locale folder in Data folder (enGB, enUS, ruRU, deDE... whatever you have) and open the second last locale MPQ there (patch-enGB-3, patch-enUS-3...). Put all your edited DBCs into its DBFilesClient folder. 4 - Extraction itself Go to WoW's root folder, open Wordpad and enter into it the following: vmap4extractor.exe md vmaps md mmaps vmap4assembler.exe Buildings vmaps pause Save it as whatever with .bat extension, like "extract_vmaps.bat" into WoW's root folder. Now run mapextractor.exe. When its done, run your .bat file you have created. When that is done, run mmapextractor.exe. Ofc, if you don't want to use mmaps or even vmaps at all, skip last or last two steps. If this is not the first time you are creating server-side maps (you are re-generating/updating them), I HIGHLY recommend deleting ALL old server-side maps and completely replacing them with new ones, so no old files remain there. Thats all, copy/upload your maps, vmaps and mmaps folders to your server's data folder and everything should work fine and be up-to-date. A little note: the newest version of TC2 seems to be working with some new server side files, called cameras. They are supposed to be extracted with maps. If thats what your extractor's have created, just put them into server's data folder as well ofc.
  3. Version 11


    There was a report about this supposedly containing malware, though my PC is clean, the pack is clean, and the reporting person's antimalware was behaving in a very odd and jumpy manner overall. Note that this pack contains couple of apps which are pretty much straight up hacks and many apps from "unknown publishers", there's also file downloading launcher and whatnot - it is susceptible material to being marked by antimalware. It should be clean. But it's up to you whether you trust me on that. As a rule of thumb, please, check README.txt file in any directory where such file is before using that part to ensure you know all the important info. Contents: AmarothTools AmarothsLauncherRelease - a fairly primitive launcher based on reading config files and downloading/uploading changelog, patches and addons from FTP. AmarothsToolkit - old version of my toolkit, later I decided to split the project into the following tools. ClientItem - a pair of tools fo syncing item_template <-> Item.dbc. GobGenerator - generates gobjects in gameobject_template out of models provided in GameObjectDisplayInfo.dbc ListfileCreation - do not use unless you know what are you doing. NPCGenerator - for Creature displayID WMV > DBC > DB pipeline. WMOListFile - for obtaining a full list of files used by ADTs, M2/MDX and WMO in the folders under this. Note that its code sucks and is not 100% perfect. CASC CascView - 32 and 64bit versions of CascView, required for obtaining Blizzard files for conversion into WotLK. Listfile - listfiles for extracting files with CascView. DBC LightMapper - can be used for a great visualisation of lights on a map. WoWSpellEditor_1.8.8 - haven't gotten to actually testing this tool yet, but definitely worth sharing. WDBX Editor - for DBC editing, DBC <-> CSV conversions etc. EnGBBlizzlikeDBCs - just blizzlike DBCs, can be useful as a backup. Map AdtAdder - a small tool for mass copy-pasting ADT for inicial filling of a new map/newly expanded map, don't forget to run offsetfix afterwards as well. ADTGrids - some helpers you can use, reflecting basic grids on ADTs. FuTa - a tool for importing and exporting alpha maps (painting textures on ADTs with Photoshop). GroundEffects - tools for applying, removing or changing ground effects on ADT. GruulMeWDT - my preferred way of editing (editing, not creating!) WDT files. NoggitQt_3_2771 - an up to date test version of map editor. NoggitSDL_3_1408 - this is old SDL version of Noggit. It is non-public release, newer than SDL 1.4, fairly stable, may be able to open something Qt cannot. Rius Zone Masher - I do not really remember why I have not ever been using this tool for creation of new maps - I just know I have not been using this tool :D. Sharing it regardless. Models anim porter - I do not even remember what this is for, do not know wthere it is up to date, nor whether it is still useful at all. M2ModRedux 4.6.1 - same like anim porter. MDLVIS 1.40 - same like anim porter. MDX - same like anim porter. MultiConverter_3.3.0 - Officially Legion > WotLK converter, but seems to do alright with BFA as well. Scripts - a mix of random stuff, same like anim porter. OBJtoM2 could be useful if you for any reasons cannot use WoW Blender Studio. Leaving it here for the time being. WoW Blender Studio - still under development, but should make all the other stuff in Models section outdated and redundant. MPQ FuckItUp.exe - removes (listfile) from MPQ, making files more difficult to extract, and thus edit or steal. MPQEditor.exe - v3.2.0.535 is a very old version, but I found it to be very reliable. I had issues with up to date versions, and rather reverted back instead of risking having files corrupted. Other 010 - scripts and templates for 010 Editor. Mordred_LoginScreen - what I have used to make my own custom login screens. PuTTy_0.73 - for managing the server WMT335a - camera hack, light testing. WMV - couple of versions of WoW Model Viewer. HxDsetup.exe - HxD can be used as an alternative hex editor, unlikely to be useful to any 010 Editor owner. xyz-hack.exe - useful for precise gobject spawning. This is a hack, please, do not abuse. Textures BLPConverterGUI - enables mass PNG <-> BLP converting. BLPPhotoshopPlugin_1.0 - Photoshop BLP file support. README.txt - version, release date, links… Wow.exe - removed MD5 check, enabling UI edits within patches etc. Share this with your players, especially if you want to customize anything in your UI, including the login screen. If you are following my english YT channel, this is a toolpack I will be using there. Overview video: My Eng YT channel HERE
  4. Version 2


    Hello there little whelps, I used to use patch made by one guy from Ownedcore which included all M2s and WMOs existing in WoW turned into spawnable gameobjects. That means that you can simply search for model name in game and you will always find gob you can spawn. Its just great thing for gob spammers, I know, but problem is that patch from Ownedcore is just horrible in my opinion. It contains a LOT of completely unneeded objects and displayIDs and also is full of displayIDs with messed up bounding boxes (all copied from one blizzlike one), which leads into gobs lootable from 50yd distances an another funny results. So I made my own patch. Here is MPQ patch, DBC file and SQL dump (for TrinityCore2 revisions after WDBVerified column was renamed to VerifiedBuild). I tryed to make this completely noob-friendly so if you want to use this patch, you don't need to know anything about MPQ patches or DBC files, you just need to know the very basics of running TrinityCore2 server. READ README file. You will find how-to guide there. All gobs with custom displayIDs have [AmPatch] placed behind their postfixes and have entrys 410000 and higher. Their displayIDs are 10000 and higher, meaning that every gob has displayID=entry-400000. Good for searching for displayIDs. Version 1 - light pack This version contains all M2s and WMOs from World and Spell folders as spawnable gameobjects. Others were excluded, because majority of them just can't be used as gobs (they have no hardcoded textures for example - they are white completely ingame). Version 2 - full pack This pack contains really ALL M2s, even character, item, creature... And its needless to say that most of such things are completely useless as gobs. But someone still may preffer this version. If you want to create your own gob patch, you may use my tool I've released. It doesn't give you possibility to filter which gobs you can use, but it works. You will want to use this tool if you are retro-porting models or creating custom ones (in general, if you want to have gobs made of models which are not in blizzlike WotLK client).
  5. First of all, this is not tutorial for any different client version than 3.3.5a (as it is with all my tutorials). I have absolutely no idea how this works on any earlier or later versions and cannot be of any assistance with any issue regarding those versions. Having said that, if you have any issues loading wdt file, clearly, there is some issue with that wdt file. This happens pretty much exclusively only with wdts which are custom or modified. It depends highly on what changes you made to those WDTs and what tools you used on your WDT. I remember having such issues myself, but sadly, I really don't remember how I solved them. Try using different WDT editors, or try creating your own new custom WDT vs copying existing one and just renaming and editing. Something like that SHOULD work. Since it has been 2++years since the last time I updated server side maps, this is pretty much all I can provide and remember.
  6. 500 rep, 426 subs on YT... Guys, I am not even modding anymore :D. Thank you though!

    1. Legitdeadeye


      Some of your videos helped me a lot. well some is an understatement. Most of your videos helped out. thanks for the tutorials

  7. In these videos I'll demonstrate how to make good-looking maps, sharing some tips and tricks I've gathered from my experience with Noggit. Check my YT channel for more!
  8. Amaroth


    Just wanted to add that if this is your very first attempt to do something in Noggit, its very good, I'd say way better than my was:P. Btw, updated series Alrineer kindly posted here, it has way more parts on YouTube already and I haven't updated it here for quite some time.
  9. Amaroth


    If you want to fix that green texture issue, Philli made a very quick tutorial here. You need to create _s version of texture you used there, because it apparently doesn't exist in client for whatever reason (it is the case for some vanilla unused textures):
  10. Amaroth


    What I would recommend here is considering using either smaller brush or spray brush to make road edges at least a little bit jagged. If it was your intention to make roads completely straight (including their edges, because, idk, someone keeps them that way), then its fine, but otherwise it looks a little but weird. Cobblestone roads don't get straight edges in forest.
  11. Amaroth


    Something I noticed here - all those little bushes around road seem to have the very same rotations. Try using random rotations instead, it looks a little bit weird this way.
  12. Couldn't have done that better myself.
  13. Version 2.0


    ItemSync is tool for keeping your Item.dbc up to date with your server's database. It can also insert items which are n DBC, but are missing in database, into database. This can come in very handy for mass-importing NPC-only items (like glaives for sentinels and so on) into database, so players can use them as well. For tutorial how to use this tool, compatibility and other useful info, check README in repository. Repo: Credits: Barncastle (and people who helped him) - for WDBXLib for DBC/DB2 and code revision&suggestions. Kaev for some small yet very useful tips about WPF. Смердокрыл for DO STUFF(tm) button suggestion.
  14. Tool ItemSync 2.0 is out.

  15. Finishing development of 2 tools and going to work on another tool, most of if not all of them for WotLK-MoP. In need of testers at the moment!

  16. Version 1.0


    Version 2.0 is under development at the moment. Repo: Upcoming features: Change UI to WPF Provide configuration options via XML (thus extending compatibility) Direct DBC editing (without need of conversions to CSV) Include features ensuring avoidance of duplicate display and gameobject creation Extend possibilities of choosing what gets generated and what not Video tutorial: Yet another little tool from me. This one creates gamobject displayIDs and template gameobjects out of listfile, which means that it can create thousands of gameobjects in a few seconds - great for projects making their custom models and retro-porting them from newer expansions. Listfile can be anything containing full paths to files separated by line breaks. It creates gameobjects only for M2 and WMO files, others are ignored. Tool also generates template gameobjects with their model names as names (and optional prefix/postfix), which means that generated models are easily recognisible and that when you find nice-looking model in WMV and want to use it for spawn or for creating some gameobject you need, you can find that gameobject's template generated version just by typing its name into lookup command. This makes this tool viable even for usage on models which already are in WotLK client, as it makes life of spawners much, much easier. - Generate your GameobjectDisplayInfo's CSV file and put it into directory where GobGenerator is. - Get or create a listfile. The easiest way of doing so is simply creating an MPQ with all models you want to have gameobjects made of and just extracting its listfile. Note that you can also use listfiles of blizzlike MPQs, if you want to generate gameobjects for all blizzlike models as well. - Open GobGenerator. Select input listfile (you can also type into model path field, which makes using larger number of listfiles with similiar names in the same path very easy). - Fill in your database credentials. You may want to test a connection before proceeding. - Start displayID is being taken from your GameobjectDisplayInfo.dbc (its 1 higher than the highest ID found in DBC). If you happen to see value 1 here, something is really wrong and check if your CSV is OK and in GobGenerator's directory. - Start entry is by default 400000 and I'd suggest you to keep it that way. There are some gobs on 300000+ entries in blizzlike TC2 DB, thats why I've used 400000. Final entry of generated gameobject will be start entry + gob's displayID. This means that gob with displayID 96835 will have entry 496835 - and that can be sometimes very handy. - Fill in prefixes and postfixes of gob names. Don't forget to add space behind prefix and in front of postfix, if you want to have it there. Gob's name will be prefix + its model name + postfix. So, if you choose "[Gen] " as prefix and " [DO NOT EDIT]" as postfix, result gob name might be something like "[Gen] mymodel.m2 [DO NOT EDIT]". - By default INSERT queries are being used, which means that if any gameobject entry is already taken in DB, it will result in error. You can choose REPLACE, which will overwrite whatever might be on entries where gameobjects are to be put. - Done, click on generate. If you have multiple listfiles, just select the 2nd one and click on generate again and so on. - If anything goes wrong while SQL queries are being executed, those which weren't successful are being held in a backup file. There is also a file which keeps all possible SQL errors. Thats all, C# src is, as always, included, and DBC to CSV convertor DBCUtil I use for this kind of quick tasks as well. If you happen to find any critical bug, let me know, but I don't really have a spare time to make source nicer or something like that, so report really only issues with functionality itself.
  17. Version 1.2


    Version 2.0 is under development at the moment. Repo: Upcoming features: Change UI to WPF Provide configuration options via XML (thus extending compatibility) Direct DBC editing (without need of conversions to CSV) Include support of items held in hand A tool for generating CreatureDisplayInfo.dbc, CreatureDisplayInfoExtra.dbc and optionally creature_model_info and creature_template data for a character created in WMV. How to use: - Convert your up to date CreatureDisplayInfo.dbc and CreatureDisplayInfoExtra.dbc to CSVs and place them into the folder with this tool. - Open a WMV. Create your character, and save it as .chr file (F7 hotkey). Also save its texture (by using File>Export Model>X3D... option you'll get texture you want and some mess you can delete). Repeat this step for each character you want to create creature displayID for. - Open an NPCGenerator. Fill database connection credentials (you need to do so even if you turn off creature_model_info and creature_template generation, because NPCGenerator will need to get item display IDs from your database). - Now just click on Select .chr file, select your .chr file. Click on Select texture, select your character's texture. Check if there's anything else in window you'd like to change (you'll probably find yourself using all other options with their default values). Click on Generate. Repeat for each character. - ?? - Profit. C# src is included. I'm opened to suggestions and feedback, however, I'm quite busy so I'll probably just fix critical bugs if you find any.
  18. I absolutely hate and despise people who steal content of others and claim it to be their own. Guess what, I also absolutely hate and despise people who troll, re-create accounts after getting banned, attempt DoS attacks or even spread malware and try to damage work of GMs and fun of players on project just because they can or just because they don't like that particular project for any reason they find suitable. You want us to fight internet kid morons we despise and hate - by becoming internet kid morons we despise and hate? Isn't it obvious to you how ridiculously stupid and childish is thing you are asking of us?
  19. This project again, and this kind of "discussion" - again? As much as I feel for you Roccus (provided you deserve it and you are not telling us just part of story which is convenient for you - no offence meant, just realize that we are not informed enough to objectively judge), this doesn't lead anywhere. I am not really fan of "Just ignore idiots.". Thats very stupid and short-sighted statement if taken too literally, yes. Having said that, giving too much attention to idiots doesn't make things better, either. Everything with moderation. And there was already one topic about RPHeaven here and note that it is closed and moved to trash bin, and for some reason.
  20. Looks pretty damn impressive.
  21. Amaroth


    It seems you too do use secret power of sunset, my young padawan... Good. Very good. Soon the empire will... Oh wait, wrong platform.
  22. All models attached to character are attached to certain point on character model. For example held items (weapons and such) are placed with their origin (pivot point, whatever you want to call it) into the middle of closed hand. You need to figure out where to place models in 3d so they are correctly placed on character model. Important bottom line: change scale, rotations and translation of model in 3d. No, you can't do really (feasibly) this with finished M2 model in 010.
  23. That depends, a lot, on amount of players you are expecting, also on size of your world (or more importantly amount of server-side content - gameobjects, NPCs and so on). My configuration which worked more than fine for 100 players online in a single zone without any issues was following: 60GB SSD 2x 1.7GHz Xeon CPU core 8GB RAM Note that 60GB of disc space is waaay more than you would ever possibly need to use. OS, TC, DB and regular backups can fit into 30GB, as long as your DB isn't really very large and you aren't keeping really lot of backups without clearing very old ones. RAM and CPUs were also handling themselves rather well and I wouldn't be surprised if this configuration was enough even for 200 players. But 100 were max I ever tested.
  24. I am czech. And people ignorant enough to call me russian are usually from USA, and I hate when they do so, as communistic times turned this into insult for me. But I know you probably just misremembered something, so its OK. Yes, provider I know is from czech, so not very suitable for hosting russian server - unneccessarily high ping time.