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Found 61 results

  1. Version 1.0.0


    Most WMOs from cata to BFA ported to 3.3.5a Message me if something isnt working so i can fix/remove it HOW TO CONTACT ME: Discord: Zarkeven#2451 Twitter: @xZarkevenYT patch m- Cataclysm patch n- Mists of Pandaria patch o- Warlords of Draenor patch p- Legion patch q- Battle for Azeroth
  2. Version 1.0.0


    Shadow Storm stopped being developed around 2 years ago and it's really about time for us to share some of the unfinished works we did. This patch contains maps that were never finalized, if you want to use them you'll also need to work them directly. I would have loved to finish the work myself, but I have many other things to do and it's simply not worth my time anymore. In this patch you'll find : - Dalkannes Isles (Southern & Middle parts of the area are not finished. I would advise you to use BFA zandalari assets for it) - A basic design for Azjol'Nerub - Some random works on Elwynn forest, with a start of a HD version and a destroyed Northshire - And many smaller things we put in this patch. Just take anything you need from it, I didn't checked what was useful or not.
  3. Version 1.5.0


    Hiya, Today I would like to share with you every single m2 from Cata to Legion working on Wrath of the lich king. Even when it's easy to do it might be something alot of members think they can't do. Just add the patches to your data folder and be sure to load them into setting in WMV & reload it. I would say 90% is working so overall a good result. Patch - W: Cata Patch - X: MoP Patch - Y: WoD Patch - Z: Legion New: Patch - V: BFA Happy Modding. Poisonleaf
  4. Version 3.3.5


    Bonsoir j'ai le plaisir de partager mon patch qui contient une seule texture pour avoir un vrais éclairage sur ce soleil puisque après avoir vu le trailer de wow 2001 je me posait trop de question comment un soleil aussi magnifique peut t'il être aussi ridicule et moche sur wotlk je pensait c'était au moteur graphique mais non ça fait plus réaliste et c'est agréable pour faire du vrais roleplay ainsi que jouer Parcontre je suis pas sûr 100% que ça fonctionne à l'outreterre & Norfendre Download: ORIGINAL ALPHA WOW <3 J'ai retirer les nuages pour voir le détaille Bientôt la lune peut être Patch-S.MPQ
  5. There are actually quite a lot of people who keep having problems just because of either outdated server side maps, or because they can't extract them with modified client properly.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.
  6. Version 1.0.0


    XML INTERFACE 3.3.5 J'ai décider de refaire un peu l'interface du jeu pour le rendre un peu plus vivant je partage ici toute mes xml que j'ai modifier je partage cela pour faire profité au autres qui pourrait être intéresser si jamais il y à des bugs je corrigerais Edition Résultat (spellbook.xml)
  7. Version 1.0.0


    Hiya, Today I would like to share with you my mount patch containing at this point 45 mounts going from Cata to Legion retro-ported to Wrath of the lich king. I work on this patch from time to time so be sure to keep an eye out for newer versions. Happy Modding. Poisonleaf
  8. With the help of AdSpartan's amazing converter and a lot of patience,I managed to get the broken isles map to WoW 3.3.5a.I experienced a lot of crashes ingame and after 1-2 hours of work I managed to clear all the crashes,so the area is full playable.The next thing I'm going to do is to try and get the groundeffects working with the skyboxes.
  9. Version 1.0.0


    Editing version Noggit 3.1222 Il est possible de convertir ses deux îles sur une map custom avec les m2 wmo et le terrain j'ai déja tester aucun crash et cela marche parfaitement
  10. Version 1.0


    I always disliked how the AuctionHouseBot handled selling and buying items randomly in the recent TrinityCore releases. It used the in-game npc seller price to determine both the sell and buy prices on the AH for the bot resulting in prices being to damn low (generally) or really too high (less often) and sold strange random items sometimes never sold by players. With this version of the AuctionHouseBot, the sell and buy prices are worked out from an external table in the world database called auction_prices which simply contains item ids and their price in copper. ONLY items belonging to this table can be sold or bought by the bot and their price in the table is used to determine both the sell price and the buy price. The contents of the auction_prices table has been generated using sampled AH data from several private servers and will be updated from time to time. General rules : The chance of an item being bought when the price is higher than the table price is a decaying exponential. The exponential decays later if no other instance of an item is sold. E.G. If you have a monopoly on [Copper Ore] then the bot knows that the price of [Copper Ore] is a bit higher than usual. The bot will NEVER buy an item if another instance of that item is sold for less. This is simply more realistic. An item sold by a player that can be bought from a npc using base money will never be bought by the bot even if it appears in auction_prices, to avoid exploit. They still can be sold by the bot, though. Of course, a code is never perfect. Should you have any suggestion for the bot behavior, problems to report or improvements to make in the code, feel free to leave a comment. Installation : Move the 6 .cpp files to your \src\server\game\AuctionHouseBot TrinityCore source directory and replace the existing ones Don't forget to commit them if you use git Recompile your core Apply the auction_prices.sql statement to your world database Apply the update.sql statement to your world database, if there is one. [Repeat step 5 only for each future update]
  11. Hello, I am currently working on a small housing system and am almost done with the bare bones but something is still refusing to work properly. I want to add a very small description of how the housing system works in a gossip menu, but as soon as SendGossipMenuFor it triggers the OnGossipHello instantly. I compared this part to the Transmogrifier script of Rochet2, which works fine, and it really looks the same so I do not get what I am doing wrong. More concretly, when I click "Why acquire a property ?" in the first menu, the relevant action (case 1 in OnGossipSelect in the code below) is executed (as expected) but then instantly the action made available in the next menu is also executed instantly (default case, with action = 3) : in the end the second menu never appears, instead OnGossipHello is executed again. Does anyone have any idea how to avoid this ? Thanks in advance for your time ! class npc_house_seller : public CreatureScript { public: npc_house_seller() : CreatureScript("npc_house_seller") { } class npc_house_sellerAI : public ScriptedAI { public: npc_house_sellerAI(Creature* creature) : ScriptedAI(creature) {} bool GossipHello(Player* player) override { return OnGossipHello(player, me); } static bool OnGossipHello(Player* player, Creature* creature) { WorldSession* session = player->GetSession(); AddGossipItemFor(player, GOSSIP_ICON_MONEY_BAG, "|TInterface/ICONS/INV_Misc_Book_11:30:30:-18:0|tWhy acquire a property ?", 1, 0); std::stringstream warningMessage; warningMessage.str(std::string()); warningMessage << "Are you sure you want to proceed ? It will cost you " << HousingSystem::instance()->HouseFromSeller(creature->GetSpawnId())->_price / 10000 << " gold and strip you of any previous estate property."; AddGossipItemFor(player, GOSSIP_ICON_MONEY_BAG, "|TInterface/ICONS/INV_Enchant_Disenchant:30:30:-18:0|tPurchase this estate", 2, 0, warningMessage.str().c_str(), 0, false); SendGossipMenuFor(player, 800001, creature->GetGUID()); return true; } bool GossipSelect(Player* player, uint32 /*menu_id*/, uint32 gossipListId) override { uint32 sender = player->PlayerTalkClass->GetGossipOptionSender(gossipListId); uint32 action = player->PlayerTalkClass->GetGossipOptionAction(gossipListId); return OnGossipSelect(player, me, sender, action); } static bool OnGossipSelect(Player* player, Creature* creature, uint32 sender, uint32 action) { ClearGossipMenuFor(player); WorldSession* session = player->GetSession(); switch (sender) { case 1: { AddGossipItemFor(player, GOSSIP_ICON_MONEY_BAG, "|TInterface/ICONS/Ability_Spy:30:30:-18:0|tBack..", 3, 0); SendGossipMenuFor(player, 800002, creature->GetGUID()); } break; case 2: if (player->HasEnoughMoney(HousingSystem::instance()->HouseFromSeller(creature->GetSpawnId())->_price)) { House* house = HousingSystem::instance()->HouseFromPlayer(player->GetGUID().GetCounter()); if (house != nullptr) { house->_owner = 0; // Respawn NPC Map* map = sMapMgr->FindBaseNonInstanceMap(house->_map_id); Position pos(house->_coord_x, house->_coord_y, house->_coord_z, house->_orientation); Creature* cbuffer = new Creature(); if (!cbuffer->Create(map->GenerateLowGuid<HighGuid::Unit>(), map, PHASEMASK_ANYWHERE, 50006, pos)) delete cbuffer; cbuffer->SaveToDB(map->GetId(), (1 << map->GetSpawnMode()), PHASEMASK_ANYWHERE); ObjectGuid::LowType db_guid = cbuffer->GetSpawnId(); // To call _LoadGoods(); _LoadQuests(); CreateTrainerSpells() // current "creature" variable is deleted and created fresh new, otherwise old values might trigger asserts or cause undefined behavior cbuffer->CleanupsBeforeDelete(); delete cbuffer; cbuffer = new Creature(); if (!cbuffer->LoadFromDB(db_guid, map, true, true)) delete cbuffer; sObjectMgr->AddCreatureToGrid(db_guid, sObjectMgr->GetCreatureData(db_guid)); house->_seller = db_guid; HousingSystem::instance()->AdaptSellerMapOnHouseChange(db_guid, house); house->SaveToDB(); } house = HousingSystem::instance()->HouseFromSeller(creature->GetSpawnId()); house->_owner = player->GetGUID().GetCounter(); house->_seller = 0; house->SaveToDB(); HousingSystem::instance()->AdaptPlayerMapOnHouseChange(house->_owner, house); // Remove Creature ObjectGuid::LowType guid = creature->GetGUID().GetCounter(); creature->CombatStop(); creature->DeleteFromDB(); creature->AddObjectToRemoveList(); player->ModifyMoney(0-HousingSystem::instance()->HouseFromSeller(creature->GetSpawnId())->_price, false); std::stringstream yay; yay.str(std::string()); yay << "Congratulations ! You are now the proud owner of this estate ! "; WorldPacket data(SMSG_MOTD); Tokenizer motdTokens(yay.str(), '@'); data << uint32(motdTokens.size()); for (Tokenizer::const_reference token : motdTokens) data << token; player->GetSession()->SendPacket(&data); player->AddItem(60073,1); player->PlayerTalkClass->SendCloseGossip(); } else { std::stringstream nope; nope.str(std::string()); nope << "You cannot afford that property ! You need at least " << HousingSystem::instance()->HouseFromSeller(creature->GetSpawnId())->_price/10000 << " gold."; session->SendNotification(nope.str().c_str()); player->PlayerTalkClass->SendCloseGossip(); } break; default: { std::stringstream nope; nope.str(std::string()); nope << "Triggered " << sender << " !"; session->SendNotification(nope.str().c_str()); } return OnGossipHello(player, creature); } return true; } }; CreatureAI* GetAI(Creature *creature) const override { return new npc_house_sellerAI(creature); } };
  12. Hello guys i would like to ask if someone can backport Kargath Bladefist WoD model to Warchief Kargath Bladefist model for 3.3.5! Edit: Someone made a patch for that so here it is Patch-U.MPQ
  13. Hello everyone, I've been facing a problem for some days now, so before I present my problem, I'll present my situation I'm using TrinityCore for a 3.3.5a client I want to make my server public using only my IP address So what I already did: Port forwarding : I opened my 8085 and 3724 port through my router and I added the UDP/TCP rules for these ports in my Firewall, I'm using W10 I changed my realmlist table, I put the public IP in address and my local address in the local address section I checked that the different port were good at the different .conf files I changed the client realmlist to be my public IP I'm not using DNS service, as I don't need I ran the two services and I checked that 8085, 3724 were opened, 3306 for my DB is also opened Now, when I try to connect, I just fail as if I were trying to connect into some wrong address. When I run local, it works. Can someone please help me with this ? I'm running out of ideas.
  14. Version 10


    This pack contains all tools I'm frequently using and some I used to use. There are also some tools Alastor has recommended to me for M2 edits, I haven't even tested a lot of them in fact. You can also find there a backup of blizzlike DBCs and so on, its meant to be a noob-friendly toolpack which I'm sharing here for beginners. If you are following my english YT channel, this is a toolpack I will be using there. Overview video: My Eng YT channel HERE
  15. 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!
  16. After renaming all Goblin .blp's, .anim's and .m2's to Human and changing the models of the latter to 831 & 832 (the Goblin male and female models) in CreatureDisplayInfo.dbc, it turns out everything works fine except their heads, which as seen in the pictures below, are either black or are using the texture of another race. How do textures in World of Warcraft become black and how could I fix this particular error? PS: My patch: patch-4.mpq EDIT: I have also tried swapping Forest and Ice Trolls with some other default races and they all work just fine. Upon further research, I've noticed their texture files seem to include both "FaceLower" and "FaceUpper", which the Goblins do not have. And that simply implies the Trolls do have faces whereas the Goblins do not, hence why they appear this way in-game. To resolve the issue now, I would require the Goblin faces, but there are absolutely none to begin with. Everything to do with the Goblins can only ever be found in Common.MPQ and Common2.MPQ, yet none of that comes with their faces. Where could I obtain them from?
  17. Version 0.0.1


    Alpha Pack Download Link : Includes : Patch-C : Creature & Textures Patch-I : Item Cata-Mop-WoD Patch-L : Item Legion 7.0.1 > 7.1.5 (Not Fully Added in dbc) Patch-W : Buildings Patch-H : HD Pack (HD Pack Required For 3D Belt) Credits to Thrind Server Side : DBC Server Side : Item_Template SQL -- Update 1 : Added : Spell.dbc (enGB, frFR, enUS) Added : SqlScript.sql Added : Patch-enGB-4.MPQ (Spell for enGB client) Added : Patch-enUS-4.MPQ (Spell for enUS client) Added : CoreScript - Transmog Script for 3D Belt - SpellGeneric.cpp Added : Readme. -- Update 2 : Added Sql for Legion Artifact Weapons PS : Looking for extra hands to work with me on this project. -- Update 3 update Patch-enGB-4/Patch-frFR-4/Patch-EnUS-4 Updated Spell.dbc brings 314 New Compagnon list here : -- Update 4 Patch-W Should no more cause the game to have green texture in some place of azeroth. Say Thanks also help me continue the project ! The Goal : I'm aiming to help every new and old server to get a decent content. Patches won't be encrypted. A Community Top Site will be launched. A Community Launcher is in preparation (in c#) A Community DBC Files Checker is in preparation (so we see if your server is compatible) the idea is that all server / player use this client as a base. and server would only make download their custom maps if they have one. Join the retrolution :
  18. Hello, I'm new to this in the forums, and well, I saw that there are people with experience in these issues here and I wanted to ask for a little help. A while ago I converted the HD model of the human being from version 8.0.3 to WotLK, everything went well, until when I checked what had become WMV, I see that the model is like this: has neither the chest nor the feet, I have tried to activate it in the Model Control, but even so there has been no success, I have also tried to edit the file .m2 and skin but I have no idea It could be. And well, I hope that someone can kindly solve this problem, thank you.
  19. Version 1.0.0


    This is the female Vulpera pirate ported to 3.3.5 as a test. Patch-V.mpq
  20. Hey, i recently retro-ported all mounts for the community pack. however I've got a weird issue on flying mounts witch i didin't had on first tests. it seems that the original aura & spell real mount aura are active together. when i'm trying to dismount the client crash. any hint ?
  21. Version V2.0.0


    Hello ! i'm currently working on a generator to make life easier. for 3.3.5a This is an extended work for the retrolution project. you can join the Retrolution on our main thread V2.0.0 Is Out. Features : Mount Generator. + Item Creator + ItemDisplayInfo Icon Pet Generator. + Item Creator + ItemDisplayInfo Icon Extended Cost Generator. Gem Generator. + SQL Title Generator. Creature & Model DBC. (V.1) SpellIcon Generator. (By checking Custom Icon). Changes : Bigger UI. Bug Fixes. Local Library. Planned Work : Tier Set Generator. Based on S8+ and T10+ Off Set Generator. Based on S8+ and T10+ Image : Main Form : Option Form : C# Open Source Project : V2.0.0 Release :
  22. Heya, guys. I'm new to the modeling scene for WoW, so I apologize for any "noob" things I may say/do. I am eager to learn, however I have hit a massive road block. As of now, I only have Legion installed, so the only way I can get updated models from my Casc Viewer is by using my Legion client. Well, because of this, when I extract .m2s and other data, I'm required to use m2Mod to convert it to an m2i so I can use Blender, texture, and downport or whatever. I'm pretty sure that's what I need to do. Well, in this situation, I get stuck on the conversion from the Legion .m2 file to the m2Mod file. I have one of two issues. My first being the .m2 file is usally yelling and saying it's corrupt, and the second being if I use the multiconverter, I get another fun error when I convert it after the multiconvert "fixes" it. So I'm not sure what to do here, and any and all help is appreciated. Also, I'm new to the forum and I apologize if this isn't in the right section!
  23. Version 2.0


    For more detailed description and screenshots visit this project's page: Patch contains always the newest version of all buildings, all textures used by them (I make copies of Blizzard textures, mainly because if anyone of you happens to have them already and have them edited in any way, the look of my models is preserved) and also all M2s used in doodad sets. Models are for 3.3.5a, so if you work on a newer expansion, WMOs should work just fine for you (if not, consult more experience devs in such matters than I am) and you might want and need to replace M2s in doodad sets by the ones which are actually for your expansion. I'm just a beginner at WMO creation, so you might want to edit these models a little bit. I'm always opened to suggestions and feedback (even while I also like to do things in my way, by my rules, following my opinions). You can use this for your personal projects, however, I'd like to ask you to add me into the list of contributors who helped you with creating that project. I probably shouldn't have to ask for this, it should be a matter of course, but... I think I don't have to finish this sentence. If you want to support me for making this, my Paypal account is Version 1.0 - the first set of 4 buildings, which are quite small, have up to 2 rooms. No cellars, no doodad sets, have slightly bugged transparency at windows, those are reasons why they might be subject of change later.
  24. I have custom made maps/vmaps/mmaps but still it dosn't seem to work with this normal pirateship (.wmo) It is spawned as a type 14 and I can't find any flags in the gameobject_template that might fix this problem. I only want to use the ship in a specific phase so noggit is a no. What to do?