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Found 18 results

  1. Hi there, Today I'd like to share some of my knowledge regarded to creating a working world map in-game. I will try to cover the most basic things, but I have to admit there are still some unknowns to me such as clickable zones on the world map, however, I 'd like to cover those and continents map in the future. In this tutorial I will cover a basic in-game map creation for GM Island. Required tools: Dbc Editor MPQ Editor Photoshop or any other image editor (I myself use Photofiltre) World Map Creating Package - download link down below (I recommend you downloading this, because I think it is useful for you to reverse engineers all the stuff done in this tutorial). Link to the source: https://mega.nz/#!zUpxlYpK!ctrulp0IpFncI8FYAOFsLwm64PPn9lZyzXSQkNaJ7RQ Difficulty - Easy Estimated time - 15-25 minutes Before sinking teeth into this in-game map making process you might want to take a look at Skarn's tutorial on making a map for WoW in photoshop - So first of all some theory. When it comes to Dbc files what really matters to us right now is WorldMapArea.dbc. This Dbc looks somethings like this: Now to some collum information: 2. - this collum refers to map.dbc and literally says on which map is this world map going to be placed (1 stands for Kalimdor). 3. - this one refers to the area name (the dbc number), in this case it is 876 (GM Island). 4. - the map file name - this just refers to your file names, so if I decide to call it GmIsland all the files will have to named that way - GmIsland_1.blp, GmIsland_2.blp... 5. - upper y coordinate of your map (serves coordinates). 6. - lower y coordinate of your map (serves coordinates). 7. - upper x coordinate of your map (serves coordinates). 8. - lower x coordinate of your map (serves coordinates). 9. - has to be -1? 10., 11. - has to be 0? So this was some Dbc stuff. Now let's move to the real map stuff. Obviously what you need to is to create yourself a world map, Skarn has covered this topic some time ago, there is a link to his tutorial mentioned above if you need to create a map I recommend you going there. But now comes the tidious stuff. In order to make your map working you have to divide it into 12 256x256 images and name them just like this - GmIsland1.blp, GmIsland2.blp, this however, comes for GmIsland map, if you name your map in WorldAreaMap.dbc TelAbim you have to name your files TelAbim1.blp and so on. When it comes to chronology you have to follow the one shown in the picture down below. So GmIsland1.blp represents sector 1 and so on. This is obviously some really boring stuff, but it is essential. In addition, I think it is good for you to know that all the segments and the right (4, 8, 12) and all those on the bottom (9, 10, 11 ,12) have to be transparent and won't take the entire 256x256 area. Skarn has thought of this when making his map templates, so you don't really have to worry about this one. Now we need to put all the files into a patch, so that the game can loads those. The Dbc stuff is kind of obvious, you put that into DBFilesClient folder, and as for the blp files you have follow this chronology :Interface/WorldMap/GmIsland (Dbc name of your map)/GmIsland1.blp ... So once we are done with all of this, we can check the map in-game and see if it works. The maps seems to be working. If you are trying to create a world map for yourself, you should start by taking down the map coordinates (in-game or in the Noggit) and then according to that create the map. I hope this quick tutorial was helpful in some ways, and hopefully I will find myself some more time to extend it one day. Maybe I could cover making a new continent or making a zone clickable on world map. Link to the source patch - https://mega.nz/#!zUpxlYpK!ctrulp0IpFncI8FYAOFsLwm64PPn9lZyzXSQkNaJ7RQ If you have some questions, or something doesn't seem to be clear, or perhaps doesn't work at all, do not hesitate and write it down, I will try taking a look at it.
  2. I've spent the past few weeks working on a tool that makes editing LightIntBand.dbc so much easier. You can get it here, along with instructions: And you can get the source here: https://github.com/MajinCry/WotLK---LightIntBand-Editor
  3. Version 1.01

    32 downloads

    There are generic .dbc editors available, but they are absolutely not geared towards being good for editing specific .dbc files, the first one I came across being LightIntBand.dbc. So I decided to make a program that is much easier to use, intuitive, and gives you an idea of what your changes will look like. Made with Delphi community edition. Should work on XP, will definitely work on Windows 7, 8, 8.1, and 10. Github repository: https://github.com/MajinCry/WotLK---LightIntBand-Editor It's very simple to use. Here are the steps: 1. Much of the interface is disabled when first run. To enable it, click on File -> Load... -> Select LightIntBand.dbc 2. Now the interface will appear, after freezing for a couple seconds. That's normal, the tree list of all the records just takes a short while to be populated due to all the records present. 2a. If you want to add new records, make sure the tree list is selected, and press the insert key. 2b. If you want to remove records, make sure a node is selected, and press the delete key. 3. Select a record from the list. There is a text box above it where you can enter an ID to go straight to that record. 4. The two text boxes above the 16 GUI entries on the right show the ID of the currently selected record, and the number of entries that will be processed by the client. 5. To change the number of entries that will be processed, click on the text box to the right with the drop-down arrow, and pick a number from the list. 6. To keep your changes, click on the Apply button. Note: This does not save the changes to the file. 7. To save the changes to a file, click on File -> Save... -> Save as LightIntBand.dbc -- There shouldn't be any bugs, as I've tested extensively. If any appear, please report them with as much detail as possible.
  4. Version 1.1.9a

    1,939 downloads

    A project I started initially to learn how DBC files worked that eventually turned into this and thought it was worth a share. This editor has full support for reading and saving all release versions of DBC, DB2, WDB and ADB. This does include support for Legion DB2 and ADB files and works with all variants (header flags) of these. Like the other editors I’ve used a definition based system whereby definitions tell the editor how to interpret each file’s columns - this is a lot more reliable than guessing column types but does mean the definitions must be maintained. So far, I've mapped almost all expansions with MoP being ~50% complete and everything else being 99%+ (excluding column names). Source can be found here. Features: Full support of release versions of DBC, DB2, WDB and ADB (WCH3 and WCH4 are not supported as I deem them depreciated) Can be set as the default file association Opening and having open multiple files regardless of type and build Open DBC/DB2 files from both MPQ archives and CASC directories Save single (to file) and save all (to folder) Standard CRUD operations as well as go to, copy row, paste row, undo and redo Hide, show and sort columns A relatively powerful column filter system (similar to boolean search) Displaying and editing columns in hex (numeric columns only) Exporting to a SQL database, SQL file, CSV file and MPQ archives Importing from a SQL database and a CSV file An Excel style Find and Replace Shortcuts for common tasks using common shortcut key combinations A help file to try and cover off some of the pitfalls and caveats of the program (needs some work) Tools: Definition editor for maintaining the definitions WotLK Item Import to remove the dreaded red question mark from custom items WDB5 Parser which is an attempt to automatically parse the structure of WDB5 files Things to Note: You need .Net 4.6.1 installed (download) Importing gives you the option to import; new rows, changed and new rows and to override all data Exporting to MPQ allows you to append to an existing archive or to create a new one Currently any SQL import must have identical columns to the file’s definition Legion ADB files MUST have the DB2 counterpart open before as required information is stored in the DB2 file. The program will prioritise DB2 if DB2 and ADB are opened at the same time The WDB5 Parser works surprisingly well thanks to the new field structure data however it does trip up on inline strings so definitions may need to be validated manually Undo, redo and copy data history are lost when changing the current file Everything is stored in memory so if your PC is ancient the program will crash attempting to read hundreds of files at once! Credits go to Ladislav Zezula for the awesome StormLib and thanks to all those that contribute to the WoWDev wiki. I’ve also patched the definitions together for various sources across the internet, there are too many to name, but thanks to all.
  5. Hello guys. It's been awhile since I asked any questions on here but I have run into something where i can't figure something out. So basically to get straight to the point - I want to give the druid spell "wrath" a different icon without changing the original icon. What I mean by that is that i want to put in a new icon just for wrath and i can't seem to figure out which icons goes to specific spells. If i don't make any sense please don't hesitate to ask for deeper explanation. Thanks in advance.
  6. Version 1.2.2.42

    329 downloads

    A powerful tool for editing DBC and CSV files and convert between the two formats. Supports all DBC-using expansions (Vanilla to Mists of Pandaria). Made by Smartwork.
  7. Can someone point me in the direction to where to find Jaina's skins in dbc files (No idea if I'm asking it even correctly) I want make jaina's model in wotlk to the one from BFA Thank you and have a great week
  8. Version 1.0.0

    101 downloads

    I wanted the ground effects from Legion 7.1 as I already had the NODXT converted to wotlk, all I needed was the DBC files so I could use them in WOTLK. This is the DBC from Legion 7.1 Ground effects Doodad and Ground Effects Texture converted down to WOTLK(3.3.5) so you can use the groundeffects from the Cata+ Expansions. I tested with the Lost Isle map which I converted with Adspartans converter and it worked. If you convert a map down from Cata or Higher, and have these 2 dbc files in your clients DBFilesClient folder and your server DBC folder. The groundeffects for those maps that you converted will show up in-game without you having to edit anything.
  9. Hey! These two spells: http://www.wowhead.com/spell=157739/at-arms and http://www.wowhead.com/spell=173331/at-arms, added in 6.0.1, give your character the 'holding staff vertically' pose, and I really like that and would love to have it on my server. I would assume they involve the AnimKit group of tables, but I will not be able to replicate the effect myself, because there is no documentation on those tables whatsoever. I would therefore like to just copy the values blizz used for these spells and hope they work. However, the new dbc/db2 structure is very confusing, and, having tried, I did not manage to figure out much. I know some people here do WoD modding, and quite successfully, so if there is anyone who could help me get said values, I would be very thankful.
  10. Hey! I'm really bad at editing spells (trust me, I've tried a lot), so I thought I would gather up some spell ideas and ask the people here how to create each one. Since these are very basic "templates", I would learn myself that way. So, the general types of spells I want to create: Morph spell - simple spell (aura) which, when used,would perform the same function as the .morph command. Then, when the aura is removed (by rclicking on it's icon, for example), it would demorph your character. It would also be much much better if this aura would not be removed on logoff. Of course I understand that I will have to create a spell like that for every model I want to use. Scale spells - four spells which would 1)Increase your characters size by 1; 2)Decrease your characters size by 1; 3)Increase your characters size by 0.1; 4)Decrease your characters size by 0.1 Flying spell - same as .gm fly on (*off on unaura). Possibly with flying speed increase. Also, I'd like this spell to use the flying, not swimming animation kit, so it could be used on dragon models. Attach spell - attaches a certain model on your character. For example, an item, or a spell (e.g. eye glow). Would be nice if it used attach points instead of coordinates. Faction spell - makes you friendly/hostile with a certain faction. There are two good examples called "Faction override - {Alliance/Horde}". I'd be very thankful if someone explained how to create at least one of the listed spells. Additional question: I'm replacing destro warlock spell models with their fel versions (basically, by changing the ids in SpellVisualKit), but I can't find how the casting effect (one that appears on your characters hands) is set. Could someone tell me?
  11. Version 1.0.1

    27 downloads

    After a suggestion from Amaroth; I built this library to give other developers the core reading and saving functionality from WDBX Editor. This means that this library has full support for reading and saving all release versions of DBC, DB2, WDB and ADB. Just like WDBX Editor the reader requires a definition to load files correctly. I've moved to a class based decorator system as this is more intuitive. Included in this release is a separate library (WDBXLib.Defintions) with all the definitions that come with WDBX Editor - I've purposely separated these out as to provide more flexibility and to separate concerns. This library targets Microsoft .NET Framework 4.6.1. Source code and full examples can be found here. Usage: Below is an example of a definition and using it to read and write to a file. [DBTable(Expansion.WotLK)] //Defines the build number public class CharacterFacialHairStyles { [DBKey(AutoGenerated: true)] //Defines the Id column public int Id { get; set; } public int RaceId { get; set; } public int GenderId { get; set; } public int VariationId { get; set; } [DBField(ArraySize: 5)] //Defines the array size public int[] GeoSetId { get; set; } } //Reading, editing and writing a DB file with the above definition var entry = DBReader.Read<CharacterFacialHairStyles>(@"TestFiles\CharacterFacialHairStyles.dbc"); entry.Rows[0].RaceId = 6; //Update RaceId for the first row DBReader.Write(entry, @"TestFiles\CharacterFacialHairStyles.dbc"); Rows: The DBEntry rows are contained in a special collection class. Using the provided methods the Ids are automatically adjusted accordingly. However if you edit the Ids from the collection directly the Ids will need to be manually maintained, if duplicates are found the library will throw an exception on save. Included are a few additional methods and properties not found in a standard list. NextKey: returns the next Id available HasDuplicateKeys: returns a boolean indicating if any Id is used more than once FindByKey: returns an object by Id RemoveByKey: removes an object by Id LocalizedString: DBC file's localization was handled by a string array followed by a mask. Included is a special LocalizedString class designed for this purpose. It has the following properties: Locale: The value for that specific DBC's language (readonly) Values: A string array of all locales Mask: The mask value this[TextWowEnum locale]: An indexer that gets/sets the value for a specific language WCH5+ (ADB files): ADB files don't contain the structural information to be loaded directly so require loading the header information from the associated DB2 file first. To cater for this a ReadHeader function is exposed in the DBReader class which is then feed into the Read function. For example: var counterpart = DBReader.ReadHeader(@"TestFiles\ArtifactPowerRank.db2"); var entry = DBReader.Read<ArtifactPowerRank>(@"TestFiles\ArtifactPowerRank.adb", counterpart);
  12. Hey! That language barrier hit me hard when I tried to edit Vehicle.dbc. Could anyone explain what each of those fields does?
  13. Hey could someone explain to me how this CharStartOutfit.dbc works? These values, I'm guessing its race/class combined, and the best tool to edit 4.3.4 DBCs? CharStartOutfit.dbc.csv CharStartOutfit.dbc
  14. I'm posting this here with Glararan's permission, in order to promote his project. I would like to thank Glararan for creating this tool, and mention that I will always support any activity that benefits Cata modding. The rest of this post will be a copy of Glararan's Modcraft post. * * * Hi, It's been a while I did this project. I went here for a long time so I now remembered to share a project for editing database. - Supports cataclysm - Can read/write DBC - Can read DB2 - Creature & Game Object support Future: - Hope to support Items and other cool things Feel free to download source code on https://github.com/glararan/Database-Editor Give me a feedback if you use it
  15. https://wowdev.wiki/DB/CreatureModelData I'm currently working on tool capable of adding records to DBC's CSV versions (I am not that far to work directly with DBC, I will take a look at that later). I have already gameobject displayID (and template gameobject with that displayID) generator. Now I want to work on creature models. I will need to work with: world.creature_template world.creature_model_info creaturedisplayinfo.dbc creaturemodeldata.dbc And here comes my problem, with the last DBC. I am simply not sure what are some (in fact most of) fields in it for, or how the hell they work. SizeClass, ModelScale, Footprints and in fact most of other following fields. Can someone who really does understand this DBC take some time and fill me up with as many details as possible? And please, guys, no theories. If you want to be smartasses and say things you don't have confirmed and are just assuming by taking look at page I linked, save both your and my time, I need real confirmed information from people who are really experienced with this and have tryed something I probably haven't before on their own. This DBC is kinda weird, because for example ModelScale seems to be absolutely ignored and values in collision boxes and so on seem to be absolutely useless as well to me, because leaving them blank just... never seemed to hurt anything. In fact, one of few fields I have ever needed to really use was path to model, obviously, but the rest just seem to not be used or can be set in different DBCs. Just strange.
  16. Hey guys! Where can I get the most up-to-date SQL and DBC databases for Cata?
  17. Version 0.0.3 ALPHA

    700 downloads

    DB2/DBC <-> CSV convert INFO:The latest version of the tool, visit: http://modcraft.superparanoid.de/viewtopic.php?f=59&t=10057 RequirementsThe converter requires NET Framework 3.5 How to useBefore you can convert a db2 or dbc to csv, you most be sure you have a map for it. the maps you found in the map.xml file. If you have a map for your db2/dbc, you most only drag the db2/dbc over the dbconverter.exe and its work. Allow DataTyps: uint8, int8, uint16, int16, uint32, int32, string/char/std::string, float/single, double ContributingCromonKroniX
  18. Hey! I wanna change the green slug in Lordaeron to water. As far as WoWDev wiki says, its controlled in AreaTable.dbc in column 30. However, I looked closely at my AreaTable.dbc (attached), and I just can't find the needed column! AreaTable.dbc