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  1. #1
    merfed's Avatar キタ━━━(゜∀゜)━━━!!!!!


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    [Guide] Cryects Tools

    This is an introduction to the basic use of Cryects tools there is limitless possibilities for what you can do with his tools, but this should give you a good idea and run down of a each tool and what can be done with it along with a more technical explanation. Some of this information may be off (I've noted where I'm not completely positive about something). Feel free to correct me, or suggestion additions to this guide. A lot of this information is pulled from the WoW.Dev and Sourcepeek wiki's as well as specific user's work on the M2, ADT and WMO entries.

    FileInfo
    Syntax: Fileinfo <adt file>

    Outputs all the ADT info about textures used, MD2's used, where the MD2's are, WMO's used, WMO Info into a text file used named after the ADT name. After running the fileinfo exe on an ADT file it outputs an text file with information pulled from that ADT file and it's corresponding chunks. The text file is set up like so (unless otherwise noted):

    Code:
    CHUNK_NAME		CHUNK_COUNT
    NUMERICAL_VALUE		TREE_PATH_TO_WHATEVER_THE_CHUNK_REFERENCES
    CHUNK_NAME referrers to the chuck containing information in the ADT; MWMO, MDDF and so on. Each are detailed below. CHUNK_COUNT contains how many models, wmo's etc are contained in the chunk. The NUMERICAL_VALUE is just an increasing value. Like a list. Lastly TREE_PATH_..._REFERENCES is just a treepath to the model, wmo or whatever else that chunk is referencing. Just like you would find in MWS.

    MMDX Chunk:
    List of filenames for M2 models that appear in this map tile.

    MWMO Chunk:
    List of filenames for WMOs (world map objects) that appear in this map tile.

    MDDF Chunk:
    This chuck is used for placement information for doodads (M2 models). This chunk is set up differently than the other chunks:

    Code:
    CHUNK_NAME		CHUNK_COUNT
    ID 	unique identifier	Position (X,Y,Z)	Orientation (A,B,C)	scale factor * 1024
    The instance information specifies the actual M2 model to use, its absolute position and orientation within the world. The orientation is defined by rotations (in degrees) about the 3 axes as such (this order of operations is for OpenGL, so the transformations "actually" happen in reverse):

    1. Rotate around the Y axis by B-90
    2. Rotate around the Z axis by -A
    3. Rotate around the X axis by C

    Finally the scale factor is given by an integer, multiplied by 1024. So the model needs to be scaled by scale/1024.

    MODF Chunk:
    Placement information for WMOs. 64 bytes per WMO instance. This chunk is set up differently than the other chunks:

    Code:
    CHUNK_NAME		CHUNK_COUNT
    ID   unique identifier   Position (X,Y,Z)   Orientation (A,B,C)   Up Ext.   Low Ext.  0   Doodad Set   Name Set
    The positioning and orientation is done the same way as in the MDDF chunk. There is no scaling. Two additional positions and two integers are also given. The unique identifier is important for WMOs, because multiple map tiles might want to draw the same WMO. This identifier is used to ensure that each specific instance can only be drawn once. (a unique identifier is required because the model name is not usable for this purpose, since it is possible to have more than one instance of the same WMO, like some bridges in Darkshore).

    ModelSwap
    Syntax: <ADT File> <MDX Model to Replace> <MDX Model to Swap In>

    Instead of Swapping the models and changing every single place where its located you can instead modify the appropriate ADT file to swap the model there. The only requirement is the string length of the replacement model be shorter or equal length of the model you are replacing. What this does is takes the information contained in the MMDX Chunk, which holds a list of m2's placed on a map chunk and allows you to replace that specific model with one of your choosing.

    This way it only chances it for THAT adt file, rather than any adt that uses it.

    MapMover
    Syntax: <MapName> <LowerX> <LowerY> <UpperX> <UpperY> <NewMapName> <OffsetX> <OffsetY>

    Tool that just makes it really easy to move files and renames them for you.

    CreateWDT
    Syntax: <MapName> <LowerX> <LowerY> <UpperX> <UpperY>

    WDT files specify exactly which map tiles are present in a world, if any, and can also reference a "global" WMO. For worlds with terrain, the MWMO chunk is empty and there is no MODF chunk. For a global-WMO-only world, these chunks specify an object in the same format as it is already done in ADT files. The MWMO chunk contains a list of WMOs contained on this map tile. The MODF chunk contains placement information for the WMOs. Which is exactly the same as the MODF chunk from ADT files.

    What CreateWDT allows you to do is create a valid WDT file for the specified map name for a rectangle of ADT's between (LowerX,LowerY) to (UpperX, UpperY)

    OffsetFix
    Syntax: <MapName> <ZOffset Optional Default=0>

    After moving ADT files there is a chance they become messed up, this allows you to change the ZOffset so that you do not fall to your death, etc. when zoning into an instance.

    RemoveTheWalls
    Syntax: <ADT File>

    Disables all invisible wall chunks in the ADT file.

    LoadInfo
    Syntax: <adt file>

    Takes the info outputted from FileInfo and reloads it into a file be careful minor errors result in major issues

    PatchHoles
    Syntax: <adt file>

    Removes all the holes from a tile.

    AllWater
    Syntax: <adt file> <water level> <optional waterflags default 14>

    Allows you to set the entire water of an ADT tile to the specified level.

    The water flags are (not 100% confirmed):
    0 see through water, at top
    1 nothing
    2 red water
    3 green water
    4 NORMAL
    5 nothing
    6 red water
    7 green water
    8 see through water, at top
    9 nothing
    10 red water
    11 green water
    12 see through water, at top
    13 nothing
    14 red water
    15 nothing
    16 see through water, at top
    17 nothing
    18 red water
    19 green water
    20 DEFAULT normal
    21 nothing

    WMOOutdoors
    Syntax: <wmo file>

    This takes a WMO root file; which lists textures, materials, models, groups, visibility information etc. and converts it so that its outdoors this needed to get the water effect inside a WMO though at this time you don't get the water physics.

    MakeMap
    Syntax: <InstanceName> <LowerX> <LowerY> <Width> <Height>

    Composites all the RAW files outputted by wowmapview into one large raw map file.

    M2Modder
    Syntax: <M2 FileName>

    This lets you edit a lot of properties with M2 model files though its limited in a lot of ways its still a very powerful tool for model existing M2's

    t - Edit Textures Definitions
    t - Change Texture Type
    0 Texture given in filename
    1 Body + clothes
    2 Cape
    6 Hair, beard
    8 Tauren fur
    11 Skin for creatures
    12 Skin for creatures #2
    13 Skin for creatures #3

    Texture type is 0 for regular textures, nonzero for skinned textures (filename not referenced in the M2 file!) For instance, in the NightElfFemale model, her eye glow is a type 0 texture and has a file name, the other 3 textures have types of 1, 2 and 6.

    n - Change Texture File Name
    This Allows you to change the name of the BLP(s) used by the M2.

    f - Change Texture Flag
    1 Texture wrap X
    2 Texture wrap Y

    u - Edit Texture Units
    t - Change Texture
    Alter texture number/Change Unit Texture Used.

    m - Change Mapping
    nTexUnits 16-bit integers starting at ofsTexUnits. (values: -1, 0, 1) (I think, feel free to correct me).

    g - Change Flag
    16 static textures
    0 animated textures

    r - Change Render Flag Used
    f - Change Render Flag
    1 Unlit
    2 Unfogged
    4 2-sided
    8 ?
    16 Disable z-buffer

    b - Change Render Blend
    0 Opaque
    1 Alpha testing
    2 Alpha Blending
    3 Additive
    4 Additive Alpha
    5 Modulate
    6 Deeprun Tram Glass

    b - Edit Bones
    t - Edit Translation
    0x0C AnimationBlock (float, float, float) Animation data for translation

    r - Edit Rotation
    0x28 AnimationBlock (float, float, float, float) Animation data for rotation

    s - Edit Scaling
    0x44 AnimationBlock (float, float, float) Animation data for scaling

    f - Edit Flags
    8 billboarded
    512 transformed

    The billboarding bit is used for various things:

    * Light halos around lamps must always face the viewer
    * The cannonball stack model (in the Deadmines or Booty Bay), where each cannonball is a crude hemisphere, they always face the viewer to create the illusion of actual cannonballs.

    p - Edit Pivot Point
    0x60 float[3] Pivot point

    a - Edit Animation IDs
    Allows you to change the animations ID which is referenced from AnimationData.dbc (correct me if I'm wrong).

    p - Edit Particles
    f - Change Flags
    Flags used by the Particle Emitters (Couldn't locate a list here... help would be nice). Though I believe this to be it (haven't tested):
    0 "normal" particle
    1 large quad from the particle's origin to its position (used in Moonwell water effects)
    2 seems to be the same as 0 (found some in the Deeprun Tram blinky-lights-sign thing)

    n - Change Bones
    Bones used by the Particle Emitters

    p - Change Position
    Allows you to change a position of a texture in X Y Z format.

    r - Change Rotation
    0 for none
    1 to rotate the particle 360 degrees throughout its lifetime
    t - Change Texture
    Allows you to change the texture used by a particle.

    c - Change Colors
    Allows you to change the colors of a Particle (Start, Mid, End format).

    b - Change Blending
    Allows you to change the blending mode of a particle.

    0 Opaque
    1 Alpha testing
    2 Alpha Blending
    3 Additive
    4 Additive Alpha
    5 Modulate
    6 Deeprun Tram Glass
    y - Change Emitter Type
    1 Plane (rectangle)
    2 Sphere
    3 (Spline?)

    s - Change Sizes
    Particle sizes (start, mid, end)

    a - Edit Animation Block
    0 - Emission Speed
    1 - Speed Variation (range 0 to 1)
    2 - Rotation \\Tumble Spread (range 0 to pi)
    3 - ? (range: 0 to 2pi)
    4 - Gravity
    5 - Lifespan
    6 - Emission Rate
    7 - Emission Area Length
    8 - Emission Area Width
    9 - Gravity? (much stronger)

    r - Edit Ribbons
    N/A

    PExtracter
    Syntax: <M2 Filename>

    Extracts all the particles from a file to a separate file just containing the particles

    PInjector
    Syntax: <M2 Filename> <Particle Filename>

    Replaces the particles of the model with the particles from the particle file.

    LayerAdder
    Syntax: <M2 Filename>

    Adds a second layer to a model based on a specified texture. (doesn't add anything else which you might need to do by hand)

    LightsOut
    Syntax: <WMO Filename>

    Sets all lights from WMO's of both the root & group to pitch black editing the source you can set it up to alter the lighting to a specific color (think of Sno's Frozen Core :P). In the LightsOut source lights are set by changing this (0xff000000, which is pitch black) to the color you would like. It's structured as so:

    0xff(alpha)
    00(red)
    00(green)
    00(blue)

    [Guide] Cryects Tools
  2. #2
    Gawdlaw's Avatar Legendary
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    oewwwww nice guide gonna use it later. Alot of reps from me

    -------------------------------------------
    Retired Model Editor - Graphic Designer - Cameraman - Video Editor
    Flamewalker.deviantart.com / youtube.com/redmammothproduction


  3. #3
    Glitchy's Avatar ★ Elder ★
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    Great Guide! Wish i had this when i started out. This will definitely help people.

  4. #4
    Dartex's Avatar Contributor
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    Really needed this, i only knew how to work with M2MODDER, now i can learn them all have some +rep

  5. #5
    xkrim's Avatar Active Member
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    whenever i try to use these tooks i get an error message liek this =[

    Setting Water Level of Azeroth_30_47 to 20.00
    4 [main] allwater 6100 handle_exceptions: Exception: STATUS_ACCESS_VIOLATI
    ON
    2008 [main] allwater 6100 open_stackdumpfile: Dumping stack trace to allwater
    .exe.stackdump
    (i'm on vista if that has something to do with it -.-)

  6. #6
    Shailiha's Avatar Member
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    Awesome guide! Really helped me get started off on the right foot. +rep for ya

  7. #7
    Shady200's Avatar
    Shady200
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    v nice guide, thanks!

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