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  1. #1
    Remeer's Avatar Member
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    Maps 3.3.5 to 6.x

    Hello World.
    So I'm trying to play with WoWs engine a little while being the most 'up-to-date' with features, such as pet battles and such. Because of this I'm playing with a MoP client/server setup.
    Things are already ready, I can connect to my own Trinitycore server and such, as well as being able to use custom client files via that WoW.exe raw edit to bypass the file checking system. Now I'm trying to actually create '100% scratch' content.
    However, I'm finding problems trying to create a new map.

    The only 'map editor' that supports MoP is Cromon's 'neo', as far as I can find. However, it's...well, pretty broken, and lacks alot of features.
    Noggit seems like it's a little more stable and it supports alot more, such as liquid modification.
    Problem with noggit is that it lacks 6.x support.

    So, I obtained a 3.3.5a client so I could use it's map files and use them for custom areas with noggit instead. However, I'm not sure how to go about porting 3.3.5 data to 6.x.
    From what I understand so far, there was a change with how map data was used in Cata.

    Now, keep in mind, although I'm a 'noob' to editing WoW stuff, I'm not a noob with computer science and finding my way around things. I spent alot of my time hacking older games (Rom hacking, if you will), so I know very well how to edit files with a hex editor, as well as read/write basic assembly, and I'm very comfortable doing so.
    Is there any documentation of the changes between how the files worked and some clues on where to begin porting it?

    I haven't really even started trying to do so myself, because I'm not really sure where to begin. The few MoP>WotLK porting tools don't really explain how they work or what they change and while some of them are Open Source, I can't quite read C* applications enough to efficiently read what's going on (I plan on expanding my C* knowledge with my WoW projects though). So reverse-engineering what they do and 'inverting' it is a little out of my 'can do' reach.

    I could very well figure out how the formats work by myself given enough time and patiance, however, WoW is 'massive', finding where everything map related is used, connected, read, etc, would be a huge project for someone who is just starting to understand how things work. I'd much rather not 'reinvent the wheel' if I could help it.



    Or if someone has any WotLK>Cata/MoP porting tools, or workarounds to make noggit work with MoP, that would be neat too.
    Either way, does anyone have any advice?
    Last edited by Remeer; 04-14-2015 at 08:45 PM.

    Maps 3.3.5 to 6.x
  2. #2
    theduncehat's Avatar Contributor
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    Since you wrote a short book of a post, I'll reply with my own short book as well XD.

    I have a thread on here for up porting LK maps to Cata/MoP/WoD., The video guide on the thread is the Short Version my guide(not cut up video, just a retake with skipping over a lot of other things that require time to explain.) , Be default the script only generates files for use with Cataclysm, in the Full Version of the video, which is much longer, I go into detail on how to modify a part of my script so it dumps out extra files for use on MoP and WoD.
    http://www.ownedcore.com/forums/worl...tor-based.html

    It's an 010 Editor based script, I removed most of my personal comments from the scripts mainly because most people who would use it don't know anything about coding, much less setting up macro commands in a particular order to achieve a particular goal.

    It'd be cool if someone could re-interpret my macro script and make a Proper application out of it through either Cpp or C#, or hell even Java or Python would be better I reckon, because as it stands right now, it takes a while to create the various pieces for the files.

    So I would recommend checking out the full video if you're new to these parts of modding and also fresh with 010 Editor's Macro Scripting API.

    Here's a video of an Emerald Dream map in WoD 6.0.3, It was also during a time when I was still working on the script so some areas are bright green in the video because at that point in time, I hadn't gotten over the hurdle of how some chunks worked, the color of the water is blamed on the incomplete light details of Emerald Dream's Blizzard light data:


    The WoTLK 3.3.X Files for that Emerald Dream Map can be found over at: http://www.ownedcore.com/forums/worl...am-canyon.html

    EDIT:
    Forgot to mention it above but, It is made for 100% custom maps made with Noggit 1.2 to 1.4, those were the ADT files I had used as my test source(s). When I say 100% custom, I mean that. This may or may not work on maps that started out as a blizzard map, meaning if you did an edit in Azshara Crater and ported it up, there's like a chance it probably won't work because I hadn't used that sort of stuff as my test material as that wasn't my goal for this project.
    Last edited by theduncehat; 04-16-2015 at 07:50 AM.

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