[Tool] Taliis menu

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  1. #46
    Tigurius's Avatar Member
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    In the lib folder and in your java(->jre) folder.
    But don't use this 3D-View anymore - it's crap.
    Like my work? Support Me! ;D

    [Tool] Taliis
  2. #47
    Tigurius's Avatar Member
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    Like my work? Support Me! ;D

  3. #48
    Noah313's Avatar Member
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    Hey man, not tryin to be a bother or anything, but any chance of getting a tut for using this any time soon? Thanks bro

  4. #49
    T@rget's Avatar Contributor
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    Hello, when I add a WMO to my adt it's there, but something comes with it: http://i40.tinypic.com/2nu3aqc.jpg

    So I tought I'd just use the Kill all water tool and this was the result: http://i44.tinypic.com/2w5pvyd.jpg
    All textures are gone, and the water is still there altough it's now flat

  5. #50
    schlumpf's Avatar Retired Noggit Developer

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    #1: Its that Taliis is for 3.* and NoggIt is for 2.*. Meaning that it will show things wrong. Try it ingame.
    #2: Everything can be buggy. Again, you look at it in NoggIt, not WoW.

  6. #51
    T@rget's Avatar Contributor
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    I somehow managed to download an old verison of Taliis, wich didn't work very well I DL'd the newest now and works fine. Only when I save something in Taliis I have to restart the program if I want to change anything else, otherwise it will break all my textures, but that's no problem.

    I was also wondering if it's possible to add water with this tool, at a specific point instead of the hole tile

  7. #52
    sasoritail's Avatar Contributor
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    Does Taliis work at 3.0.X?
    It's been a while

  8. #53
    schlumpf's Avatar Retired Noggit Developer

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    Yes .

  9. #54
    Driven00's Avatar Member
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    Soo, What about some tutorials about Taliis?
    Posted before, but I'm just repeating the question..

  10. #55
    Tigurius's Avatar Member
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    Well I'm creating some in German and my translators( yes I'm too lazy ) will translate them. Then we'll open our wiki to public and you'll get all the information you want.
    Like my work? Support Me! ;D

  11. #56
    Driven00's Avatar Member
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    Originally Posted by Tigurius View Post
    Well I'm creating some in German and my translators( yes I'm too lazy ) will translate them. Then we'll open our wiki to public and you'll get all the information you want.
    That'd be great! Thanks,
    Perhaps you can put the URL here too.

    When you finished translating then

  12. #57
    schlumpf's Avatar Retired Noggit Developer

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    As the wiki is still closed, I may post the tutorial here as a copy.

    Taliis is a multifunction tool which can actually edit all filetypes included in WoW. The mightiest function is surely the DBC editor while the other tools offer a lot of possibilities too.
    Basics
    Taliis is written in Java, requiring you to have a Java-virtual machine installed on your PC. (see Wikipedia)
    Most releases also have a "start_for_windows_dummies.cmd"-file allowing you to run Taliis in a console. As this opens up a console window, errors can be parsed from it for debugging purposes which comes in quite handy at times.

    On the first start, Taliis will ask you for the folder containing your MPQs. If you won't specify this, you may have limited functionability. You are able to add it afterwards in "Settings » MPQ Sources". Taliis extracts needed files in the Taliis\temp folder resulting in your first time using a file inside a MPQ being a bit slow. (We got a pretty slow MPQ library. You may extract the files directely into the temp folder to speed things up a bit).

    For DBCs, there is a folder called "Taliis\conf" where you can find configuration files containing how DBCs are linked between eachother and which data types the columns have.

    The DBC editor
    Taliis has the best public DBC editor. He's got a automatic detection for the data types but the whole might of the editor appears once one takes a look on the config files.

    Several DBCs are linked with others internally. To show such references, Taliis uses a "MixEditor" showing data of both DBCs.

    The different data types are represented in different colors:
    • integers are shown in white.
    • floats in green.
    • strings of text in blue.
    • integer references in red.
    • masked references are yellow.


    Configuration files for the DBC editor
    The config files are named after the DBC file resulting in DBC filename.DBC.conf.

    Comments are introduced by a '#'.
    The header tells you, where the information are retrieved from, when they were updated the last time and - which is important - how many columns there are inside this DBC as this differs between versions.

    You can add an entry in the following style for every column - where x represents the column number:
    • dbc_entry_1_field_x_label = A name for the column.
    • dbc_entry_1_field_x_desc = A short description seen on mouse over.
    • dbc_entry_1_field_x_datatype = A data type like listed below.
    • dbc_entry_1_field_x_cross_file = A DBC file being referenced.
    • dbc_entry_1_field_x_cross_val_field = The column containing the index (primary key) in the referenced file.
    • dbc_entry_1_field_x_cross_displ_field = A column in the referenced file containing a string for identification - if present.


    You can choose between the following types:
    • num being an integer
    • bool being a checkbox representing true or false
    • float for an floating point number
    • string for text
    • mask for bitmasks
    • flags - making the field not editable as its not yet implemented

    The ADT editor
    The ADT editor is also capable of a lot of things but still missing an 3D representation for terrain forming and textureing where you still have to use NoggIt instead.

    Texture-Files gives you a list of Textures used in the ADT and enables you to define texture ground effect doodads for a texture.

    In the Doodad- and Object-Files you can define which M2s and WMOs are can be spawned in the ADT while Appearing Doodads/Objects tells, where the models appear.

    In the menu, you can find the point "Edit" offering you several things:

    "Alpha-Layer" lets you export and import the alphalayers used by textures. You can edit them in another application like Photoshop while you have to pay attention to painting only inside chunks where the texture is already used as others wont be imported.

    The Replacement-Tools offer you to 'Kill' whole chunks of data and replace them by empty ones. The other option is to 'Inject' data from other ADTs while 'Set' enables you to change data for the whole ADTs. 'Fix Lines' repairs holes between chunks produced by NoggIt's bad code.

    The MCNK editor lets you set several things for the chunks. By right clicking a chunk, a menu appears. 'AreaID' sets the name appearing ingame when entering the chunk. 'Textures' offers you to replace or add (up to 4) textures of a chunk while 'Holes' cuts a hole into the ground by checking the matching box.

    The WDT editor
    The WDT editor lets you decide, where a ADT appears on a continent by checking and unchecking boxes.

    "Edit->Uncheck All" removes all ADTs from the WDT so you have a clean WDT.

    "Edit->Scan Folder" scans the folder where the WDT file is contained in for ADTs named like 'WDTName'_y_x.adt and then checks the matching fields if the ADT is present.

    The WDL editor
    The WDL editor will give you a low resolution heighmap as image.

    You can export it with "Edit->Heightmap->Export to PNG". "Edit->Scan Folder" will scan - like the WDT editor - for existing ADTs and import their heightmap into the WDL file.

  13. #58
    Bjarke's Avatar Contributor

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    Tip: When editing an ADT. make sure that noggit is closed. or else taliis might read some worng data. and thats not good....:P

  14. #59
    Tigurius's Avatar Member
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    Like my work? Support Me! ;D

  15. #60
    Domino93's Avatar Member
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    Nice tool thanks +rep (well I can't but still you would deserve it).

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