[Guide] The Easiest and 100! WORKING WAY to add WMOs to Land. menu

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  1. #1
    WargRider's Avatar Member
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    [Guide] The Easiest and 100! WORKING WAY to add WMOs to Land.

    NOT TOOOOOOOOOO NOOB FRIENDLY

    Alright, I have wanted to add WMOs to land ever since I knew there was a way, but so many guides said that to read another guide and no link and other guides with more links and such. I will explain something now, MY guide, has ALL LINKS! HERE!, no searcihng required, AND 100! proven working.

    I. Tools

    Tools, are the MOST important thing on your side right now. Here is the link to the tools:

    A VERY USEFUL TOOL MADE BY YOURS TRULY FOR ADDING OBJECTS
    Free File Hosting Made Simple - MediaFire


    1a. MyWarcraftStuduios
    Link: MyWarCraftStudio.rar
    Purpose: This lets you easily modify MPQ files, I mainly use this to find models and extract them.

    1b. MPQ Editor
    Link: http://www.zezula.net/download/mpqediten32.zip
    Purpose: This is a GREAT tool to EASILY make MPQ files, I dont recommend using this to extract things though, pretty SIMPLE interface.

    1c. Cryect Tools
    Link: CryectsTools.zip
    Purpose: This is probably one the GREATEST tools you can possible have, basically, the point of this guide would be defeated without this, we basically are only going use fileinfo and loadinfo in this.

    1d. Noggit 2.4.3
    Link: http://rpg.torquewow.com/wowmapedito...20v%200.14.rar
    Purpose: The second greatest tools, this lets you modify land, and especially move doodads around, sadly not WMOs though.

    1e. Model Edit 2.4.3
    Link: RapidShare: Easy Filehosting
    Purpose: You need this to see your edits, jus place in your WoW folder then click WoWME.exe and click f8 at login screen then login to c edits.

    Alrighty. now, we have all of the tools, now, I will explain the FIRST thing we must do, WHICH happens, to be using Noggit, now, for this you would need the 2.4.3 version of WoW, which I am sure you probably already or NEARLY have.

    Now first extract the rar file with WinRar which I'm sure your doing since you probably already have WinRAR. Now go into the wowmapEditor v 0.14 folder then start wowmapEditor_0.14.exe. Now, choose the area that you want to edit, I personally those the extreme west coast of the west talon mountains since it is NICE and baron over there. Ok, now here are the commands for Noggit: All commands with a * near them are EXTREMELY important, and remember them.

    F1 - Toggle Models
    F2 - Toggle Doodads
    F3 - Toggle Terrain
    F4 - Toggle Stats
    Shift + F4 - Toggle Selecting
    F5 - Save Bookmark
    F6 - Toggle Map Objects
    F7 - Toggle Chunk Lines
    F8 - Toggle Detailed Info
    F9 - Toggle Map Contour
    F10 - Reload Textures
    F11 - Reload Models
    F12 - Reload WMOs
    H - Disable Highres Terrain
    I - Toggle Invert Mouse
    J - Reload ADT File
    *K - Save ADT File
    *T - Changes Terrain Mode
    Y - Changes Brush Type
    M - Minimap
    *U - Earial View to Paint
    Ctrl + Shift + P - Save Map to RAW
    ESC - Back/Exit
    *WASD - Movew
    R - Quick 180 degree turn
    F - Toggle Fog
    G - Toggle Drawing of Chunk Flag Info
    +,- - Adjust Fog Distance
    O,P - Slower/Faster Movement
    B,N - Slower/Faster Time

    *Terrain Mode - Raise/Lower
    Left Click + Shift - Raise Terrain
    Left Click + Alt - Lower Terrain

    *Terrain Mode - Flatten/Blur
    Left Click + Shift - Flatten Terrain
    Left Click + Alt - Blur Terrain

    Alt + Left Mouse - Change Brush Size
    Shift + Right Mouse - Rotate Object
    Ctrl + Right Mouse - Tilt Object
    Alt + Right Mouse - Tilt Object
    Middle Mouse - Move Object
    Shift + Middle Mouse - Move Object
    Ctrl + Middle Mouse - Move Object
    Alt + Middle Mouse - Change Object Scale

    Ctrl + Left Mouse - Clear Textures on Selected Block


    READ IT OVER AND OVRE AND OVER AND OVER AND OVER AND OVER AND OVER AND OVER AND OVER AND OVER AND OVER AND OVER AND OVER AND OVER AND OVER AND OVER AND OVER AND OVER AND OVER AND OVER AND OVER AND OVER AND OVER AND OVER AND OVER AND OVER AND OVER AND OVER AND OVER AND OVER AND OVER AND OVER AND OVER AND OVER AND OVER AND OVER AND OVER AND OVER AND OVER AND OVER AND OVER AND OVER AND OVER AND OVER AND OVER AND OVER AND OVER AND OVER AND OVER AND OVER AND OVER AND OVER AND OVER AND OVER AND OVER AND OVER AND OVER AND OVER AND OVER AND OVER AND OVER AND OVER AND OVER AND OVER AND OVER AND OVER AND OVER AND OVER AND OVER AND OVER AND OVER AND OVER AND OVER AND OVER AND OVER AND OVER AND OVER AND OVER AND OVER AND OVER AND OVER AND OVER AND OVER AND OVER AND OVER AND OVER AND OVER AND OVER AND OVER AND OVER again. This is extremely important in the fact you dont want to waste time looking back. Just imagine this is a national test and if you fail youll be that hobo 10 miles from your house on the highway begging for money.

    II. Land Forming

    Now, all those commands are simple EXCEPT terrain mode, which is hard for newcomers, what this basically does is it changes between Ctrl and Shift raising and lowering land and shift and ctrl flattening and blurring land. So after you RAISE your land to be all high and spiky, just click T and do dame Shift and left click to Flatten it to it is tall and NOT spiky unless you want it to be . Now a lot of people say brush type is important, really, it aint, so don't mind it.

    Now than you have your land as in your land HEIGHT edited, you know like spikes or like a hill for a castle or something, press K, and now nothing will really happen but it did, just without you knowing it. Now before I tell you what just happened from saving it, I will explain the basics on WoW land. The WoW MPQ files in the data folder, are only accesible by MyWarcraftEditor, and MPQ Editor but MWS is better. But anyways, if you go into the World/Maps/*Area*/ folders you see something called ADT files. Now these files contain ALL of the info for doodads, WMOs(buildings) and BLP files(A.K.A terrain coloring and XYZ coord of tiles.). Now, that you understand, I am pretty sure what we are going to find now, go into your WoW folder WHICH should be in C:\Program Files\World of Warcraft. Now if you go in there, there should be a new folder named World, double click it. Now if you chose stonetalon mountians to edit like I did, the folder name should be Maps then Kalimdor, if you chose an area like Trisfall from the Eastern Kingdoms then your folder name is going to be Maps\Azeroth. Alright now in that should be something named XXX_YY_YY.adt. Now XXX is standing for the area name like Kalimdor or Azeroth. SO if you folder name was Azeroth then your file is going to be Azeroth_YY_YY.adt. Now YY is going to be the ADT place in the WDT file. There is no need to get IN DEPTH into the WDT file, basically it is the shape of the continent but we wont have ANYTHING to do with that in this tutorial, So dont worry about it. SO now, you have you file. Now to move on to the next section.

    III. Finding a suitable WMO.

    Now we need to find a good WMO. Now if you have some common sense, i don't think your going to try and put Stormwind.wmo(STORMWIND CITY) on a 1x1 hill, which first of all is going to be ALL screwed up. Now, we are going to use noggit to find a good WMO. So here are the steps.

    1. Log into your WoW emu server, which you should have for this because, you would want the GM skills for. Now just fly or run around and find a medium sized building.

    2. GO into NogGit and go to the same area and click on the building. Now on the TOP left area of NogGit there should be a treepath, something like World\Wmo\Azeroth\Building\DarkPortal\DarkPortal.wmo . Now it wont be what I just said since that is the path to Dark Portal, I THINK! . . Well anyways it ill look like that. Right that path down.

    IV. Adding WMOs to the ADT
    Now that you have the TREEPATH to your WMO, you have to ADD it into the ADT for ti show ingame. Now, this is when it gets a LITTLE complicated, first make sure you extracted Cryect tools into some folder. Now og into the WoW folder and then into the World fodler then Maps, then Kalimdor or Azeroth, whatever it is then right click and copy the ADT file. Now go into the CRYECT tools folder, and paste the ADT file. Now drag the ADT file onto an exe called FileInfo and it should make a txt file that has the same NAME as the ADT file exccept with an EXTENSION of the ADT file. like it would make Kalimdor_28_28.adt into Kalimdor_28_28.txt. So now, you should have an ADT file in there, AS WELL as its TEXT file counterpart along with the cryect tools. Now, we open the text file that was just made.

    It should look SOMETHING like this, NOT EXACTLY!:
    [code]
    MMDX 1
    0 worldgenerichumanpassive doodadslogmachineslogmachine03.mdx

    MWMO 1
    0 WorldwmoKalimdorBuildingsOrctwostoryOrctwostory.wmo

    MDDF 1
    0 345842 15463.703125 227.018570 15237.506836 0.000000 596.230225 0.000000 1125

    MODF 1
    0 999999 15287.666016 131.414154 15147.666016 0.000000 90.000000 0.000000 14913.333008 121.414062 14913.333008 14953.333008 141.414062 14953.333008 0

    As you can see, I have color coded it for you, everything of the same color is related. So lets start of thi the colors:

    * - This color represents MMDX and MDDF. MMDX is the TREEPATH for a dooded, which you can also get of o f NogGit but we are not focusing on MDX files right now. MDDF Is the type that sets the coords for the MMDX to be spawned but I am not giong to go in depth since this is a WMO adding guide.

    * - This color represents MWMO and MODF. MWMO is the TREEPATH for the WMO. This is what we collected from NogGit when we clicked on a WMO. So for every WMO your willing to add, add 1 to the number next to the letters MWMO. So it look like this.

    MWMO 1(+the number of custom WMO i want to add)

    so if I want to add 4 custom WMOS it will be like this:

    MWMO 5

    This also applies for MODF, like:

    MODF 1

    and MODF 5

    Now MODF is the same as MDDF with a few mor columns. Now, the next colro codes wil lhget mroe in depth into each column(s) of the MODF.

    * - This is is the ID of the WMO, it should be the SAME as the number you want to spawn. So in this case, 0 represent the Orctwostory.wmo in MWMO and 0 is used in MODF to tel lthe ADT to SPAWN the WMO with ID 0(Orctwostory.wmo), note that in MODF the ID of the WMO may be used mroe than once to spawn it mroe than once, but it may not be used mroe than once in MWMO.


    * - This is the UNIQUE ID of the MODF. This is like the entry for a gameobject in a DB, it just has to be different than another, IT IS SAFE TO USE a 6 DIGIT NUMBER FOR THIS, so please try and use a 6 digit number. Just put this number as some random high number, like I chose 999999.


    * - Now these are the XYZ coords for the WMO, this is REALLY important so I will add i Picture no where to get the XYZ coords, first go into noggit, and go to the place where you wish to add it, now go to GROUND LEVEL in noggit, now here is where you get the XYZ coords in Noggit.:


    [IMG]file:///C:/Documents%20and%20Settings/HP_Administrator/My%20Documents/My%20Pictures/XYZcoords.bmp[/IMG]


    Now the columns of this color go in order of X Z Y, so just edit them in that order, and those balck pillars in the pic, IDK why they are there, if anyone knows please share with me why and how to get rid of em .

    * - This Color represents the ABC or ROTATION of the object. IDK what setting make it east west and north south, so dont ask please, just try and play around with it a little.

    * - This color represents the LOWERST coords, since no WMO gets positioned PERFECTLY, for this just subtract 1.0 from the X Z Y in that order, so lowerest also has the same order X Z then Y columnwise.

    * - This color represents the HIGHEREST X Y Z, it is the same as the color light blue above this except instead of lowering 1.0, ADD 1.0 to the XYZ, it also has the same order X Z then Y columnwise.

    Now, the 0 at the end of the the MODF is the doodad count, ussually i keep it as one but the orctwostory.wmo does not have and doodads so i kept it at 0, normally 1 is fine, but try and count ingame liek you know, try and find little mugs and signs and stuff.

    Alright, now that you know hwo to add a new WMO into the text file, as in adidng a treepath to the MWMO and spawning it VIA MODF, just save the text file , then x out of the text file. Now, here it requires some tygping.

    I STRONGLY RECOMMEND YOU MOVE THE FOLLWING FILES INTO THE D:\ DRIVE!:

    cygwin1.dll
    Your Text File(s)
    Your ADT File
    LoadInfo.exe

    {YOU TEXT AND ADT FILES ARE THE ONES I WAS JUST TALKING ABOUT}

    This will make your life a LOT easier, so considering that you have some brains and PROBABLY did do this, click Start at the bottom of your computer screen, then click run. now in the run prompt, type in cmd, then click run. This , if you typed it in correctly, should have opened the Command Prompt. Now in the Command Prompt, type in D: then press enter. So now, the command prompt will start from D:\. Now type in, loadinfo.exe XXX_YY_YY.adt XXX_YY_YY.txt then press enter.

    THE XXX AND YY are the same as when you first learned what an ADT file is, like the place in the WDT file and the NAME of the continent the ADT is in, Kalimdor or Azeroth. So now, it should give a WHOLE bunch of sentences saying things like readed 1 WMO or how ever many you added and loaded some and they are done and offsets fixed and tihngs like that. Now you can X out of the Command prompt. Also, you can delete the text file, like XXX_YY_YY.txt, and now CONGRADULATIONS YOU ADT HAS NOW ADDED A WMO, but it STILL wont spawn in game. And here is how to get it too.

    You see, when Cryect Tools where coded, they missed to add some chunks so that the ADT actually SHOWS the model inga,e. So what ou have to do is, right click the ADT in D: and click CUT, now go back to WoW folder and go into World, then Maps, then whatever the other oflder here is, either Kalimdor or Azeroth, then paste and OVERWRITE the older version of the DAT there. Now, go into NogGit, and go to the place where you placed your WMO, then just click non the ground RIGHT NEAR the WMO, and click K, now your WMO is ready. Now just pack the MPQ, using the MPQ editor, click New MPQ, click the 3 dots, then name the MPQ like patch-x in the WoW\Data folder, then click next, now click back again then change .mpq to .MPQ, with the capital MPQ, then click next, then next agin and choose MPQ version 2.0, then keep clicking next. Now, when the MPQ is made , it will say patch-x.MPQ, right click that and click New Folder, then name it World. Then Right click that and click new folder and name that Maps. Then right click and click new folder again, except this time, name the folder what your Maps folder is named , so for me it would be Kalimdor since i edited Stonetalon Mts, but if you editined something in say Trisfall, then name it Azeroth, then once your folder is made, just drag the adt file from the WoW\World\Maps\*Continent*\ folder into the right rectangle in MPQ editor, now your MPQ is made, just start WoWME and click f8 in login screen and login and check ot your edit.


    Do not forget to +Rep me ! if you found it useful.
    Last edited by WargRider; 09-18-2008 at 06:09 PM. Reason: Wrong Instructions: FIXED

    [Guide] The Easiest and 100! WORKING WAY to add WMOs to Land.
  2. #2
    resinate's Avatar Member
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    word of advice u have to save EACH zone u work in. i was building a huge mountain that was in multi map zone thing and it only saved 1 zone. so yea save like every 10 seconds.

    u might wanna make a full map save system

  3. #3
    Randie's Avatar Contributor
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    Nice guide, tho it has been written before. (well not the exact.. You know what I mean) +Rep from here :>

    Originally Posted by JackyBull View Post
    ' OMG IM 1337 !!!11!1!!!1! '
    Is your dig bigger when you now something and you dont say it anybody? ...
    What the **** are you on about? And you spelled it wrong.
    Last edited by Randie; 08-31-2008 at 05:22 AM.

  4. #4
    Squabert's Avatar Contributor
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    I remember when all of this was private information.....

  5. #5
    JackyBull's Avatar Member
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    Originally Posted by Squabert View Post
    I remember when all of this was private information.....
    ' OMG IM 1337 !!!11!1!!!1! '
    Is your dig bigger when you now something and you dont say it anybody? ...

  6. #6
    WargRider's Avatar Member
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    Yo thanks you guys, I never really knew how to do it, and I was tired of people not telling, so I decided to tel lWHOLE community about it. , thanks for rep you guys.

  7. #7
    Kiev's Avatar Contributor
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    Hmm mine only does 2 lines and i think its a error line

  8. #8
    robbie932's Avatar Member
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    I've got a problem with the WMO and Doodads spawning Isue.
    I Totally understand it and tried doing it about 150 times (and im not exaggerating) and still no results... could I please be informed of..
    -Are you suposse to see the buildings in NoggIt?
    -Can I use WMO's as Doodads (which I think I saw in a movie).
    -Are the coördinates im looking for the ones you get by being GM on a ArcEmu server and typing .gps or the noggIt Coords that show in the left bottem corner (which I think it is)?

    -And could some one post an exact copy of there own XXX_XX_XX.txt So I can compare mine and maby figure out what the heck every thing is, please?

    ps. do I have to spawn both WMO's and Doodads or could I just use one of the two? (which im doing)

  9. #9
    Zafni's Avatar Member
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    i get this annoying message with MWCS saying i need to update my drivers. i downloaded an earlier version and i got it running but the mpq's just wouldnt show up in the side bar -.- could some1 help me out here?

  10. #10
    WargRider's Avatar Member
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    Ok first the 2 second to bottom as of my post here, you could add me on MSN, [email protected] THAT GOES FOR ALL! You can ALL ADD ME ON MSN SO I CAN HELP OUT YOUR PROBLEMS. Thouh, the answer to your question is you get the coords by going to the bottom left of noggit and you will c numbers like THIS! (b, B, z) bla bla (x, y) those are your coords, take X , Y , Z from there, believe me, those are the coords. Now, your building should show in noggit, click on the ground near it then click K. Now you have your ADT for the patch. You welcome dont forgot to plus rep other that may help you io nthis post LATER on :P :wave:+Rep6):

  11. #11
    robbie932's Avatar Member
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    Originally Posted by WargRider View Post
    Ok first the 2 second to bottom as of my post here, you could add me on MSN, [email protected] THAT GOES FOR ALL! You can ALL ADD ME ON MSN SO I CAN HELP OUT YOUR PROBLEMS. Thouh, the answer to your question is you get the coords by going to the bottom left of noggit and you will c numbers like THIS! (b, B, z) bla bla (x, y) those are your coords, take X , Y , Z from there, believe me, those are the coords. Now, your building should show in noggit, click on the ground near it then click K. Now you have your ADT for the patch. You welcome dont forgot to plus rep other that may help you io nthis post LATER on :P :wave:+Rep6):

    Well Super thanks for a responce and I will +Rep you if it works
    btw I did see the numbers just dont know which too take.. the first three would be logic but nothing happens.. but i think the b B z thing helps)

    Edit** : Thanks it DID Help Alot!!! Sooo +Rep but that wasnt the only problem instead of editing the XXXX_XX_XX.txt with the coords setup as XYZ its suppose to be XZY.. ?!? Wierd huu, but I did right it like that and it worked...
    Last edited by robbie932; 09-12-2008 at 10:30 AM.

  12. #12
    crocked's Avatar Member
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    Nice work on this awesome tut

  13. #13
    WargRider's Avatar Member
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    Thank you guys, I appreciate the response from all, I am actually currently working on a SCRIPT to do the ADT file EDITING FOR YOU! ;p. all you have to do is ENTER THE X Y Z and name of ocntinent and file coords and wallah DONE!, so far progress:

    ADT Filinfo WMO line adder thingy (LOLZ) == 100%
    ADT File Renamer to make continents == 100%
    ADT File MAKER ( YA THATS RIGHT) == 95% adding font colors PLEASE keep in touch I will not let this thread die I NEED IT EPIC LMAO! :wave: PEACE OUT Y'ALL

  14. #14
    robbie932's Avatar Member
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    Im back to having problems.. I can add stuff and I did spawn a tree and a house only the house "Does!" show in NoggIt and "Doesn't!" show in WoW (but the tree does) Any Idea's? I did use K near the house spawn location... (btw for those who cant get an object in wow first raise or lower the ground near the object and then press K, worked for me )

  15. #15
    WargRider's Avatar Member
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    :d, easy, probably because you are placing the treepath for the tree in wrong place dude, the tree is not WMO and same rules do not apply, it must be places in MMDX as treeapth and ID, and MMDF but without same aprameters, there is only x y z then there is size of doodad, not higherest loewerest and such.

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