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  1. BlpV

    Hello again, I saw that there was a greater than expected interest in the BlpV program I created, so I decided to improve it and fulfill most of the requests you had for me for BlpV
    I am pleased to present BlpV 2
    What has been improved and what has been added or removed?
    - UI is improved
    - Settings Menu is improved with more features
    - Alpha feature is removed
    - Rescale to 1024x512 function is added
    - File Type Validation
        For what is File Type Validation: 
            Ensure that only valid image files are processed to prevent
            malicious files from being loaded.
    - Discord Menu 
        For what is this discord menu: The Discord menu contains contacts      for support
    - File Information 
        What this Information shows?
            - File Directory
            - File Size
            - When File is Created
            - When File is modified last
    Questions: 
    Is the program safe?
    Yes the program is fully safe. She is scanned with VirusTotal but if you wish you can scan the program yourself.
    https://www.virustotal.com/gui/file/63d7728ceab1e15cf19529b6ef612aa66445a3342c045ff3795a7144ef5d83a4?nocache=1
    Why Program is made?
    Because i couldn't find a working Blp viewer and I decided to make my own with python.
    Who Made this Program?
    Me (Hex)
    Here you can download it https://mega.nz/file/uYoiWYSQ#Lu_3pYRxDIkdZVmB0Xio8QVwkHAkLDLGLrB738IM5vE
    (don t click the embed click the real link)
    I hope this app will be useful for you! @everyone
    Our fresh Discord Server: https://discord.gg/4FDFmakG

    62 downloads

    Updated

  2. WoW Machinima Tool 3.3.5

    A friend had this sitting on their harddrive and figured I would release it here since I haven't seen an active link for WMT in ages. This is for 3.3.5. Make sure to run as administrator.

    169 downloads

    Submitted

  3. Groundeffect Adder - [QoL Update] (3.3.5a)

    Hi! I requested the other day a small QoL change to the old GroundeffectAdder.exe (I don't know the original author/s), and well, here you've it, with the old .exe you had to apply an ID for each texture manually per every ADT.
    With this update, you'll be able to put all your texture paths and groundeffects ID's in a CSV file, and with the Batch Adder.bat the program will add automatically the ID's to every ADT in the folder (and add -1 to the textures you didn't specify, so the ID isn't changed).
     

     
    After that you'll have to use the Batch Fixing.bat as always, I also added another .bat for removing the _new extension that the fixing generates.
     
    I tested it the other day with Northrend, and it worked fine, but report if you find any problem ^^.
     
    Tool updated by MeluS: https://twitter.com/MeluSDev

    85 downloads

    Submitted

  4. WDT FIleDataID tool by alonin

    Made by Alonin, source https://github.com/Alonin/WDT-Editor-FDID
    Editor for post-8.1.5 WDT files with filedataid. Doesn't write MAID, only enables unreferenced files by default
    For new or pre-filedataid WDT:
    - open the WDT in 010 Editor
    - enable the "has MAID" 0x0200 flag
    - put in all the _occ.wdt, .wdl etc. filedataids (https://wowdev.wiki/WDT#MPHD_chunk)
    - add donor MAID chunk at the very end of the file
    - save
    - start the tool, open the WDT
    - add ADT files from the list, it looks up root file filedata from the listfile -> looks up filedata in split files listfile
    - save
    Important to note that WDLs should be accurate in modern clients, there is a WDL generator inside just drop a folder with ADTs on the exe
     

    88 downloads

    Updated

  5. ADT FileDataID up/down converters by schlumpf

    CMD tools by Schlumpf, sources inside
    - up converts pre-filedataid BFA root and split files to filedataid format, usable on Epsilon 8.3 or with caschost
    - down converts post-filedataid files (8.1.5 - 10.0.0 and up) so they can be multiconverted to wotlk
    Usage: open cmd, point to your folder with the tools, folder with listfile.csv, folder for output, forlder with adt files
    Example: d:/inputfolder/down.exe d:/inputfolder/listfile.csv d:/outputfolder d:/inputfolder/*adt press enter (/*adt means that all .adt files in that folder will be converted, just use that)
    Important: 1) Due to WMO scaling (I think?) the downconverted files have to be updated and saved in Noggit (take the widest brush on 0 power and update everything) or they will cause a crash. 2) If you are using post-10.0 files for downporting remove all specular suffixes from tilests (diffuse texture are no longer used), so all _s.blp in the conversion listfile should be just .blp.
     

    186 downloads

    Updated

  6. Crystal Updater: A wow auto updater and version checker.

    Hello all, I wanted to upload something for a while now, but wanted it to be special. So I spent the last couple days creating an auto updater and launcher that not only checks version changes of uploaded data to a server, but also checks existing files to see if a patch already exists and compares the online file with the local file to make sure it is not downloading unneeded patches. So if you make even the slightest change to a patch it will re download, but the patch does need to be different that the local file if there is one.
    You can download the launcher here..
    https://github.com/serifas/Crystal-Launcher 

    And a version that checks for MD5 of files instead of size (Warning, this will lag everything a lot.)
    https://github.com/serifas/Crystal-Launcher-With-MD5
    I hope it helps some of you guys.❤️


    39 downloads

    Updated

  7. PyModelEditor

    An old M2 editor for Wrath of the Lich King  by Tigurius. This is one of the latest versions from july 2011.
    Allows you to edit cameras, bones, particles, attachments, textures and more.
    Includes a model resizer script (PYM2 → Resizer.py).
    Some models with .anim files will crash the game if you edit them using this program.
    External link.

    277 downloads

    Submitted

  8. SL to lk WMO conveter

    hello, today with the consent of both parties i would like to share  tool that i bought from Skarn SL to WMO converter
    since there is no working tool there You go

    but dont be so forward dont spam model changing net with wmo to sl pack's since it request still work into wbs etc only open wmos are gtg

    the BETTER tool is in development and EIntemporeldoing hard work and soon he  will share his to modding that that will be big lvl up to everyone of us

    441 downloads

    Submitted

  9. Wmo to WDT (Generate WMO-only WDT)

    Generates a WDT for your WMO only maps from the WMO file.
    What is it for ?
    Some WoW maps (usualy dungeons) are "WMO only", they don't have any map tiles (.adt), and instead only render a WMO model referenced in the .wdt file. This tool allows to create a WDT file and properly fills its data from your WMO, mostly the boundings info, and seting the flag to use WMO definition. Requirements :
    Python 3 (note, if it says python not found, check "add python to path" during installation) How to use :
    This is a drag and drop tool, to use, simply drop your WMO root file onto this WMO to WDT.py script. Then just drop the .wdt in your map folder defined in Map.dbc, rename your .wdt to the map's name if needed(it just uses the model name by default). It has only been tested for WOTLK and older, not guarenteed to work with recent WoW versions.
    The default coordinates of the model are 0,0,0, so just do .go xyz 0 0 0 [map id]
    Github repo here : https://github.com/T1ti/WMO-to-WDT

    33 downloads

    Submitted

  10. [ALL] Registration Discord Bot

    Ember's Discord Registration Bot
    This is a Python bot that allows users to register a TrinityCore account by direct messaging a bot with specific commands. Users' Discord identifiers are tied to the game account and both the Discord identifier and the TrinityCore username are checked for duplicates.
    Current Compatibility
    - TrinityCore 3.3.5
    - Azerothcore
    - CMangos (untested)
    - Ashamane (untested)
    ANY core should work, provided they have the following commands AND SOAP in the config -
    - account set <account> <password> <password>
    - account set gmlevel <rank> <realms>
    - account create <account> <password> <password>
    Requirements
    - Python3
       - Packages: `mysql.connector`, `discord`
    Installation Instructions
    Create a Discord Bot
    1. Access Discord's Developer Portal and create a `New Application`.
    2. Navigate to the `Bot` section of your application settings and click `Add Bot`.
       - Set the username and profile icon of the bot.
       - Reset and save your bots `Token`.
       - No permissions are required, as the bot interacts via direct messages with users.
    3. Navigate to `OAuth2` -> `URL Generator`.
       - In the `Scopes` section:
          - [x] `bot`
       - Copy the `Generated URL` and paste it into your browser to invite it to your server.
    4. The bot should now be visible (though offline) in the server you invited it to.
    Run the Bot
    1. Edit the bot config file, [registration.cfg](/registration.cfg).
       - The `[mysql]` settings should match the database settings of the TrinityCore MySQL server.
          - There are potential issues with setting `host = localhost`. Use `127.0.0.1` instead.
          - A blank password will connect via the unix socket.
       - The `[discord]` settings should match the following:
          - `apiKey` is the bot `Token` generated above.
          - `targetServer` is the [ID of a Discord server](https://www.remote.tools/remote-work/how-to-find-discord-id) the bot is in.
          - `logsChannel` is the [ID of a Discord channel](https://www.remote.tools/remote-work/how-to-find-discord-id) in the server the bot is in.
          - `staff` is the [ID of a Discord role](https://www.remote.tools/remote-work/how-to-find-discord-id) required for "givemepowers"
       - The `[soap]` settings should match the following:
          - `host` is the SOAP.IP in worldserver.conf
          - `user` is a user capable of using account create, and set password commands in-game.
          - `pass` is the password for that user.
          - `port` is SOAP.Port in worldserver.conf
          - `soapRBAC` is the RBAC role provided when "givemepowers" is called.
    2. Edit the worldserver config file, worldserver.conf
       - 1. Set SOAP.Enabled = 1
    3. Run the bot.
       - Ensure [Requirements](#requirements) are met.
       - Run `discord_bot.py`
    Registering via the Bot
    1. Ensure the bot is online.
    2. Direct message the bot using the following syntax:
       - `register <username> <password>`
    3. If any errors occur during registration, the bot will let the user know.
    Changing Password via the Bot
    1. Ensure the bot is online.
    2. Direct message the bot using the following syntax:
       - `account set password <newpassword> <newpassword>`
    3. If any errors occur, the bot will inform the user.
    Distributing Staff Powers via the Bot
    1. Direct message the bot using the following syntax:
       - `givemepowers`
    2. If any errors occur, the bot will inform the user.
    To Do
    - Give a command to authorize GM accounts under the right circumstances
    - Add OS specific instructions
    - Provide better instructions to maintain safe user permissions and practices
    Disclaimer
    Anyone who uses this on their server is capable of logging passwords. Encourage your users to provide throwaway passwords or unique passwords. This is a potential way to steal credentials, so it's ethical that all users should be aware and instructed to create unique passwords for your server.
     
    This bot uses the SOAP API to register accounts. So long as your core can handle the above commands and can support SOAP, this bot will work with it.
     
    Contribute
    If you'd like to contribute, please fork and create a pull request via the GitHub. Your code will be reviewed and then merged with the main branch.
     
    Your bot is now running. Congrats! If you have any errors, please post them here.
    If you'd like, please join Ember, where this content will be actively used and further developed.
    Thank you for reading, and thank you for your time.
     
    OLD INSTRUCTIONS WITH PICTURES AND LINUX SPECIFIC COMMANDS -
     
     

    124 downloads

    Updated

  11. GruulMe WDT

    GruulMe is a WDT editor and creator, it supports editing WDT flags, MWMO infos, and the ADT array.
    To fill the ADT array automatically, place your ADTs in the same folder as the WDT and press "scan dir"

    146 downloads

    Updated

  12. CameraCinematic

    This tool allow you to create / load / edit models used for create a cinematic in game for World of Warcraft 3.3.5 version.
    I give you the GitHub link if you want to show more : https://github.com/Intemporel/CameraCinematic

    55 downloads

    Submitted

  13. ModIt

    "ModIt is a modified ModelViewer which allows you to edit various parts of the Model"
    Original post : https://www.ownedcore.com/forums/world-of-warcraft/world-of-warcraft-model-editing/wow-me-tools-guides/275579-development-modit.html?s=ad7d386d9b5a5fb34316b3c2ec121689 (links are dead)
     
    Note : I haven't really tested it and I doubt it works well for editing, but it is very useful to display model attachements and bones over a classic model viewer.

    163 downloads

    Submitted

  14. Riu's Zone Masher

    Reuploading since all links on internet are dead.
    Riu's Zone masher allows to move and merge adts, maps for 3.3.5(Wotlk), might work with Vanilla/Tbc as well.
    Original release post here : https://www.ownedcore.com/forums/world-of-warcraft/world-of-warcraft-model-editing/wow-me-tools-guides/301186-rius-zone-masher-alpha.html
     
    If you're getting some missing DLL error, you probably need to download "Microsoft Visual C++ 2010 Service Pack 1 Redistributable"

    136 downloads

    Updated

  15. AdtTools: AllWater, CopyWater and FixCamera for Classic/TBC

    Code source is here: https://github.com/kelno/AdtTools
    AdtTool project aims to provide a framework to easily creating tools manipulating Adt's. Currently only a few tools are created as examples.
    AllWater allows to create Ocean water as well.
    The tools should work with TLK but were not tested.

    98 downloads

    Updated

  16. MTex Repair v3.py

    Repairs excessive ////////// that can sometimes occur in the MTEX
    PLEASE BACKUP YOUR ADTS BEFORE USING THIS TOOLS ON THEM

    Also it is highly recommended that you immediately re-save your ADTS in Noggit after using a tool on them.
     

    18 downloads

    Updated

  17. ADTMFBO ADDER.py

    Adds an MFBO chunk to the end of an ADT file
    PLEASE BACKUP YOUR ADTS BEFORE USING THIS TOOLS ON THEM

    Also it is highly recommended that you immediately re-save your ADTS in Noggit after using a tool on them.
     

    29 downloads

    Updated

  18. ADTEditorBetav3.py

    This tool facilitates chunk movement between ADTs.
    PLEASE BACKUP YOUR ADTs BEFORE USING THIS TOOLS ON THEM

    Also it is highly recommended that you immediately re-save your ADTs in Noggit after using a tool on them.
    In the Case of ADTEditorBetav3 it is a requirement!

    These tools are by no means the proper way of doing things, but they got the job done. Do not expect bug fixes as they are no longer in use. Noggit Red likely does a better job at moving chunks.

    58 downloads

    Updated

  19. AdtChunkSelector.py

    Simple Chunk Selection tool to be used with ADTEditor
     

    19 downloads

    Updated

  20. ADTAreaIDExtractor.py

    Extracts the Chunk AreaID numbers from Legion ADTS

    21 downloads

    Updated

  21. MultiConverterAreaIDRepair.py

    Moves area id from legion adts to retroported adts

    40 downloads

    Updated

  22. Sigmur's Ground effect editor (3.3.5)

    Ground effects are the little plants and rock that the game display on certain parts of your map. They're referenced in GroundEffectTexture.dbc, you can find a lot if various tutorials on how to edit this DBC.
    On an ADT, you have 16*16 chunks, each chunk can hold up to 4 texture and on each texture you can link one ground effect id from the GroundEffectTexture.dbc. Very important to understand if you want to use the tool.
    This program doesn't automatically :
    place ground effects where you used a specific texture put ground effects everywhere, if you clear a chunk in noggit, you'll need to set ground effects again. On a chunk you can :
    Set which ground effect goes with which texture Set on an 8 by 8 representation of the chunk, where each ground effect will be used Set on an 8 by 8 representation of the chunk, where no ground effect at all will be displayed Toggle ground effect display on/off on a whole chunk Fill a whole chunk with a ground effect On a full ADT you can :
    Export the current ground effect settings of all chunks Import ground effect settings from previous export. Even if you repaint in Noggit and a texture doesn't have the same index, it'll match the previous texture and apply the ground effect datas. Command line usage :
    ./"Sigmur's Ground Effect Editor.exe" [x|i] [target_path] (mge_file_path)
    [x|i] : export datas from ADT to file or import datas from file to ADT
    [target_path] : on export and import with no source, this can be a path with wildcard selection (see examples)
    (mge_file_path) : optional, used only for import. If no mge_file_path is specified, import will look for .mge files with the same name as the adt (see example)
    examples :
    ADT folder for our examples : "E:\Wow 3.3.5\world\maps\azeroth" containing "azeroth_30_30.adt" and "azeroth_30_31.adt"
    - Exporting ground effects datas form every ADTs
    ./"Sigmur's Ground Effect Editor.exe" x "E:/Wow 3.3.5/world/maps/azeroth/*.adt"
    - Exporting ground effects datas form specific ADT
    ./"Sigmur's Ground Effect Editor.exe" x "E:/Wow 3.3.5/world/maps/azeroth/azeroth_30_30.adt"
    - Importing ground effect datas to every ADTs, will look for same file name with extention .mge instead of .adt
    ./"Sigmur's Ground Effect Editor.exe" i "E:/Wow 3.3.5/world/maps/azeroth/*.adt"
    - Importing ground effect datas to specific ADT
    ./"Sigmur's Ground Effect Editor.exe" i "E:/Wow 3.3.5/world/maps/azeroth/azeroth_30_30.adt"
    - Importing specific ground effect datas to specific ADT
    ./"Sigmur's Ground Effect Editor.exe" i "E:/Wow 3.3.5/world/maps/azeroth/azeroth_30_30.adt" "E:/Wow 3.3.5/world/maps/azeroth/azeroth_30_30_specific_file.mge"
    !important : this progam uses QT5 to parse paths, this means you can use forward and backward slashes in them, even on windows. You can even mix backward and forward slashes ("E:/Wow 3.3.5\world\maps/azeroth\azeroth_30_30.adt" is a valid path)
    Technical datas :
    Ground effect datas are stored in MCNK header as a uint2[8][8] layer map (128 bits) and an uint1[8][8] (64 bits) toggle map.
    The data starts right after the holes datas, offset 64 from the MCNK header, 72 from the MCNK magic word beginning.
    The first 128 bits (4 uint32) are the layer map. It's composed of an 8 x 8 representation of the chunk, each point is a number between 0 and 3. These numbers are indices to MCLY datas, this define what ground effect id (contained in the targeted MCLY) will be displayed at the target subchunk X/Y.
    The next 64 bits (2 uint32), often miscalled predTex & noEffectDoodad, are used for a no effect bitmap. It's another 8 x 8 representation of the chunk that contains where no effects will be shown. Since the effect map can only have numbers between 0 and 3, they needed another map to tell where not to put stuff on. Each point is a single bit that tells the game if you want to hide ground effect on X/Y or not.
    Code used to access/save datas :
     (made in QT5, so quint16 = uint16_t)
    quint16* effect_layer_map[8]; //8*8 map of uint2 - uint16 = 16 bits, we'll use 2 bits per point, 1 uint16 = 8 points quint8* effect_toggle_map[8]; //8*8 map of uint1 - uint8 = 8 bits, 1 bit per point, ez quint8 layer_map_edit[8][8]; //8*8 map of uint8 - easier to use bool toggle_map_edit[8][8]; //8*8 map of bool - wich subchunk is toggle or not easier to use char* pos = raw_mcnk_datas_starting_after_magic_and_size; //I store a copy of the raw MCNK data in the structure that loads it and edit it directly pos += 64; //Skip everything until effect layer map //Put every pointers at the right position for (int i = 0; i < 8; i++) effect_layer_map[i] = (quint16*)(pos + (i * 2)); pos += 16; //go to toggle map begin, toggle map equiv to 2 uint32 for (int i = 0; i < 8; i++) effect_toggle_map[i] = (quint8*)(pos + i); //Parse layer & toggle maps for (int mx = 0; mx < 8; mx++) { quint16 tmp = *effect_layer_map[mx]; for (int my = 0; my < 8; my++) { layer_map_edit[mx][my] = (tmp & 1) + (tmp & 2); tmp = tmp >> 2; toggle_map_edit[mx][my] = (*effect_toggle_map[mx] & (1 << my)); } } // Here you can edit your maps using the _edit versions //Save the stuff back to the adt for (int mx = 0; mx < 8; mx++) { //Rewrite ground effect maps quint16 layer_map_row = 0; quint8 toggle_map_row = 0; for (int my = 7; my >= 0; my--) { //Going in reverse this time, or your world will be ass backward if (toggle_map_edit[mx][my]) toggle_map_row += 1; layer_map_row += layer_map_edit[mx][my]; if (my > 0) { layer_map_row = layer_map_row << 2; toggle_map_row = toggle_map_row << 1; } } //Put the rewritten line in the corresponding map *(effect_layer_map[mx]) = layer_map_row; *(effect_toggle_map[mx]) = toggle_map_row; }
       

    366 downloads

    Updated

  23. Sigmur's Water Bender (3.3.5) - broken

    BE CAREFUL - WORK FOR SOME CHUNKS BUT NOT FOR OTHERS WHER IT FUCKS UP LIQUIDS
    This is an old tool i made in 2015 and never realy used.
    You can edit and fine tune water on adts, chunk by chunk, subchunk by subchunk (8x8 water map on every chunk), set transparency, type, height, etc etc.
    Idk if it's useful at all nowadays, there is probably another tool for that released years ago.
    Tested on 3.3.5 adts (v18), it will probably not work for other versions.
    Usage example :

    46 downloads

    Updated

  24. Noggit Red

    This is an archive release of a private Noggit version.
    Most of the features are implemented in Qt Noggit.
    For UID sync pay attention to uid.kdb file.
    For using model painter pay attention to ModelGroups.cfg file.
    Use at your own risk. It may break your map, I am not responsible for the consequences of using this tool.

    623 downloads

    Updated

  25. FuTa Red | Batch alpha map import/export

    This is a version of the well-known FuTa tool by Hanfer that is able to extract and import alpha maps to ADT.
    In contrast to original version:
    It is able to batch export all layers from the ADTs. (File menu) It is able to batch import images from a folder with ADT files. Just place them into the folder where you have your ADT file opened, name the images appropriately (e.g. Azeroth_31_32_layer_1.png / Azeroth_31_32_layer_2.png / Azeroth_31_32_layer_3.png) and click on "Template import" in FuTa Red. Sadly, source code is lost to time.

    172 downloads

    Submitted


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