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  1. spellxspellvisual.db2

    Does anyone know how i can load this db2 file ? I mean right now the only possiblity is to use the arctium launcher to load custom files. However for some reason everything except for this db file works perfectly. That basically means i cant change my damn spell animations anymore...so if anyone knows how to fix this or know of a another way to change spell animations on retail right now. Feel free to tell me about it   :))
  2. Version 1.0.0

    31 downloads

    Hello again friends now I extracted 7.3.5 New models of Saurfang, Nathanos and Baine to Wotlk =D Saurfang: Crab Nathanos: Stag Baine: Deer Enjoy =D
  3. Turalyon, Alleria to Wotlk

    Version

    71 downloads

    Turalyon, Alleria from Legion 7.3 to wotlk. Turalyon = King Varian Wrynn Alleria = Alexstrasza Enjoy =D
  4. Particles

    Does anyone know how to change the current particles of enchantments for example back to the once from wotlk up to mop i think ?
  5. Sup guys, i try converted map legion to 3.3.5a "map BrokenShoreScenario" but, this map originate crash whit my wow.exe. I follow the next tutorial: https://www.youtube.com/watch?v=YlhLrWglA_ i used wmo-adt- and m2 converted Screen of map  More screens: http://imgur.com/a/RNmkk Screen crash wow.exe anyone knows a fix? sorry for My english is low...
  6. Hey guys. so i was looking in game in legion and i saw Sets tab in collection appearances. i would like to collect all item specific itemID or DisplayID do you know where i can find the db2/LUA-XML of it ?   it's not itemset.db2
  7. Hello everyone   After days of struggle to achieve my goal, i have all the tools to find the displayID of the gameObject, Items and PNJ from the very Root Listfile.       Tutorial:     The tools that will ease your life:   - A 7.2 wow folder that works with WMV 7.2 -  https://wowmodelviewer.net/wordpress/?wpdmpro=wmv_installer_v090alpha11 (this WMV version) - Notepad++  - My pack right there: https://mega.nz/#!Y2QF2QhR!3wZEjs3ZaSWskjBxut-3dLihsDuEweBZdLb5XSknvAE       Follow the video to understand how it works, you will have everything needed in my pack but you can try with other databses since the root listfile contain all game files. You can with it make GameObjects Patches, item patches, npc patches etc. When you have it it's heaven. You can add without swapping to your db2's 'cause if the id exists in modelFileData or root file or TextureFileData, it's not considered adding custom data's. Have fun everyone.    
  8. Hey I recently moved over to Cataclysm 4.3.4 from WOTLK 3.3.5a and decided to port over the itemdisplayinfo.dbc information (From what I saw it has the exact same layout) so I updated it and ported it in, however... ingame the weapons /items from expansions above 4.3.4 are showing as blue/white checker-ed boxes, just curious as to what is causing it.. ItemDisplayInfo.dbc Line (example) :  Could it be the conversion from WOTLK > 4.3.4 causing the problem? does it mean that the m2/skin files have not ported up correctly? When this happened before that they were done incorrectly, the model would cause a client crash however that isn't happening. I've tried with both the 010 editor script from this website (WLK > Cata) and a file called jM2converter but both have the same box outcome. Any help would be appreciated, unless the layout of the DBC is different to 3.3.5a when I copied it.. but from what I can see, it was the same.
  9. WDBX Editor

    Version 1.0.7

    1,092 downloads

    A project I started initially to learn how DBC files worked that eventually turned into this and thought it was worth a share. This editor has full support for reading and saving all release versions of DBC, DB2, WDB and ADB. This does include support for Legion DB2 and ADB files and works with all variants (header flags) of these. Like the other editors I’ve used a definition based system whereby definitions tell the editor how to interpret each file’s columns - this is a lot more reliable than guessing column types but does mean the definitions must be maintained. So far, I've mapped almost all expansions with MoP being ~50% complete and everything else being 99%+ (excluding column names). Source can be found here. Features: Full support of release versions of DBC, DB2, WDB and ADB (WCH3 and WCH4 are not supported as I deem them depreciated) Can be set as the default file association Opening and having open multiple files regardless of type and build Open DBC/DB2 files from both MPQ archives and CASC directories Save single (to file) and save all (to folder) Standard CRUD operations as well as go to, copy row, paste row, undo and redo Hide, show and sort columns A relatively powerful column filter system (similar to boolean search) Displaying and editing columns in hex (numeric columns only) Exporting to a SQL database, SQL file, CSV file and MPQ archives Importing from a SQL database and a CSV file An Excel style Find and Replace Shortcuts for common tasks using common shortcut key combinations A help file to try and cover off some of the pitfalls and caveats of the program (needs some work) Tools: Definition editor for maintaining the definitions WotLK Item Import to remove the dreaded red question mark from custom items WDB5 Parser which is an attempt to automatically parse the structure of WDB5 files Things to Note: You need .Net 4.6.1 installed (download) Importing gives you the option to import; new rows, changed and new rows and to override all data Exporting to MPQ allows you to append to an existing archive or to create a new one Currently any SQL import must have identical columns to the file’s definition Legion ADB files MUST have the DB2 counterpart open before as required information is stored in the DB2 file. The program will prioritise DB2 if DB2 and ADB are opened at the same time The WDB5 Parser works surprisingly well thanks to the new field structure data however it does trip up on inline strings so definitions may need to be validated manually Undo, redo and copy data history are lost when changing the current file Everything is stored in memory so if your PC is ancient the program will crash attempting to read hundreds of files at once! Credits go to Ladislav Zezula for the awesome StormLib and thanks to all those that contribute to the WoWDev wiki. I’ve also patched the definitions together for various sources across the internet, there are too many to name, but thanks to all.
  10. Legion to Wotlk !

    Hi, everyone!  
  11. [LEGION] - Big tutorials

    Hello everyone, today i'm back with a lot of informations that will be useful to make Legion modding scene move forward while helping those who struggle a lot. Big thanks to all the people who helped me here and there    First, let's start with the tools i used so far :   http://www.model-changing.net/files/file/82-wdbx-editor/ http://www.model-changing.net/files/file/119-get-filedata-id/ http://www.model-changing.net/files/file/118-getdb2hash/ http://www.model-changing.net/files/file/115-cascexplorer-2017-compiled/ http://www.zezula.net/en/casc/main.html http://www.model-changing.net/files/file/116-list_root-exe/ https://bitbucket.org/suncurio/blender-m2i-scripts/downloads/ https://bitbucket.org/suncurio/m2mod/downloads/ http://www.wowinterface.com/downloads/info6127-BLP2PNG.html http://www.wowinterface.com/downloads/info22445-BLPFormatPlug-inforPhotoshop.html https://www.sweetscape.com/download/ https://mega.nz/#!dvpj0ThZ!t0gx5DOAlMGVQMdwej3p3shWp-SHlQmULi2a2l6AQGw https://mega.nz/#!J2IV1aQZ!SFJZcMEOdf2vZH_prn5RnV7tO1CCb7d_dygYGfhb_bQ     Now if your 010 editor has finished its trial period, go to regedit and HKEY_CURRENT_USER/SOFTWARE and delete the SweetScape folder. It will reset your 30 days trial.   If you do a 3d custom model or edit one you Will see all mesh separated in game like a constructed doll but it s not that visible in my opinion. And you have to put SET M2UseLOD "0" In your config.wtf file in your WTF because your models Will expand otherwise. Don't ask me why but this Will fix everything.   Let's get started now, i will tell you when to use each of those things.       PART 1 : Understanding and Editing db2 files from DBFilesClient.     Thanx to Barncastle everything is easier with his awesome WDBX Editor which permits to open those db2 with their definitions for 7.3, 7.2, 7.1 etc. For big editing you can even export them to sql file, to your sql server directly as a table and even is csv format which are all pretty cool for mass editing. You all know that there's almost only numbers in the new db2 format from blizzard and that'w why it was difficult to know which textures of models were related to what numbers. Here's the solution. I haven't tried everything. I can tell you that for spell related db2 it's a real maze and i never found the links between them so I will give you the example with either creature db2 and item db2.   So you need to extract from cascexplorer or Cascview the modelfiledata.db2, texturefiledata.db2 and thanx to cascexplorer, go to Tools > Extract CASC System Files like this :   You just have to wait for it to complete the extraction which is pretty fast and then go take the root file in your cascexplorer folder. It's called « root » and cascexplorer won't tell you if the process is finished, it will be done when you can interact again with the tool.   Now use the list_root made by wungasaurus i shared on the links and move the rootfile and your most up to date listfile in the list_root.exe folder. shift+right click to open a command prompt on the folder path. Then type : list_root.exe « listfile.txt » « root » dump_all > whathevername.txt and wait for the process to list the root file of the game which is « Filedata » of Legion to make it easier to understand. Ok now you got everything needed. (note that a little bit of excel editing to get rid of the middle hash between path and Ids make it easier to read this filedata)     Here's how you need to use the generated filedata root + modelfiledata.db2 + texturefiledata.db2. I like to make them to csv format on notepad++ for my research.   You want to get a special weapon displayID from legion (which is a hard thing since WMV doesn't do it anymore) now it's easy. Open your Itemdisplayinfo.db2 and search for a displayid like this. See the purple highlighted IDS, first one is Model ID and second one Texture ID :   Remember those ID's, now go to modelfiledata.db2 for the first one and texturefiledata.db2 for the second one :   here's modelIDs of the root :     here's texture root ID :     now take ID 140142 for model and 140164 for texture. Now go to your root file and search the corresponding ID and then you'll get the filepath and its name ! You can also do this process from root file to itemdisplayinfo !       Now if you ask me, is it the same for every db2 ? Well no, if you take the example for creatures and some others : take the M2 ID from root file, like felreaver2.m2, note its ID, then go to creaturemodeldata.db2 and search this id in the ninth column from the end (or just ctrl+f to find it in csv mode) then you note creaturemodeldata.db2 model ID, the first valu in the row. Then go to creatureDisplayInfo.db2 and search in the third column the creaturemodeldata ID to find the DisplayID of the NPC. On the same row as the found npc you'll get the textureID but this time it's directly the rootfile ID, no need to do the texturefiledata.db2 process this time either.   The same goes for GameObjectDisplayInfo.db2. The second column values are the models of the m2 gameobjects. And you can add all the wmo gameobject from root file in this db2 to get all the existing wmo in root spawnable in game. (you need only to put the first part on the wmo's You need only to put the .wmo one, not all the ones with _XXX in the name before.wmo. Then you need to do some sql databases updates to make this work in game but I'll explain it in the SQL part of the tutorial.     Here's a video I made of the process to find felo'melorn blue displayID :   https://www.youtube.com/watch?v=gHrCGLBjVYU       PART 2 : Understanding the M21 format and M2 Hexa_Editing     You all know from your retroporting from legion to wotlk or wod etc that all m2 files contain an 8 bytes MD21 header and that you can't retroport them without deleting the MD21 header. I will tell you how to write a custom MD21 header as it's only a pretty simple thing when we know what are the four last bytes of it. We will see how to edit textures, hardcode texture, use creaturedisplayInfo.db2 texture. Unfortnately i can't do animated textures or particles, i never achieved this. And i will tell you how to edit skin01 file to put texture on blank areas of your model too. So here we go.   Let's take the voidbroken model from 7.3 :     Now to edit it, cut the 8 bytes before MD20, and i suggest you paste them in an empty document in case you're not changing the size of the M2 and by that i mean not adding block of data and adding new bytes etc.   Run the M2Template for 010 editor and wait for it to load the structure :     Go the the texture section at the end and unfold it, you will see this when you finish unfolding everything:     Some explaining now. Hardcoded setting means that those are « linked to the model » if I say this in a simple way. Like some data stored in a personnal M2 databases If you want to edit the name of a texture for practice like Creature\VoidBroken\VoidBrokenShadow.blp. Go to insert mode and write in the right column of the hexa part and type like Creature\Voidbroken\Voidbro.blp. You will be left with something like « Creature\Voidbroken\Voidbro.blphadow.blp » to get rid of the other useless char go to hexa part and go to the corresponding hexadécimal and replace those ones by 00 00 00 until you got only rhe wanted path. Like this :     If you make an error of char just press ctrl+z and not delete key as it will delete a byte and don't do that. Deleting just one byte will fuck all up. Be careful.   Now the settings you must put in the corresponding hardcoded texture block. Our new path start at offset 238560 for a length of 32, (from C to p it's 31 but you can put +1 in the length it son't change a thing.) now go in the texture block and edit what needs to be edited :     Now reload the M2template and done ! All modifications applied, now one last thing before doing the new MD21 header and modifying efficiently the skin01 file. Your new texture is voidbro.blp. The first hardcoded one, it's the texture_texture 1, now go to texlookup section and search int the right part the ID 1 to find the corresponding skin textureID :     Remember this ID for the skin01 part.   Now the other thing, some explaining for creaturdisplay1 (11) creaturedisplay2 (12) and creaturedisplay3 (13) that can be set in the place of hardcode. The 11 one means model will take the first texture from the three texture column of the models displayid using db2 texturepath, like different color of harpy if you want to see. So imagine i want to use second texture on model to load in game I set the thing to cretauredisplay2 (12). As simple as that. So if you want to swap your model with another model that has 4 skin colors you can make 4 customs BLP's in your swapped creature folder and set to first texture column of creaturedisplayinfo.db2 to apply more easily the textures.   How to generate a right MD21 header for our model ?   You need to know that if you haven't added or deleted any bytes, you just have to place the cursor at the start of your file before the 'M' of 'MD20' and press ctrl+shift+I to insert bytes. You must have start adress 0 and size 8 in decimal. And you have now 8 empty bytes. Just paste the MD21 header you deleted to launch the M2template on 010editor. Save and you're done.   On the other hand, if you lost it and you wanna know how it's done here's the explaining :   MD21 has some FID sections, ctrl+f and search in ASCII « FID », you'l have SFID, AFID and for some models BFID. Those sections are not counted in the size of the file like the 8 bytes of the MD21 header. In fact, the header has 8 bytes, 4 are taken by 'MD21' and the other 4 are the old size of the M2 so it's the length of everything between the header and the FID sections.   In reality you must read the open file from the bottom to othe start. So here's how to get the old size of the m2 :     start the selection after all last FID that you will find ! And go up to the M of MD20.     The circled value is the old size, in my example that is just for the theory, we will remember 689024 as the old size. Go to a decimal to hexa converter, you'll get you value in hexadécimal to enter in the last 4 bytes of your header.     You must read the value from right to left, so in 4 bytes it's 80 83 0A 00, just need to enter it in the 4 empty bytes in the hexa section of 010 like this :       Select the four bytes you worte and in the circled section on the screen you'll see that de int value is 689024 ! You have a working MD21 header for your specific M2 model. Congrat ! Save all the changes and it's done !   Now how to find right mesh part of which texu_textureunit of skin01 using skin00 and WMV reading a custom folder.   Make a custom folder on your dekstop and launch de last version of wmv that can read you wow folder, and in setting put the path to your custom folder. Then go create a creature folder in custom and fill it with your voidbroken.m2 and .skin and lauch again your wmv to load it. Find the model in creature section and open show model control. Unfortunately, WMV is unstable with legion and i can't make screen of the voidbroken we did. But here's the menu :     You just need to uncheck the green numbers to disable geosets ad fin the right one, imagine now that you take only the geoset 1 of the voidbroken. Open the skin00 and skin01 of it and load skintemplate on both of them in 010 editor. Open the submesh section and unfold the [1] one : and remember its ID and also startTriangles and to make sure you identify the right one in skin01 because skin01 has more submesh than th 00 one. It's because skin00 load the 3D mesh and skin01 is for texture and it separates mesh into sections as far as i guessed it.     Go to skin01 and open submesh section like skin00 and search for the submesh that has the same settings as the submesh [1] in skin00 :     See ? More submeshes but the one that link to de [1] from skin00 is the [3] of skin01. Now unfold Texu textureunit section and search the one referencing submesh 3 :     search all the ones that have uint16 submesh 3 as there can be more than one especially if you're doing character models which are way more complex !   Now take the texlookup ID from the M2, remember the ID 1 ? put it in the textureID of this texu textureunit. Save edits and you're done, you hardcoded Creature\voidbroken\voidbro.blp on submesh 1 of the model !     Last part of the tutorial of MD21. How to swap a legion model with a new one ? MD21 has FID files as you saw in the MD21 structure before skin editing. You need to swap the SFID of your new edited M2 with the SFID of the swapped model. Follow this video to see the effect of not swapping the SFID and how to do it (it's written in french but you have all the manipulation for basic swapping done!) :   https://www.youtube.com/watch?v=lMflGnqZkxo&feature=youtu.be   And se're done for the MD21 explanation and M2 hex editing, I hope i was clear enough as it is a complex thing to understand and need some time to adapt to the basics ! You'll need to train until you make it work !       PART 3 : SQL Database Editing :     This part will need to be completed by someone who know his stuff on legion databases !   It will be a short part because i know only how to make wmo gameobject patch and how to technically blacksmith new items with custom stats and names.   To blacksmith items, you'll need to edit the hotfix DB.   In order to do this, you'll need Helnesis getDB2hash and to use the knowledge you learned from the root of the part 1 of the tutorial.   You just need to test until it works, everything pretty much documented on trinitycore but you need to edit :   https://trinitycore.atlassian.net/wiki/display/tc/item_sparse   https://trinitycore.atlassian.net/wiki/display/tc/hotfixes_item   https://trinitycore.atlassian.net/wiki/display/tc/item_appearance   https://trinitycore.atlassian.net/wiki/display/tc/item_modified_appearance   https://trinitycore.atlassian.net/wiki/display/tc/hotfix_data     when you edited and added the new rows in all those files (i suggest to put same ID to all 4 to have a more easier way to do things). Go to hotfix_data to apply the hotfix, use helnesis getdb2hash to find the hash or use wowpacketparser thing, and in table hash put the hash of each table, so 4 row with the 4 hash of the four tables. In recorID put the ID of the item, like if you did ID 5000000, put 5000000 for each table in the for rows, except if you did like 1, 2 ,3, 4, then you need to put the specifi ID for each tablehash. Then put for the four rows for the item, Ths ID of the creation of each of the four rows in the four columns in RecordID in deleted put 0 or it won't be applied as a hotfix for your server.   For french people maybe this could help even if it's wod, it may help :   http://wow-emu.fr/V2/printthread.php?tid=2782   EDIT: Here's an advanced visual tutorial of the databse editing needed to do such thing made generously by Magna !       Now for the gameobject patch, go to World DB and open Gameobject_template table and gameobject_template_addon table.   https://trinitycore.atlassian.net/wiki/display/tc/gameobject_template   https://trinitycore.atlassian.net/wiki/display/tc/gameobject_template_addon   Pretty much easy to do I think. I'm done for Legion DB editing since i'm not an Emulator.       PART 4 : 3D Modelling in Blender, the tools and theory.     Sorry but i won't tell you exatly how to do every step cause in my opinion it's not fun if you do not find it by yourself but with evey video tutorial that are hidden + public ones and advanced tutorials I found on the web you will be able to do this if you try !   You need both blender 2.73 and 2.78, if you ask me why it's because 2.73 got a feature called transfert weight and it permit to transfert weight to bone pretty good if the shape is almost the same ! And in 2.78 transfert weight doesn't work good but you can paint yourself each bone one by one for more precision like for fingers (this nightmare!).   Install the M2i import/export scripts in you blender. As well as wow tools and multiedit.   Converts blp to png using Blp2png to apply them onto models in blender.   Wow tools permits to hide cape, or hair or facials geosets groups to work faster. Multiedit permits to edit multiple mesh at the same time but when you're done never forget to multiedit exit or you will fuck up everything !   To convert your model to M2i use M2modredux 4.8.13 i gave you in intro, it can converts MD21 model to M2i without having to delete the header first ! (works on some items too, not all unfortunately, not everything is perfect.) and use it to export to m2 after your finished editing.   So i'm done. Here's tutorial on how to edit using blender 2.73 and transfert weight :   https://www.youtube.com/watch?v=JAyxlR3rN6g&feature=youtu.be   https://www.youtube.com/watch?v=6qOw1MxkfYg&feature=youtu.be   For Uvmapping editing :   https://www.youtube.com/watch?v=Yg7bWG-pnrg   And now for general things you can do in blender :   https://www.youtube.com/watch?v=RxRRdiCIa2Q   https://www.youtube.com/watch?v=CGVSvjZ1p3c   https://www.youtube.com/watch?v=GEG78mJTEK0   https://www.youtube.com/watch?v=Kpa5W40WuC0   Now if you ask me for weightpainting and possibility in blender 2.78 + 2.73 :   http://www.model-changing.net/tutorials/article/3-import-m3-heroes-of-the-storm-to-blender/   http://www.modcraft.io/index.php?topic=9087     This big tutorial on my legion knowledge has now come to an end. I didn't told you everything I know but with the theory you can do the same as me with a lot of hardwork to get the habits.   Here's some of my best examples :   http://imgur.com/a/DK59m   http://imgur.com/a/kbB7F   + making vrykul, skeleton or naga morph accessible with the theory of db2 editing + root file etc. Hope it will help a lot of you.    
  12. Legion Armor Models

    Hey there guys, I am brand new to the site and all the modeling I have ever been involved in has been through WoW Model Viewer. I do have basic knowledge of Photoshop as well given how I edit screenshots there. I have been looking at the forums to solve an issue of mine; How on earth can I export a model to Blender, or WMV without it losing its renders? This is what WMV is doing to the hunter set for example.     This is what it should look like (same as in game). I am using a human here because the added armor is more prominent for the screenshot. It is the same for blood elves. (Focus on gloves and pants).       Any ideas how to fix this thing? It would be massively appreciated!          
  13. Legion armor texture not working

    Hey! I tried to get some armor from legion, just the textures (none of those fancy 3d things), which seems like a very simple task at first. However, the following textures keep showing up as fully green when I equip them on my character: item/texturecomponents/armlowertexture/mail_raidhuntermythic_s_01_mythicgreen_bracer_al_u.blp item/texturecomponents/torsolowertexture/mail_raidhuntermythic_s_01_mythicgreen_belt_tl_u.blp   I tried renaming (e.g. changing the U to M), tried extracting and re-creating the BLP - nothing helps.
  14. Ciao a tutti! Please excuse my less than perfect English. I am an Italian and I'm interested in listening to and extracting the WoW voice files in my native language, but I can only find listfiles that locate the English versions. I was just wondering whether anyone would have the skills necessary to find those files, point me in the direction of an existing listfile containing them - or, even, to give me a rough idea of how someone would go about locating the other language sound files (bearing in mind I am something of a novice using CASC viewing software). Any help would be very much appreciated. Vi ringrazio in anticipio! Belva
  15. Hi guys, i don't usually start topics to get help but this time i need some other minds to help me on this case. I know that you can Hardcode path to you texture in the model file, doing this is not a problem at all. I know that to swap a file in legion you have to change the SFID with the swapped one etc and you can rewrite the other already hardcoded paths too.   But, in my case, i's like to ADD texture path in the m2 and doing so is easy i know the way to do it. Increase nTexture and nTexLookup to take a new texture into account. But my problem reside in the fact that after doing all this editing, I need to change the size in the header of the model and i tried some little things but it was not related to the size.   So maybe if someone found the way to change the model size in the HEADER of the model, could he or she help me ?   PS: Without this size editing, the model will not appear in game. you will see that your character disappear and reappear as you enter .demorph but the model suring .morph does not appear.   If i'm not clear enough i can provide screenshots.
  16. List_root exe

    Version 1.0.0

    45 downloads

    With this tool compiled for Windows systems you can compile root file extracted from cascexplorer. To start it go to your folder through your CMD and when in your folder type: list_root.exe "listfile.txt" "root" dump_all > file.txt   you can save all in a text file like this and it's way faster.   Special thanks to Bravelad for giving me his 7.2 root file and Barncastle for compiling it for me.   Credit to Wungasaurus for his tool.
  17. Legion Pack 7.2

    Version 1.0.0

    65 downloads

    With this you can work more easily on Legion.   Contains Root list and some db2 in csv version.
  18. Bonjour / Bonsoir à tous.   Après plusieurs jours d'essais et de recherches intensives. Me voilà en possession des outils pour vous permettre de forger les items cachés de la 7.2 (et donc les items de boss etc).       Maintenant commençons le tutoriel:     Les outils pour vous simplifier la vie:   - Un dossier wow 7.2 permettant l'utilisation de WMV 7.2 -  https://wowmodelviewer.net/wordpress/?wpdmpro=wmv_installer_v090alpha11 (cette version de WMV du coup) - Notepad++ (c'est mieux pour traiter les fichiers texte - Mon pack pour la recherche disponible ici: https://mega.nz/#!Y2QF2QhR!3wZEjs3ZaSWskjBxut-3dLihsDuEweBZdLb5XSknvAE       Il ne vous reste plus qu'à suivre les instructions de cette vidéos, si vous avez des questions, j'y répondrai. Sachez que ce tuto permet également de trouver des créatures mais aussi des GameObjects. Car, même si Légion on ne peut pas add de truc custom, si les fichiers sont dans la racine IDLIST, et qu'ils ne sont pas disponible IG, vous pouvez éditer vos DB et votre Core avec les id de GameObject ou de PNJ ou Arme etc. Ca sera un ajout sans swap bien qu'officiellement il était disponible à la racine mais pas implémenté dans le jeu. J'espère que tout ça pourra vous aider !   https://www.youtube.com/watch?v=ZJO40nEHRpg&feature=youtu.be      
  19. Hello. So I just started looking into retro porting (which I have no prior experience with). I found some guides and some legion artifact m2, blp and skin files which I'm trying to port to wotlk. I have some questions about this: The itemdisplayinfo.dbc's are not the same for legion and wotlk. Is there an easy way to transfer row 6 (icon display) from wotlk dbc to legion dbc? I need to merge data from both dbcs into one. Row 1 and 2 refers to the model files, but why is the extension .mdx? The legion weapon files I found does not contain any .mdx files, nor did the multiconverter create any .mdx from the legion models. Where are these .mdx files stored, and what are they for? I did make a successful import, but the model is slightly buged. As you can see in the picture below. Why is that? In which file is this glow effect stored? Is it buged because of wotlk limitations, or is it fixable? (there are no entries in column 24 (for item visual effects) in the legion dbc) Thanks in advance for your assistance!
  20. Heyhow, i have a little problem with the newest models wich i downport from legion to wotlk. Some helmets a bit to small (~1.04-1.08) so that u see head parts threw the helm or its a bit inside ect, the position is perfeckt , i tryed it to edit the position on all ways but all time anything fucked up^^. I found here one who made this but i dont get it and he was longer not online. But of cause i pn him 2 weeks ago . But i dont get it work im not sure what i have to do there, wich values i have to fill. The green values i think i made correct the red i dont know it rly. With this it work in the wow modelviewer but not in game there is the modle invisible   Maybe anyone know how to handle this
  21. [Help] DB2 Question (patch 7.2)

    Hey, Anyone out there that knows how to open the new db2 files from 7.2. I kinda seem to have forgotten how I opened the files before mixed with the fact that every program I am trying to use is outdated or doesn't work.  So my question(s) is: Is there anyone that has definitions for some of the 7.2 DB2 files? Anyone that knows in short how to get the definitions? Anyone has any programs I should use?   Any help is much appreciated,even the slightest help is much appreciated to be honest.
  22. LISTFILE LEGION 7.2

    Version 1.0.1

    200 downloads

    LISTFILE 7.2   Good here I bring a more recent update of "ListFile" for legion that many should need. I will be updating as I expand. PS: It should be noted that this listfile is up to version 7.2 58e19491d9bcd_ListFile-Legion7.2.zip
  23. Cata+ Geffects for WOTLK DBCs

    Version 1.0.0

    55 downloads

    I wanted the ground effects from Legion 7.1 as I already had the NODXT converted to wotlk, all I needed was the DBC files so I could use them in WOTLK.   This is the DBC from Legion 7.1 Ground effects Doodad and Ground Effects Texture converted down to WOTLK(3.3.5) so you can use the groundeffects from the Cata+ Expansions. I tested with the Lost Isle map which I converted with Adspartans converter and it worked.   If you convert a map down from Cata or Higher, and have these 2 dbc files in your clients DBFilesClient folder and your server DBC folder. The groundeffects for those maps that you converted will show up in-game without you having to edit anything.
  24. The Broken Isles

    With the help of AdSpartan's amazing converter and a lot of patience,I managed to get the broken isles map to WoW 3.3.5a.I experienced a lot of crashes ingame and after 1-2 hours of work I managed to clear all the crashes,so the area is full playable.The next thing I'm going to do is to try and get the groundeffects working with the skyboxes.
  25. Hi! I'm quite noob at Retro-porting and I was looking a way to port those new animations to LK. After doing some research I noticed it won't be an easy task,and what I discovered is a little information. I know that those animations are stored in the Legion .m2 character files, I have been looking for a converter for .m2 Legion format file to LK's and i did found PhilipTNG's one, but it doesn't support character models conversion. Even if could convert them, then I would have to link those new animations to the spells cast animations instead of the old ones. I'm quite lost at the moment, I don't know how and if it's possible to make any progress on the right direction. Does anyone know if this is achievable? If it is, I'm pretty sure that it would take many hours, but I don't care how much time it could take, I would like to know how to achieve this. I'm sorry if it feels like a really dumb question. Thanks for any kind of help!