Warcraft 3 world editor waterfall
- #Warcraft 3 world editor waterfall how to
- #Warcraft 3 world editor waterfall update
- #Warcraft 3 world editor waterfall 64 bits
Killing Sylvanas off with the Shadowlands still in play and future stories yet to be told seems unlikely. Sylvanas is a controversial figure, but she is also immensely popular.
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Sylvanas, let's remember, murdered loads of innocent Night Elves, shacked up with the mysterious Jailer, and helped to imprison King Anduin in the depths of the Maw.Ĭould true defeat come for Sylvanas at the end of the new raid? I doubt it. Sylvanas has been the subject of much debate for some time now, with players wondering whether she's set for a redemption arc.
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#Warcraft 3 world editor waterfall update
This week, Blizzard launches World of Warcraft Shadowlands update 9.1, dubbed Chains of Domination, and with it adds a brand new raid that ends with a boss fight against Warcraft's most divisive character: the Banshee Queen herself. Each point is a single bit that tells the game if you want to hide ground effect on X/Y or not.Finally, it seems, Warcraft fans who have wondered just what Blizzard is doing with supervillain Sylvanas Windrunner will get some answers. Since the effect map can only have numbers between 0 and 3, they needed another map to tell where not to put stuff on. It's another 8 x 8 representation of the chunk that contains where no effects will be shown.
#Warcraft 3 world editor waterfall 64 bits
The next 64 bits (2 uint32), often miscalled predTex & noEffectDoodad, are used for a no effect bitmap. 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. It's composed of an 8 x 8 representation of the chunk, each point is a number between 0 and 3. The first 128 bits (4 uint32) are the layer map. The data starts right after the holes datas, offset 64 from the MCNK header, 72 from the MCNK magic word beginning. Ground effect datas are stored in MCNK header as a uint2 layer map (128 bits) and an uint1 (64 bits) toggle map. You can even mix backward and forward slashes ("E:/Wow 3.3.5\world\maps/azeroth\azeroth_30_30.adt" is a valid path) !important : this progam uses QT5 to parse paths, this means you can use forward and backward slashes in them, even on windows. "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" 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" Importing ground effect datas to specific ADT "Sigmur's Ground Effect Editor.exe" i "E:/Wow 3.3.5/world/maps/azeroth/*.adt" Importing ground effect datas to every ADTs, will look for same file name with extention. "Sigmur's Ground Effect Editor.exe" x "E:/Wow 3.3.5/world/maps/azeroth/azeroth_30_30.adt" Exporting ground effects datas form specific ADT "Sigmur's Ground Effect Editor.exe" x "E:/Wow 3.3.5/world/maps/azeroth/*.adt" Exporting ground effects datas form every ADTs mge files with the same name as the adt (see example)ĪDT folder for our examples : "E:\Wow 3.3.5\world\maps\azeroth" containing "azeroth_30_30.adt" and "azeroth_30_31.adt" If no mge_file_path is specified, import will look for. (mge_file_path) : optional, used only for import. : on export and import with no source, this can be a path with wildcard selection (see examples) : export datas from ADT to file or import datas from file to ADT "Sigmur's Ground Effect Editor.exe" (mge_file_path) 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. Import ground effect settings from previous export. Toggle ground effect display on/off on a whole chunkĮxport the current ground effect settings of all chunks Set on an 8 by 8 representation of the chunk, where no ground effect at all will be displayed Set on an 8 by 8 representation of the chunk, where each ground effect will be used Set which ground effect goes with which texture Put ground effects everywhere, if you clear a chunk in noggit, you'll need to set ground effects again. Place ground effects where you used a specific texture
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Very important to understand if you want to use the tool. 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.
#Warcraft 3 world editor waterfall how to
They're referenced in GroundEffectTexture.dbc, you can find a lot if various tutorials on how to edit this DBC. Ground effects are the little plants and rock that the game display on certain parts of your map.