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Warning: What you are about to witness is what may be, the longest guide you encounter in your life. It will be very in-depth, video instructed almost the whole way through, and will provide you with the best basic understanding of the task of World Building. This means that before posting a comment asking for help, please do watch/read over the guide several times to ensure you understand what is taking place.
Thank you
This guide only applies to a 3.3.5a version of World of Warcraft. Some parts of this guide may work for patches lower than 3.3.5a, but at the current moment none of this guide supports clients patched higher than 3.3.5a.
All the files required for each video will be posted in the video description on youtube. They will all be uploaded to Filebeam and the only file not posted in all videos will be Noggit, as the download can be found in the Obtaining Noggit section of the guide.
This guide only applies to a 3.3.5a version of World of Warcraft. Some parts of this guide may work for patches lower than 3.3.5a, but at the current moment none of this guide supports clients patched higher than 3.3.5a.
All the files required for each video will be posted in the video description on youtube. They will all be uploaded to Filebeam and the only file not posted in all videos will be Noggit, as the download can be found in the Obtaining Noggit section of the guide.
World Building is an art and like any other art, should not be rushed. You shouldn't try to make a zone just to make a zone as fast as you can. Just like any other artwork: sharp transitions between colors are never nice, same size trees and lines upon lines of the same building are never appealing, and mountains made from a splotched texture on the ground that is simply raised in specific or sometimes even random locations is not artistic. The beauty of World Building is that unlike Da Vinci and Picaso, you don't have to start from the top if you mess up. Save, save, and save again. Utilize your ability to save before making each mountain in a mountain range because every landscape visual matters. That is how you make a masterpiece.
Noggit is currently in stage SDL 1.2. Thanks to Steff, a lot of new and useful features are being added in the latest version that is to hit downloading sites soon. Until then, here is the latest Noggit:
Every program designed for World Building is bugged. There's no way to get around that fact. The best thing you can do is to identify and avoid the specific situations in which these bugs occur. They are quite easy to identify because most of the time your map might change to 1 texture and you can't change it back or something along those lines. It usually isn't a minor problem. Some basic bugs to know are:
- Noggit: Force closes usually if your camera sinks through the terrain or if you get to low to the ground on custom maps. Save often.
- Taliis: Corrupts adts if you have more than one saved within a session. After saving an Adt in Taliis, close the program and reopen it to edit another adt. This error does not occur on dbcs so feel free to edit and save those.
World of Warcraft is based on files formatted as MPQs, or as we know them, Patches. If you locate your wow directory, you can find these files in the Data folder, and further in inside the EnUS or EnGB folder (depending on your region ). There are 2 possible ways to set up your work station for editing Wow.
The first is making an MPQ and placing it in the Data folder.
The second being making a folder and placing .MPQ at the end of the name of the folder.
There's an advantage and disadvantage to each setup:
MPQ File:
- Easy to move in and out of the Data folder in case you don't need it there at the moment.
- Takes up less space on a hard drive.
- Requires you to open the MPQ in an MPQ editing program before you can start editing it.
- Easy distribution
MPQ Folder:
- Can easily modify the content in the folder without the need to extract out of an MPQ editing program and inserting it back into the MPQ once done editing.
- Requires more space than the MPQ file.
- Need to place content in an MPQ file before distributing.
- Can play on client with the MPQ folder in the Data folder and Wow will still show the content of the MPQ folder.
These were just some short description of what these methods have , in the videos below I will explain in depth how these advantages and disadvantages effect a user of the method and how to set them up.
For Noggit to run properly, we will need to configure it's settings and change some values to direct Noggit to your World of Warcraft client and to tell it where to save your work. I will demonstrate several methods of configuring Noggit, leaving you to decide which method you like best.
To make your life easier, I will also show you how to connect a Model Viewer, so you can view a model in ModelViewer, and with a click of a button, import the model into Noggit.
To start out with Noggit, you need to understand and get familiar with the basic keys of operating Noggit, as they can not be changed. After a few times of using Noggit, you grow accustom to them. Here is a video to show you how to operate Noggit and some explanations on the tools that come with the program.
Custom Maps have various implementation differences depending on the core you are using. Here are some implementation tips for the various cores:
- Trinity: All you need to do is copy the Maps.dbc file and place it in the Dbcs Folder in the Trinity Core folder. Overwrite if it asks to. Restart Worldserver.exe for the server to re-read the dbcs and identify the configured file.
If you know any tips on how to implement a custom map onto any cores not listed above, send me a detailed description of how to do so and I will post it up above.
Basic Terrain shaping is in the technique. Everyone is unique, with their own style and their own methods. Some people like to shape the terrain first, and then texture, others like to texture and then shape. All depends on what works best for you. Here are some basics about shaping your terrain to your liking.
Warning: This is my style and in no way, do you have to shape terrain like this. After a while you can develop your own technique.
There are 2 possible ways to texture terrain: Hand Texturing and Alpha Texturing. The way you texture your terrain is completely up to you. All I am here to do is to present you with all the possible methods. Each have their advantages and disadvantages that factor into the quality of the project you are doing and it's your job to identify which areas of World Building you specialize in and which ones you can.... cut corners on.
Hand texturing is a must for all World Builders. You may not specialize in it, but you need to know it. If you desire to not rely strictly on Alpha Texturing, then you may want to learn Hand Texturing. This video will teach you which settings to use to get the most Blizzard accurate World Builds.
Alpha Texturing is the method of using a seamingless image to texture the ground. This is a method used by Blizzard in World of Warcraft Vanilla, and it is a method you can use to texture a large area in a short amount of time.
To help improve your terrain creating technique and hand texturing, I am willing to provide various videos on how to shape different terrain land features. The videos will be categorized by the experienced needed for each terrain feature. Some videos may be beyond your experience level but don't be afraid to try them, that's how you will improve. If you stick to the Beginners category and never try an Intermediate video, you will never gain new knowledge.
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