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[Guide] Light- / Sky-editing
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[Guide] Light- / Sky-editing - 11-13-2007

Light- / Sky- editing (DBC)

Introduction

So today I write another guide. This time on how to change the sky / the light.
This guide is written for people who changed something once and may know a bit on DBC-editing.

The "guide"

First of all: there are two types of light.
  • global lights. defined for the map.
  • lights in WMOs (/ M2s)
In this guide I will only have a look on the map ones. Those are defined for a specific position on a map.
Lets say the sky in the Emerald Dream. Its defined that there are the following skies in Emerald Dream:
  1. Position: 610565.0,0.0,501645.0; Range: 25994.0,39778.0; Sky: 187,188,10,11,4,
  2. Position: 681133.0,-3835.0,699542.0; Range: 31902.0,41354.0; Sky: 189,188,10,11,4,
  3. Position: 547200.0,0.0,566400.0; Range: 55138.0,72074.0; Sky: 190,188,10,11,4,
  4. Position: 499200.0,0.0,748800.0; Range: 40960.0,51594.0; Sky: 191,188,10,11,4,
So, where did I get those from? Light.DBC. Its in the localizised MPQs. Most likely WoW\Data\enGB\patch-enGB-2.mpq.
But its always the highest number of the patch-file. So no guarantee on that filename. In that file the DBC is here:
*.mpq\DBFilesClient\Light.dbc. Just extract that one, you wont really need more files. There are a few other files but
you wont be able to change something good in those files. The other files are the other Light*.dbcs. They are actually
defining the colors etc but you will better only change skies to existing ones. Its way easier. We actually don't even
know everything on the files, its a bit complicated. But well, lets analyse the Light.dbc. Its built up like this:
  1. ID of the sky
  2. Map the sky is on
  3. x -+
  4. y .| the position of the sky on that map multiplied by 36
  5. z -+
  6. inner radius. where you are actually inside of the sky. again *36
  7. outer radius. where you are seeing the sky but not in it. again *36
  8. Sky, Fog
  9. Water
  10. other settings 1
  11. other settings 2
  12. other settings 3
The Sky, Fog, Water and other settings are references to the oter Light*.dbcs. As said, you don't need to modify them,
just use exisitng values.
The other values are pretty self explaining. Lets see again on a example:
Quote:
97,36,0.0,0.0,0.0,0.0,0.0,96,97,10,11,4,
Well .. we got: Light number 97 on "DeadminesInstance" with the position 0,0,0 and the radius 0 to 0. Wait, wha? 0,0,0 and 0 -> 0?
Well, that means this is the standard sky on that map. Its everywhere there.
The other values are defining the sky. I actually don't know what they exactely make the sky look like.. I can't be arsed to
know every sky by heart :P So do you. Just try them. See if you find a nice looking one and copy it. My favorite sky is this:
Quote:
...,448,345,448,345,3,
Its the one I used in tirisfal for those who may want a screen of it.

Lets actually say how to modify the sky.
  • Export and convert / open the Light.dbc.
  • Search for the sky you want to edit.
    On this step I may add that its possible to remove all skies on a map and just use the global one. Its a lot easier than
    changing every sky until you found the right one. On that check the end, I will post a template there.
  • Edit the settings, most likely the last ones since you won't want to move the sky around, or? :P
  • reconvert / pack and be happy.

Yes, I know this sounds a bit stupid on "How to change the sky?". But meeeh .. it is. Thats all. Chaning the actual values of
the light so it will fit yours. Nothing big on it.

If you got questions on anything or if that "guide" was too bad, just answer. I will see if I can add it or clear it up for you.
But actually this should be all the information you need.

The template

I am not sure if I have all maps in there. I made that around 2.1 I think. Maybe
you need to add some new instances but I don't think.
Code:
long,long,long,long,long,long,None,long,long,long,long,long,
1,0,0,0,0,0,0,448,345,448,345,3,
2,1,0,0,0,0,0,448,345,448,345,3,
3,13,0,0,0,0,0,448,345,448,345,3,
4,30,0,0,0,0,0,448,345,448,345,3,
5,33,0,0,0,0,0,448,345,448,345,3,
6,35,0,0,0,0,0,448,345,448,345,3,
7,36,0,0,0,0,0,448,345,448,345,3,
8,37,0,0,0,0,0,448,345,448,345,3,
9,44,0,0,0,0,0,448,345,448,345,3,
10,47,0,0,0,0,0,448,345,448,345,3,
11,129,0,0,0,0,0,448,345,448,345,3,
12,169,0,0,0,0,0,448,345,448,345,3,
13,189,0,0,0,0,0,448,345,448,345,3,
14,209,0,0,0,0,0,448,345,448,345,3,
15,249,0,0,0,0,0,448,345,448,345,3,
16,269,0,0,0,0,0,448,345,448,345,3,
17,289,0,0,0,0,0,448,345,448,345,3,
18,329,0,0,0,0,0,448,345,448,345,3,
19,309,0,0,0,0,0,448,345,448,345,3,
20,429,0,0,0,0,0,448,345,448,345,3,
21,451,0,0,0,0,0,448,345,448,345,3,
22,469,0,0,0,0,0,448,345,448,345,3,
23,489,0,0,0,0,0,448,345,448,345,3,
24,509,0,0,0,0,0,448,345,448,345,3,
25,529,0,0,0,0,0,448,345,448,345,3,
26,530,0,0,0,0,0,448,345,448,345,3,
27,531,0,0,0,0,0,448,345,448,345,3,
28,532,0,0,0,0,0,448,345,448,345,3,
29,542,0,0,0,0,0,448,345,448,345,3,
30,543,0,0,0,0,0,448,345,448,345,3,
31,550,0,0,0,0,0,448,345,448,345,3,
32,552,0,0,0,0,0,448,345,448,345,3,
33,553,0,0,0,0,0,448,345,448,345,3,
34,554,0,0,0,0,0,448,345,448,345,3,
35,555,0,0,0,0,0,448,345,448,345,3,
36,556,0,0,0,0,0,448,345,448,345,3,
37,557,0,0,0,0,0,448,345,448,345,3,
38,558,0,0,0,0,0,448,345,448,345,3,
39,560,0,0,0,0,0,448,345,448,345,3,
40,564,0,0,0,0,0,448,345,448,345,3,
41,566,0,0,0,0,0,448,345,448,345,3,
42,568,0,0,0,0,0,448,345,448,345,3,
43,572,0,0,0,0,0,448,345,448,345,3,
Well, that's it. Feedback!




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Re: [Guide] Light- / Sky-editing
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Re: [Guide] Light- / Sky-editing - 11-13-2007

a nice guide with a simple method, how I love DBC.
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Re: [Guide] Light- / Sky-editing
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Re: [Guide] Light- / Sky-editing - 11-13-2007

I feel like an idiot but I dont get how u see:
97,36,0.0,0.0,0.0,0.0,0.0,96,97,10,11,4, being deadmines ( As for what I figured its the number 36, in that case how do I know which number is which sky? I might be completely off tho.)



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Re: [Guide] Light- / Sky-editing
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Re: [Guide] Light- / Sky-editing - 11-13-2007

As I said in the guide its:
ID, Map, x, y, z, r1, r2, sky_info,...
That Map-id is a link to Map.dbc. There are all maps listed.




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Re: [Guide] Light- / Sky-editing
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Re: [Guide] Light- / Sky-editing - 11-13-2007

Doesn't editing DBC files give off a wow error when you run the client?
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Re: [Guide] Light- / Sky-editing
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Re: [Guide] Light- / Sky-editing - 11-13-2007

MEF like every other edit? ...




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Re: [Guide] Light- / Sky-editing
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Re: [Guide] Light- / Sky-editing - 11-13-2007

Ok thanks alot, +rep for an awesome guide



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Re: [Guide] Light- / Sky-editing
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Re: [Guide] Light- / Sky-editing - 11-16-2007

nice job man, one question though -- making your own custom one..... where are the files held??? the BLPS i mean, i want to make my own, but i cant find the files =/ idk. just kinda gave up on it, but great guide, hope it helps some people.


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Re: [Guide] Light- / Sky-editing
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Re: [Guide] Light- / Sky-editing - 11-16-2007

Environments\Stars, AZO.




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12-11-2007

Quote:
Originally Posted by Dragon[Sky] View Post
EnvironmentsStars, AZO.
just doesnt seem like all of them, you know? ive known about this, but didnt know if there were any more, but thanks man.


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12-12-2007

I assume that night recoloration is handled automatically? For example, if I changed a zone's sky to the Nagrand sky, would it properly update at night, stay at the daytime sky, or go back to the default night sky for that zone?
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12-13-2007

Its set in the Light*.dbcs. There are color values for all things like water, clouds, fog etc by time. It will be updated.




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12-16-2007

I've been reading this and looking through the DBC files and just wanted to make sure I am understanding this correctly.

Map.dbc
Ahn'Qiraj MapID: 509

Light.dbc:
82,509,0,0,0,0,0,394,391,8,11,3

So there is only 1 sky that's used throughout Ruins of Ahn'Qiraj.
If I wanted to change the sky to your favorite sky it would be:

82,509,0,0,0,0,0,448,345,448,345,3
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12-17-2007

Exactely. 82,509,0,0,0,0,0,448,345,448,345,3, Happy someone understood it




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