Noggit user manual
This page is a user manual for Noggit 3. Please create no links here. And only describe the usage of the app not the tech or creative background. This will be covered in other parts of the Wiki. This manual is up to date with Noggit 1.4 SDL, however, it also mentions some upcoming changes which are currently being developed or tested in the newest test versions.
Noggit is a World of Warcraft map editor, based on an older version of WoWMapViewer. It allows you to edit the maptile files (called ADT files) with a set of tools using a 3D or a 2D view.
Noggit allows you to change the heightmap, paint textures, set impassible flags, paint AreaIDs, modify holes, change water and more. You can also add, place, re-size, copy, paste, and delete models as you wish. This document will give you an overview of all the Noggit functions, and how they work.
Originally Noggit was a project started by Cryect, also known from CryectsTools, which were needed aside from Noggit as Noggit missed alot of critical function to create your own world, such as adding water and objects. Yet Cryect stopped playing World of Warcraft around the release of the Burning Crusade expansion, this meant a stop to the development of Noggit aswell. A Russian named Beket was able to get his hands on the source code and started developing it for the 2.x.x versions of World of Warcraft. Yet he dropped out around Wrath of the Lich King, some time after Schlumpf recieved the source code, heavily bugged as it was. Since then it's been improved by Schlumpf, Tigurius and Steff, lately also by Adspartan and others.
The source for 1.12 was published together with his tools after Nogg-Aholic died. There was no "getting your hands on the source" as it was public from that point onwards. Noggit3 is based on Beket's version, even if its not based on his latest version and some changes made by him have been removed again.
Files you need
To use Noggit you need a full installation of a 3.3.5a WoW client. It's a good idea to create a separate install for use with Noggit, so that as you create maps you can test the patches you made in a fresh client without the hazard of destroying the original MPQ files because of double opening. By default, Noggit saves ADT files in a folder within your World of Warcraft folder. If you test patch files you can get problems with overlaying the disc files and the ones out of your MPQ, however, files saved outside MPQs by Noggit are preffered by application's data loader.
Be advised that to test any changes you have done should be used client with cleared Cache folder and without any other custom MPQs. Make sure your client contains only data you want to work with. We also want to notify you that the newest version of Noggit which is considered to be stable-ish is Noggit 1.4 SDL. Newer versions are not properly tested yet.
For the windows version you need to install the latest Visual Studio 2010 Runtime. You can download that here. All other files should be included in the binary release. If you get a missing DLL error, google DLL's name, download its version for your system and place it in Noggit's folder, or to Windows/system32/ folder.
The config file
If you download noggit there is a file called Noggit.conf. This is a config file and needs to be edited in order to set Noggit's working directories correctly. Its important to know that "#" character marks line as comment and Noggit won't read that line. Delete "#" from each line where path or value is set in order to use them. This is an example of correctly set conf file.:
#This is a config file template. To use it rename into noggit.conf and set your options
#Edit this to your WoWFile!!!
Path = C:\My Files\World of Warcraft 335a\
#Edit this to your Project-Directory and uncomment if you want to use it!
ProjectPath = C:\WoW Modding\My Current Project\
#Set this to the file where you will import models from (the model viewer log for example :) )
ImportFile = C:\My Files\World of Warcraft 335a\userSettings\log.txt
#The far clipping value. Set to 2048, 3072, 4096 etc. for a further look. Higher values need more 3d power.
#1024 is the standard value and will be taken if you do not set this value.
First of all, all paths to folders MUST end with a \ character.
The first line called Path should be set to the directory of the WoW client that you want to use with noggit. This client should not have any custom MPQs inside the data folder in case you don't want to use custom or retro-ported models and textures, and again an empty Cache folder. If you do not set this path Noggit will try to get the path of the WoW client from your registry. But this could lead to problems if you have more then one client on your harddisk. Like a 3.3.5a and a 4 client. Always set your Path.
The next setting ProjectPath gives you the possibility of setting the path where noggit will save files and load the files from a project folder. If this path is not set, Noggit will save and load this stuff in the WoW client folder. Using dedicated folder for project files instead of defaul setting is again recommended.
With the ImportFile option you can use the WoWModelViewer to easily search and import models into Noggit. You must set this path to the log.txt file inside the userSettings subfolder of your ModelViewer application folder. In the model section we describe how this works in more detail. You can set this path as an alternative to all textfiles that include model paths in seperated lines. Be advised, that not all versions of WoWModelViewer may be compatible with this option.
The FarZ value set the distance how far noggit will display stuff in the 3D view. You can set this depending on the power of your graphics card. A higher value need more power and will render more models and ADTs. The possible values are 512, 1024, 2048, 3072 and 4096. If you don't set anything here Noggit will use a default value of 1024, which is similiar to client's maximum clipping distance. This was the original value of the older noggit versions.
If you have problems with Noggit it is always a good idea to take a look in the log file. Common errors are listed here and for the most problems you can find a solution on your own.
The first part of the log file gives you some informations about your configuration and environment.
1 - (Noggit.cpp:439): Noggit Studio - 3.Archive
1 - (Noggit.cpp:250): Using config file.
2 - (Noggit.cpp:448): Game path: C:\Users\Amaroth\Desktop\Noggit\
2 - (Noggit.cpp:452): Project path: C:\Users\Amaroth\Desktop\Noggit\
2 - (Noggit.cpp:295): Locale: enGB
Then you will see the start of the loading process opening the MPQs and the DBCs. Noggit also writes information about rendering engine it uses. If you have 2 grahical cards in your computer and Noggit uses a weaker one, go to your 3D graphics control panel (for example NVIDIA control panel) and assign your stronger GPU to Noggit. You are likely to have to do this by hand especially on laptops. An example of correct result of loading MPQs and using correct GPU follows.:
1725 - (MPQ.cpp:47): [Debug] Opened archive C:\Users\Amaroth\Desktop\Noggit\Data/enGB/patch-enGB-3.MPQ
2263 - (DBCFile.cpp:22): [Debug] Opening DBC "DBFilesClient\LiquidType.dbc"
2916 - (Video.cpp:202): [Debug] GL: Version: 4.5.0 NVIDIA 354.35
2916 - (Video.cpp:203): [Debug] GL: Vendor: NVIDIA Corporation
2916 - (Video.cpp:204): [Debug] GL: Renderer: GeForce GTX 860M/PCIe/SSE2
After showing used graphics card will Noggit take all the maps out of the Map.dbc and try to find the .wdt files in the MPQs. If a map has no WDT it will not be listed in the main menu.
After that Noggit will give out some messages depending on what you do with the application. If you have a problem and cant fix it by yourself always add the log file and the config file to posts in the support board. Please always use http://pastebin.com/ for this to avoid too long posts. Here you can upload large text files and only post the link you get in the board. This also helps to keep our board DB clean.
For Noggit 1.4 SDL FAQ, follow this link. This FAQ covers both common installation problems, running problems and bugs we most often encounter. If you have any problem that is not covered in this FAQ, feel free to create a help request topic with your config and log files included.
The Main menu
If you open Noggit you will get to the Main menu. From here you can enter the map and the position on it you want to get to. On the top of the screen you will see the menu bar.
You can exit noggit with this menu.
The map selector
With the next 4 menus (Continent, Dungeons, Raid, Battleground) you can select a map of the type the menu title is called. This will open a box with 64x64 possible maptiles on the center of the screen.
By clicking on an existing tile the map will start to load and you will enter the world at the selected position. All existing tiles have darker edges and are painted in a solid gray, orange or another color (based on heightmap saved in WDL file of a map, if map has such file).
On the bottom of the map you see the ADT coords your mouse is currently over. By using this, you can enter the map at a specific ADT if you want.
There can be up to 4 (or no) Bookmarks menus. Those menus contain bookmarks you can save in Noggit and serve as shortcut to certain coords in certain map. Use them to quickly get to some exact area you are currently working on. You can edit or delete your bookmarks in bookmarks.txt file. While in map, you can create a new bookmark by pressing F5.
Navigate the world
Navigating through maptiles/continents is fairly simple. First off, you must select a part of the continent that you would like to access from the main menu. Once you select a particular location, you will be shown the area in 3-dimensional space. From here, you can move throughout the world with the following controls:
W - Forwards.
S - Backwards.
A - Strafe Left.
D - Strafe Right.
Q - Ascend.
E - Descend.
R - Turn your view 180 degrees around the vertical axis.
P - Increase Movement Speed. Predefined speeds can be set by pressing SHIFT+1 - SHIFT+4.
O - Decrease Movement Speed. Predefined speeds can be set by pressing SHIFT+1 - SHIFT+4.
I - Invert Camera movement in vertical directions.
M - View Minimap.
Dragging with right mouse button pressed turns camera. You can combine this with QWEASD buttons and use it for steering. If both buttons are pressed, camera moves forward in current direction.
If you press M the navigation map (or minimap) comes up and overlays the 3D editor. Here you can see your current location and view direction, marked by a white line. Start turning your camera to sides if you can't see your position's marker. From this map, you can acces any tile of map by clicking on it.
White outlines mark ADTs edited since opening of map or since last save. Light-gray outlines mark ADTs next to edited ADTs. Both will be saved with next CTRL+S. Tiles which are not transparent represent ADTs which are marked in WDT file as being used, other are empty. If you see blue, green, orange and gray hues, map has WDL file with heightmap saved in it. If there's no WDL file, used tiles will be just non-transparent gray with dark outlines. ADTs which are saved in your ProjectPath (and thus were somehow edited already, or extracted there) are marked with orange color - and are loaded from your ProjectPath. Others are being loaded from MPQs in your Path.
White dots mark coords of lights. You can't edit them in Noggit, you need to acces Light.dbc in order to do so.
Noggit3 has user interface which can be hidden by pressing Tab key. On the left of the screen you can see basic tools, on the top are menus with another functions and settings, and you can find tool-specifix options in window in upper-right corner of your UI. Most of options and functions can be accesed by key binds. To display full list of key binds, press H key. We recommend users to read whole Help (H) tab and try all key binds there to get familiar with all possibilities and controls Noggit has.
On the top of the screen you see a menu bar. Here you can access many options of Noggit we will describe in following text. A lot of functions can also be called by assigned key bind, which is always written before function name in uppercase letters.
Next to the menu you have a name and a subname of a current zone (Area ID). Next to Area ID you can see current time which affects lighting of map. You can change time speed by pressing B and V, default speed is 0. Next to time is FPS.
The File menu
- CTRL + S Save - Save all files you changed since the last save or since you have started Noggit. Open map (M) to see which ADTs were changed until now (they are marked with white outline).
- ESC Exit - Unload the current world and go back to main menu. All changes will be lost!
The Edit menu
- CTRL + C copy - Copy the current selected model to the clipboard.
- CTRL + V paste - Create a copy of the model in the clipboard on coords of selected model. If no model is selected, use mouse cursor coords instead.
- DEL delete - Deletes currently selected object.
- CTRL + R - Resets the rotation of the selected object.
- PAGE DOWN set to ground - Sets the selected model's origin point to the ground.
Model copy options
- Copy random rotation - If checked, copied or imported models will have random rotation around vertical (Y) axis.
- Copy random tilt - If checked, copied or imported models will have random tilt (rotations around X and Z axis) between -5 and 5.
- Copy random size - If checked, copied or imported models will have random scale between -10% and +10%.
- Copy size and rotation - If this is checked, rotation, tilt and scale of model in clipboard will be used instead of default values for an imported or copied model. Applies even to other random options.
- Auto select mode - If this is unchecked, copied or imported models will appear on place on terrain which was left+clicked last time instead if using current cursor coords.
The View menu
- Toolbar - This toggles main toolbar on the left.
- Texture palette - Opens texture palette. Can be opened by X key when 3D paint tool is active, or by clicking on square in toolbar where current texture is displayed.
- Cursor Options - This will open a option window for the cursor. Colors and alpha can be changed in this window. Shape can be changed both in this window and by pressing C key.
- F1 M2s - Shows/hides M2 models (doodads).
- F2 WMO doodadsets - Shows/hides M2s spawned in WMOs as interior doodads.
- F3 Terrain - Shows/hides terrain model.
- F4 Water - Shows/hides all water.
- F6 WMOs - Shows/hides WMO models.
- F7 Lines - Shows/hides tile (ADT - green), chunk (red) and eventually subchunk (blue) grid.
- F8 Detail infos - Shows/hides window with details about selected model/chunk.
- F9 Map countour infos - Shows/hides contour lines. The first is at 0.5 and space between 2 lines i 4.
- F Fog - Shows/hides fog effect.
- Hole lines always on - Shows/hides subchunk (hole) lines when Lines are shown. Ignored when Hole tool is being used.
- Wireframe - Shows/hides wireframe. In SDL 1.4 hides terrain, fixed in newer (still in development) version.
The Assist menu
- Last M2 from MV - Imports the last known M2 model from log.txt (ImportFile path in conf).
- Last WMO from MV - Imports the last known WMO model from log.txt (ImportFile path in conf).
- From Text File - Opens a window with names of the models set in import.txt, which can be found or created in Noggit's folder. Click names of models to import them.
- To Text File - Writes the path of the selected model into import.txt. You can edit this file by hand, but always keep on mind that you must add line break after each (even last) model's name.
- Helper models - Opens a window where you can add some helper models.
- Set Area ID - Changes the Area ID of the whole ADT you are on to the selected ID. Use Area ID paint tool to select Area ID which is going to be used first.
- Clear height map - Clears the height map of the ADT you are on - makes it flat.
- Clear texture - Deletes all textures from terrain of ADT you are on and replaces them with currently selected texture.
- Clear models - Deletes all M2 and WMO models placed on ADT you are on.
- Clear duplicate models - Deletes all models which have the same coordinates on all ADTs which are currently loaded.
- Clear water - Deletes water from ADT you are on.
- Create water - Adds a new layer of water on ADT you are on, on default height 1.
The Help menu
- Key Bindings - This will show a list of all keybindings in Noggit. Called by H key.
- Manual online - Will open this Manual for Noggit in your browser.
- Homepage - Will open the Modcraft Forum in your browser.
The toolbar gives you acces to different tools to edit the world. It also displays currently selected texture, by clicking on it you can open Texture palette. Switching between different tools is done by the number keys (1-9) or by clicking on their icons. This Toolbar can be hidden by option in View menu. Tools have multiple functions, which can be commonly accesed by left click of your mouse while pressing SHIFT or CTRL key. Radius and pressure of brushes can generally be changed by pressing ALT or SPACE key + clicking and dragging mouse to left or to right. Those settings and settings which don't have bound keys can be also accesed in upper right corner of UI in tool's setting window. These windows will be described in more detail below.
On the bottom of the Noggit window you will find the status bar. This shows you some informations about our current position on the map.
1. The current maptile you are located here 38_31.
2. The Client coordinates X,Y and Z. Rarely used.
3. The server coordinates X,Y and Z. Used by commands for spawning NPCs/gobjects, teleports and so on.
The last is the current paint mode. There are 2 modes build in that act different. To swap modes press CTRL+I. Mode 1 always tryes to paint on top. Mode 2 paints on the layer that already has this texture if it exist and doesn't overlay layers on top. Its hard to explain, just try it.
By "chunks" we mean parts of map marked with red lines when Lines are turned on (in View menu or by pressing F7). By "subchunks" we mean parts of map marked with blue line by the same option. We recommend you to have Lines turned on when you work with tools related to chunks or subchunks. By tool settings window we mean window in upper right corner which shows up when a tool is selected.
The Texture Palette
By clicking on texture, you can select a texture from here. To add new textures to palette, click on Load Tilesets (or Load all Sets). In Tileset Loading window, select from where should be textures loaded. If your palette gets full of textures you don't need, you can either restart application or Filter Textures. Filter is based on names of textures which are commonly used by Blizzard.
There is also a texture swapper to swap textures on a chunk or on a full ADT. First open the swapper by pressing the Texture swapper button in the 3D paint tool options. Now select texture you want to get swapped. Click on set destination, to mark that texture as the one which is to be replaced. Now select texture you want to have on place od texture which was set as destination.
Now you can either SHIFT+click on chunks to swap textures on them, or click on swap ADT button to swap textures on whole ADT you are on. While using this tool, you can also CTRL+click on chunks to get list of textures used on chunk. When you are done with swapping, always close Texture swapper by clicking on red X button before selecting other tools.
You can change Opacity of water in order to make it lighter/darker. You can also change Level (height coords of water surface) by clicking on + and - values in boxes. You can change Water type below height setting. Auto Opacity button assigns opacity to water based on Opacity Gen Factor and on depth of water. Fill with water will create water on specified height level. Crop water will delete all water which is below terrain. Be advised that Noggit is currently not capable of creating water with angled surface, like Blizzard editor is, but it should be able to save such water without damaging it.
By pressing the C key you can switch the cursor type. There are 4 different cursorss:
- circle with center point.
- Sphere with center point.
- No cursor rendering.
You can also acces cursor settings in View menu, by clicking on Cursor options. Here you can change color and alpha of your cursor.
Select and move models
To select an object just click on it in the 3D view. You will then see around the selected object one or more white boxes. The white boxes are called bounding boxes of the model, and they mark how "big" model is. For M2s, there will also be 3 colored lines. Blue line marks X axis, green line marks Y axis and red line marks Z axis. They meet at point which is called an origin. You can call it "middle" or "spawn point" of model. Most of M2 models have also collisions. Those are outlined by yellow collision boxes, like visible parts of model are outlined by white bounding boxes. If M2 model has no collision box, it doesn't have collisions. However, this doesn't apply to WMOs, where you won't see any collision boxes, axises or origin point whatsoever. A few usefull key combinations.:
- Use PAGE DOWN button to place model's origin on the closest terrain model's vertex.
- Use CTRL + R to reset X and Z rotations of model to 0. Doesn't affect Y rotation.
- When WMO is selected, you can change the doodad set by pressing 0 to 9. 0 is default and some WMOs may have it hardcoded to remain so, in such cases changing doodad set won't show up in game.
By using mouse
Moving and scaling M2 and WMO models with a mouse is the same, but size can't be changed for WMO models. Controls are as following.:
- Shift + Right mouse drag: Rotates the object in a circle, around current (not object's Y!) vertical axis.
- Shift + Middle mouse drag: Moves the object up and down.
- CTRL + Right mouse drag: Rotates the object, around the X (blue) axis.
- ALT + Right mouse drag: Rotates the object, around the Z (red) axis.
- CTRL + Middle mouse drag: Moves the object freely.
- M2:ALT Middle mouse drag: Scales the object. Works only for M2s.
- WMO:ALT Middle mouse drag: Moves the object freely, with Y (height) coord fixed.
By using numpad
You can also move, rotate and scale objects by using your numpad. This affects objects in much slower, and thus much more accurate manner than mouse does. You can press CTRL and/or SHIFT buttons to move, scale or rotate object's by using Num keys faster.
- -, + - scale object
- Num 7, 9 - rotate object around current vertical axis
- Num 1, 3 - move object up and down
- Num 4, 6 - move object to South/North
- Num 2, 8 - move object to East/West
- Any Num + SHIFT - Num's function, 2x speed
- Any Num + CTRL - Num's function, 3x speed
- Any Num + CTRL + SHIFT - Num's function, supposed to be 0.5x speed (does in fact 6x speed)
Copy, paste and delete
To copy a WMO or M2 just select it and press CTRL + C. To paste it, press CTRL + V. To delete an object, press DELETE. When an object is pasted, its origin will be placed on origin point of currently selected object. If no object is selected and Auto select mode in Edit menu is turned on, object will appear on current mouse cursor's position. If Auto select mode in Edit menu is turned off, object will appear on last left-clicked position on terrain.
You have several options to add models to the current map, apart of copying those which are already there. You can acces them by using Assist menu.
Objects paths are stored in this file. You can add new paths there by using Assist menu's To Text File function, or write them there by hand. You can acces list of objects stored in this file by using Assist menu's From Text File function.
To use this option you must set the path to the ModelViewer log file inside the Noggit's config file. This path must point to the log.txt file inside the userSettings subdirectory of the Viewer's application path. For Example:
ImportFile = c:\WoWTools\ModelViewer\userSettings\Log.txt
Now open your WoW Model Viewer, select an object you want to import and according to object's type, use Last M2 from MV or Last WMO from MV function in Assist menu. You can also acces those functions by pressing SHIFT + C and ALT + C.
These are just ordinary M2 objects, which can be spawned by using Helper models window called from Assist menu. They are used to make things in map properly scaled.
Getting teleport commands
When you are in 3D view of map, you can press G button to save your current position into port.txt file. From that file you can than just copy premade commands to teleport yourself into your map. You can also use server coordinates in bottom panel and write them into GM command in game by hand. Here a short example line form a ports.txt file.
Map: Meberian Continent on ADT 20 20 Trinity: .go 6364.32 6374.55 20.0482 606 ArcEmu: .worldport 606 6364.32 6374.55 20.0482
With ? symbol are marked controls I honestly don't know if even work or am quite sure they don't work. --Amaroth
- Right mouse drag - rotate camera
- Left mouse click - select model (or position with Auto select mode off)
- Both mouse buttons - move forward
- I - invert up and down movement of camera
- Q, E - move up or down
- A, D - strafe to left or to right
- W, S - move forward or backward
- C - change cursor type
- M - show map
- U - switch between 3D and 2D view
- H - display key binds
- CTRL + ALT + C - open cursor options window
- SHIFT + R - turns camera by 180°
- SHIFT + 1, 2, 3, 4 - set fly speed
- O - decrease fly speed
- P - increase fly speed
- SHIFT + F1 - toggle ground edit mode
- SHIFT + F4 - turn off/on Auto select mode
- ESC - exit to main menu
- F1 - M2s
- F2 - WMO doodad sets
- F3 - Terrain model
- F4 - Water
- F6 - WMOs
- F7 - Lines
- F8 or CTRL + X - Detailed window
- F9 - Contour lines
- TAB - turn UI view off/on
- X - open tool's extra setting window
- 1, 2, 3, 4, 5, 6, 7, 8, 9 - switch between main tools
- CTRL + I - switch between paint mode 1 and 2 ?
- F5 - save bookmark
- F10 - reload BLP ?
- F11 - reload M2s ?
- F12 - reload WMO ?
- SHIFT + J - reload ADT ?
- CTRL + S - save edited ADTs
- CTRL + SHIFT + S - save only current ADT ?
- G - save current camera position into ports.txt
- B, N - change speed of time
- SHIFT + +, - - change fog distance (must have no object seleted)
- ALT + left mouse drag - change brush radius
- SPACE + left mouse drag - change brush speed/pressure
- Z - swap between modes
- SHIFT + left click - Raise or Flatten
- CTRL + left click - Lower or Blur
- Middle mouse drag - move object on X and Z
- ALT + middle mouse drag - scale object
- SHIFT + right mouse drag - rotate object around current vertical axis
- ALT + right mouse drag - rotate object around Z axis
- CTRL + right mouse drag - rotate object around X axis
- 0 - 9 - set doodad set for WMO
- CTRL + R - reset Z and X rotations to 0
- PAGE DOWN - set object's origin on the ground
- CTRL + C - copy object
- CTRL + V - paste object
- SHIFT + C - insert last M2 from MV ?
- ALT+ C - insert last WMO from WMO ?
- -, + - scale object
- Num 7, 9 - rotate object around current vertical axis
- Num 1, 3 - move object up and down
- Num 4, 6 - move object to South/North
- Num 2, 8 - move object to East/West
- Any Num + SHIFT - Num's function, 2x speed
- Any Num + CTRL - Num's function, 3x speed
- Any Num + CTRL + SHIFT - Num's function, 0.5x speed ? (does in fact 6x speed)
- CTRL + ALT + SHIFT + left click - clears texturation from chunk
- SHIFT + left click - draw a texture, if there's a free slot for it in chunk
- CTRL + left click - get list of textures on chunk
- SHIFT + left click - fill a hole
- CTRL + left click - create a hole
- CTRL + left click - use AreaID of chunk
- SHIFT + left click - set chunk's AreaID
- X - open AreaID selection window
- SHIFT + left click - set Impassible flag
- CTRL + left click - remove Impassible flag
- SHIFT + click - add water on chunk
- CTRL + click - remove water from chunk
- ALT + click - select chunk
- ALT + CTRL + click - deselect chunk
- ALT + left mouse drag - change radius
- SPACE + left mouse drag - change speed (for in development version)
- SHIFT + left click - paint shader
- CTRL + left click - remove shader