Forums WoW Modding Resources Tools [Archive] [Release] Axxa's Maze Creator v2 - Create whole event in few minutes!

[Archive] [Release] Axxa's Maze Creator v2 - Create whole event in few minutes!

[Archive] [Release] Axxa's Maze Creator v2 - Create whole event in few minutes!

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rektbyfaith
Administrator
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11-04-2025, 12:45 PM
#1
Archived author: axxxa • Posted: 2025-11-04T13:45:27.391954
Original source

Quote:Theres only one rule - you download, YOU COMMENT, deal? [Image: wink.png]

Finally i have rewritten my original maze creator (hopefuly) - there should be support for mangos/trinity/arcemu (trinity is compatible with mangos output).

Version 3.0 RELEASED

Patch notes:

• Reworked rendering engine, it should be much faster now, however it requires you to install XNA Framework and DirectX

• Added possibility to create and edit output format without having to edit applications source code (<installdir>/output, you may use TrinityCore.template as an example, but dont remove it, create new file, or maze creator wont work anymore)

• Added possibility to solve your mazes

• Added possibility to flip selection horizontaly and verticaly

Lets have a look at it

[Image: mazefinal.jpg]

Version 2.X readme

If you arent familiar withm my old maze creator, let me explain. It basicaly is exactly what the name says - as you can see on the picture above, you simply design maze by clicking, draging, copying and that kind of stuff and once you are done, you can export it into one of the supported sql formats.

Whats new in this version & general how to use

Its not that hard - simply use left mouse button to add boxes, right mouse button to delete them. Middle mouse button serves as stairs case.

You can also use your ctrl modifier key - press and hold it, press left mouse button and drag it around. Once done, press and hold ctrl again and perform right mouse click into active selection to access its options.

If the application is running too slow, you might want to disable few options in the settings tab, if you will enable fast mode, most of the useful features will be turned off, but ot the other hand it will run nearly on any computer.

Tutorial

Axxa's Maze Creator - Quick Tutorial

Download

Axxa's World Of Warcraft Maze Creator: Download Maze Creator

In the archive are the application binaries, source code and example maze (i recommend to load this maze, than export it, have a look on hows it done and how does it look ingame).

Please note that .NET Framework 3.5 is required to run the application.

Try Mazes that were made by other useres!

Maze by Pryd:

- pryds_pyramid.rar (download)

- http://prydevserver.dyndns.org/www/i...mp/pyramid.jpg (screenshot)

This has multiple pathways and was a ton of fun creating.
Hope to see more people sharing their pieces


- Pryds Castle

- pryds_castle.rar (download)

- http://prydevserver.dyndns.org/www/i...erver_show.gif (screenshots)

I've been loving this app, and find that's it's easy to create castles w/ towers, stairways that circle round with rooms inbetween etc.... This tool makes emu wow fun. Feel free to see how I do the stairways, maybe it'll help ya.
Created a 40 x 40 12 level Castle that's perfect for a Mall spot.


Maze by Jordddm:

- my_maze.rar Download File on FileFront (download)

- http://i283.photobucket.com/albums/k...ereishouse.jpg (location)

- my_2nd_maze.rar Download File on FileFront (download)

- http://i283.photobucket.com/albums/k.../Location2.jpg (location)
rektbyfaith
11-04-2025, 12:45 PM #1

Archived author: axxxa • Posted: 2025-11-04T13:45:27.391954
Original source

Quote:Theres only one rule - you download, YOU COMMENT, deal? [Image: wink.png]

Finally i have rewritten my original maze creator (hopefuly) - there should be support for mangos/trinity/arcemu (trinity is compatible with mangos output).

Version 3.0 RELEASED

Patch notes:

• Reworked rendering engine, it should be much faster now, however it requires you to install XNA Framework and DirectX

• Added possibility to create and edit output format without having to edit applications source code (<installdir>/output, you may use TrinityCore.template as an example, but dont remove it, create new file, or maze creator wont work anymore)

• Added possibility to solve your mazes

• Added possibility to flip selection horizontaly and verticaly

Lets have a look at it

[Image: mazefinal.jpg]

Version 2.X readme

If you arent familiar withm my old maze creator, let me explain. It basicaly is exactly what the name says - as you can see on the picture above, you simply design maze by clicking, draging, copying and that kind of stuff and once you are done, you can export it into one of the supported sql formats.

Whats new in this version & general how to use

Its not that hard - simply use left mouse button to add boxes, right mouse button to delete them. Middle mouse button serves as stairs case.

You can also use your ctrl modifier key - press and hold it, press left mouse button and drag it around. Once done, press and hold ctrl again and perform right mouse click into active selection to access its options.

If the application is running too slow, you might want to disable few options in the settings tab, if you will enable fast mode, most of the useful features will be turned off, but ot the other hand it will run nearly on any computer.

Tutorial

Axxa's Maze Creator - Quick Tutorial

Download

Axxa's World Of Warcraft Maze Creator: Download Maze Creator

In the archive are the application binaries, source code and example maze (i recommend to load this maze, than export it, have a look on hows it done and how does it look ingame).

Please note that .NET Framework 3.5 is required to run the application.

Try Mazes that were made by other useres!

Maze by Pryd:

- pryds_pyramid.rar (download)

- http://prydevserver.dyndns.org/www/i...mp/pyramid.jpg (screenshot)

This has multiple pathways and was a ton of fun creating.
Hope to see more people sharing their pieces


- Pryds Castle

- pryds_castle.rar (download)

- http://prydevserver.dyndns.org/www/i...erver_show.gif (screenshots)

I've been loving this app, and find that's it's easy to create castles w/ towers, stairways that circle round with rooms inbetween etc.... This tool makes emu wow fun. Feel free to see how I do the stairways, maybe it'll help ya.
Created a 40 x 40 12 level Castle that's perfect for a Mall spot.


Maze by Jordddm:

- my_maze.rar Download File on FileFront (download)

- http://i283.photobucket.com/albums/k...ereishouse.jpg (location)

- my_2nd_maze.rar Download File on FileFront (download)

- http://i283.photobucket.com/albums/k.../Location2.jpg (location)

rektbyfaith
Administrator
0
11-04-2025, 12:45 PM
#2
Archived author: Jonthe838 • Posted: 2025-11-04T13:45:27.391954
Original source

Quote:First! [Image: biggrin.png] Awsome i have been waiting for this program! [Image: biggrin.png] +Rep if i can! [Image: smile.png] awsome dude!
rektbyfaith
11-04-2025, 12:45 PM #2

Archived author: Jonthe838 • Posted: 2025-11-04T13:45:27.391954
Original source

Quote:First! [Image: biggrin.png] Awsome i have been waiting for this program! [Image: biggrin.png] +Rep if i can! [Image: smile.png] awsome dude!

rektbyfaith
Administrator
0
11-04-2025, 12:45 PM
#3
Archived author: axxxa • Posted: 2025-11-04T13:45:27.391954
Original source

Quote: hehe, i know youv been waiting :-P

If someone can, please test the arcemu output, i havent tested it (too lazy to setup arcemu server only bacause of it) [Image: smile.png]
rektbyfaith
11-04-2025, 12:45 PM #3

Archived author: axxxa • Posted: 2025-11-04T13:45:27.391954
Original source

Quote: hehe, i know youv been waiting :-P

If someone can, please test the arcemu output, i havent tested it (too lazy to setup arcemu server only bacause of it) [Image: smile.png]

rektbyfaith
Administrator
0
11-04-2025, 12:45 PM
#4
Archived author: coltrain7 • Posted: 2025-11-04T13:45:27.391954
Original source

Quote: Very nice! +rep
rektbyfaith
11-04-2025, 12:45 PM #4

Archived author: coltrain7 • Posted: 2025-11-04T13:45:27.391954
Original source

Quote: Very nice! +rep

rektbyfaith
Administrator
0
11-04-2025, 12:45 PM
#5
Archived author: Thekal • Posted: 2025-11-04T13:45:27.391954
Original source

Quote: I like it.

Works on ArcEmu.

+rep
rektbyfaith
11-04-2025, 12:45 PM #5

Archived author: Thekal • Posted: 2025-11-04T13:45:27.391954
Original source

Quote: I like it.

Works on ArcEmu.

+rep

rektbyfaith
Administrator
0
11-04-2025, 12:45 PM
#6
Archived author: Mr.Ice.Cold • Posted: 2025-11-04T13:45:27.391954
Original source

Quote: Plus rep+ Good job.
rektbyfaith
11-04-2025, 12:45 PM #6

Archived author: Mr.Ice.Cold • Posted: 2025-11-04T13:45:27.391954
Original source

Quote: Plus rep+ Good job.

rektbyfaith
Administrator
0
11-04-2025, 12:45 PM
#7
Archived author: axxxa • Posted: 2025-11-04T13:45:27.391954
Original source

Quote: As there were some problems with it on arcemu forums, please:

I hope every one realised where are the maze coordinates located. For the slower ones, its there:

[Image: maze.th.jpg]

=)

I tought it was obvious, but it seems like it wasnt so for everyone [Image: biggrin.png]

edit: Thanks for all da rep, m glad that you like it [Image: wink.png]

edit2: And if you have any requests on what you would like to see added into final version, just write it - i have already added simple feature that generates you gm command to get into your mazes location on export [Image: smile.png]
rektbyfaith
11-04-2025, 12:45 PM #7

Archived author: axxxa • Posted: 2025-11-04T13:45:27.391954
Original source

Quote: As there were some problems with it on arcemu forums, please:

I hope every one realised where are the maze coordinates located. For the slower ones, its there:

[Image: maze.th.jpg]

=)

I tought it was obvious, but it seems like it wasnt so for everyone [Image: biggrin.png]

edit: Thanks for all da rep, m glad that you like it [Image: wink.png]

edit2: And if you have any requests on what you would like to see added into final version, just write it - i have already added simple feature that generates you gm command to get into your mazes location on export [Image: smile.png]

rektbyfaith
Administrator
0
11-04-2025, 12:45 PM
#8
Archived author: sasoritail • Posted: 2025-11-04T13:45:27.391954
Original source

Quote: YESS NEW VERSION! OMFG!

HELL YES BABY! +Rep For Damn Awesomme Work Axxa!

Edit: BTW Axxa. Can I Change The Position Of The Gameobject Spawning Coords?

Since I dont want to open the SQL and do it manually [Image: frown.gif]

oh and the stairs wont work for ArcEmu [Image: frown.gif] too bad.
rektbyfaith
11-04-2025, 12:45 PM #8

Archived author: sasoritail • Posted: 2025-11-04T13:45:27.391954
Original source

Quote: YESS NEW VERSION! OMFG!

HELL YES BABY! +Rep For Damn Awesomme Work Axxa!

Edit: BTW Axxa. Can I Change The Position Of The Gameobject Spawning Coords?

Since I dont want to open the SQL and do it manually [Image: frown.gif]

oh and the stairs wont work for ArcEmu [Image: frown.gif] too bad.

rektbyfaith
Administrator
0
11-04-2025, 12:45 PM
#9
Archived author: axxxa • Posted: 2025-11-04T13:45:27.391954
Original source

Quote: Stairs will work. Their id disappearing doesnt mean they arent present in output. its just the way arcemu handles gameobjects, it doesnt set size in gameobject_names (gameobject_tamplate for mangos), but in gameobject_spawns (mangos gameobjects), so theres no need for two entries in gameobject_names.

And ofc, you can change the position, if you wish, its the reason why i have added the coords fields [Image: wink.png]

(purple rectangle in the post above yours [Image: wink.png] )

edit: I havent tested arcemu myself, but it seems to work correctly >>> http://arcemu.org/forums/index.php?s...ndpost&p=59733
rektbyfaith
11-04-2025, 12:45 PM #9

Archived author: axxxa • Posted: 2025-11-04T13:45:27.391954
Original source

Quote: Stairs will work. Their id disappearing doesnt mean they arent present in output. its just the way arcemu handles gameobjects, it doesnt set size in gameobject_names (gameobject_tamplate for mangos), but in gameobject_spawns (mangos gameobjects), so theres no need for two entries in gameobject_names.

And ofc, you can change the position, if you wish, its the reason why i have added the coords fields [Image: wink.png]

(purple rectangle in the post above yours [Image: wink.png] )

edit: I havent tested arcemu myself, but it seems to work correctly >>> http://arcemu.org/forums/index.php?s...ndpost&p=59733

rektbyfaith
Administrator
0
11-04-2025, 12:45 PM
#10
Archived author: sasoritail • Posted: 2025-11-04T13:45:27.391954
Original source

Quote: Originally Posted by axxxa
[Image: lastpost-right.svg]

Stairs will work. Their id disappearing doesnt mean they arent present in output. its just the way arcemu handles gameobjects, it doesnt set size in gameobject_names (gameobject_tamplate for mangos), but in gameobject_spawns (mangos gameobjects), so theres no need for two entries in gameobject_names.

And ofc, you can change the position, if you wish, its the reason why i have added the coords fields [Image: wink.png]

(purple rectangle in the post above yours [Image: wink.png] )

edit: I havent tested arcemu myself, but it seems to work correctly >>> Log In

Ok tysm for the hard work!

(mod should make this sticky [Image: biggrin.png])
rektbyfaith
11-04-2025, 12:45 PM #10

Archived author: sasoritail • Posted: 2025-11-04T13:45:27.391954
Original source

Quote: Originally Posted by axxxa
[Image: lastpost-right.svg]

Stairs will work. Their id disappearing doesnt mean they arent present in output. its just the way arcemu handles gameobjects, it doesnt set size in gameobject_names (gameobject_tamplate for mangos), but in gameobject_spawns (mangos gameobjects), so theres no need for two entries in gameobject_names.

And ofc, you can change the position, if you wish, its the reason why i have added the coords fields [Image: wink.png]

(purple rectangle in the post above yours [Image: wink.png] )

edit: I havent tested arcemu myself, but it seems to work correctly >>> Log In

Ok tysm for the hard work!

(mod should make this sticky [Image: biggrin.png])

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