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  1. TUTORIAL: Building Basics We get a lot of people asking for practical pointers to begin building. At the end of this tutorial, you should be able to start building and manipulating objects in your own phase. If you're new to building and wonder how it's done, this tutorial is for you. Building in Epsilon is done by sending commands to the server in the in-game chat module, or via addons. Commands you need to enter are marked like this Parts in brackets <like this> require your own input. Shorter alternatives follow behind a | sign but are identical. Once you master the basics, it's time to move on to Advanced Building. Contents: 1. Your own phase 2. Getting into your phase 3. Choosing a zone 4. Preparing the zone 5. Picking an object 6. Spawning an object 7. Selecting an object 8. Moving an object 9. More manipulations 10. Extra resources 11. Advanced techniques If any of the steps are unclear, incorrect or incomplete, be sure to leave a reply or contact me on Discord or simply ask the #building channel for help. 1. Your own phase First of all, you'll want your own version of the game world to start building in. Go ahead and make your own phase with .phase create <name> Enter a name for your phase and voila! Your very own playground. You can always rename it later, so don't worry too much about this yet. 2. Getting into your phase Every time you log into the game, you'll end up in the main phase. To quickly return to your own, do .phase own | .ph own You'll also notice the phase has a number or ID now. Your friends can now enter your phase by using the command .phase enter <number> | .ph e <number> 3. Choosing a zone Secondly, let's find a place to start building in. Try out the command .lookup tele <name> | .lo t <name> and find an area you want to teleport to. Let's try 'Uldum' and press the [Tele] link the chat printed out for us. 4. Preparing the zone You could just start building now, but Epsilon has a neat trick up her sleeve. Try .phase shift doodads zone off and see everything but the terrain disappear. If you'd like to turn the doodads back on, simply reverse with .phase shift doodads zone on If you also want the detail clutter gone as well, such as sprigs of grass and flowers, add the following: .phase shift detaildoodad map -1 -1 Great, now you can start building! Let's keep the doodads off for now. 5. Picking an object Now we'll decide on what to build. Let's settle on a small troll settlement. Who -doesn't- love sand trolls, right? To make things easier, we'll use a popular model viewer to select our object. Open https://wow.tools/ in the browser of your choice and click Models at the top. A button on the left opens a filtering menu. When you type in 'troll' in the search bar, you'll notice 72 pages of troll objects to spawn. Feel free to look around and click a few. For this tutorial though, have a look at "troll_hotel01.wmo". Let's build on of those! Tip: The first page has objects that all end in .wmo but as you flip through the result pages, you'll notice ones that end in .m2 as well. The biggest difference between these is that .wmo objects (which are usually buildings or more complicated objects) don't do well with scaling. If you would make our troll hut twice as big, you'd be able to walk right through it because its collision doesn't scale along. 6. Spawning an object To spawn an object, we need to look it up again, but this time on the server. Use .lookup object troll_hotel01 | .lo obj troll_hotel01 There's our troll hotel. Let's find a nice big flat area on the cliff above and press the [Spawn] link in the chat output. Tadaaa! A troll hut. Sunken into the ground. Tip: You could look up objects here right away, but unless you know what they'll look like, it's probably a better idea to use a model viewer first. 7. Selecting an object The troll hut is stuck in the ground. To move it, we need to first select it, then pass a move command to it. Since it's the last thing we spawned, we have automatically selected it. To come back to it later, use .gobject select | .gob sel to select it again. This finds the closest object to your character. When you have several objects close to each other and can't seem to be able to select it, have the game give you a quick list of nearby objects with .gobject near <range> | .gob near <range> The range is optional, but useful if you want a list of a very specific range around you. This list shows you a [Select] link for the objects in your vicinity. 8. Moving an object You can move an object along 3 axes, so in 6 directions in total. Let's try moving the troll hut up by 4 yards using .gobject move up <distance> | .gob m u <number> with distance 4 and the result is immediate. Looks better already, right? To move it any other direction, use .gobject move down <distance> | .gob m d <distance> .gobject move forward <distance> | .gob m f <distance> .gobject move backward <distance> | .gob m b <distance> .gobject move left <distance> | .gob m l <distance> .gobject move right <distance> | .gob m r <distance> The directions are relative to the way the object is facing. Do a .gobject go | .gob go to take the place and orientation of the object to find out which way it's 'looking'. Tip: Distances can be very precise. If you find you want to get it -just- right, feel free to go decimal! .gob m r 0.002? No problem! You can also use the move command without any direction or distance. That way, the object will come to the location of your character. Tip: There's also an addon for moving objects called Object Mover. See if you can find it in the stack of buttons around your minimap. 9. More manipulations It's time for a party to celebrate our first object. Time to build a troll drum. Because you're a really creative person, you don't want to just use a premade drum. You want to build your own. You can start out with a large barrel, put it on its side and then see about enhacing it a bit more. Go ahead and spawn karazahnbarrel01.m2 inside the troll hut. Well done, but it's a bit small. Time to scale it using .gob scale <scale> | .gob sc <scale> A scale of 2.5 should do it in this case. 1 is usually the starting scale, so 2.5 makes it 250% of the size. 0.1 would have made it 10% of the original size. Now that you have your big drum, we can flip it over. Just like movement, this can be done on three axes. We can turn it left and right, tilt it sideways and forwards/backwards. These are the commands: .gob roll <degrees> (sideways tilt) .gob pitch <degrees> (forwards/backwards tilt) .gob turn <degrees> (left/right turn) If you do .gob roll 90 on the barrel, it'll be rolled sideways and you can move it upwards to get it out of the floor. Not going the way you want? Try with negative values to make it roll/pitch/turn the other way. Now we have our barrel on its side, well done. It's party time! If you want to make a second object of an existing one, you don't need to go through spawning and manipulation again. Simply use .gob copy <direction> <distance> where the direction is one of the six you also use for moving objects. For example, .gob copy f 4 makes a second rolled over barrel 4 yards in front of the existing one. This is particularly handy when using building tiles, which are objects you can piece together seamlessly to create floors, walls and ceilings too. 10. Extra resources Have you heard of malls? Malls are phases where people bring together themes objects. There's a tile mall with most of the tile objects in Epsilon. There's a mall with trees, too. Check them out some time using .ph e 26000 11. Advanced techniques These are the basics of building. When you feel ready for more, go to Advanced Building to get into blueprints, teleporters, and more.
  2. Boz's Comprehensive TRP3: Extended Advanced Guide Contents: 1. Introduction 2. Jumping Into Advanced Items 3. Workflows 4. Demo: Making A Card That Flips 1. Introduction Hello Epsilonian, In this comprehensive guide I will show you how to create your very own amazing items using TRP3: Extended, and how to make them operate with Workflows. This guide is for those of you that may have already seen and read through my first guide, which can be viewed here. If you have not reviewed that guide, I highly recommend giving it a read if you don't understand the basics of TRP3: Extended, or if you don't already have it installed. However, if you have already viewed that guide, have TRP3: Extended installed, and/or want to learn a few advanced techniques to make your items more epic than ever, then you've come to the right place. Today we'll be showing you how to create a "Random Card" in Extended using Workflows so that card can flip into one of five different rarities. If this is confusing right now, don't worry. Just read through these modules and watch the demonstration video at the end of this guide and you'll be making your own deck of cards or items in no time! Sound good? Then let's jump into it. 2. Jumping into Advanced Items In the previous guide, we used Create Item -> Blank Item to create a wearable Soldier's helmet for our character. However, we kept the item simple and didn't add much to it or really delve into the possibilities that the creator tool has to offer. If we look at the interface on a new item, there are two options within the Gameplay Attributes section that can give us more flexibility when wanting to customize our item with more features. The first option is to check the box that says "Container". You'll notice that next to "Main", the Container option is there. If we click that section, we'll see new features that allow us to put items inside of this main item, otherwise known as the "Root" or "Parent" item. This can be used to create anything ranging from a belt to a backpack, to a pistol or a rifle that uses an actual bullet item so that it can fire. For a brief example, I'll show you what a working pistol looks like created as a container item: Working Pistol Video If you would like to see an in-depth tutorial on how to create a working weapon, let me know and I'll create one as soon as I can! But, for now I'd like to move over to the bread and butter of most advanced items, and that is when the "Usable" option is toggled on. You'll notice that there is now a "Workflow" tab, as well as a box for you to input "usage text." You know, "Drink Me!" or "Read this!" Once you see that option, clicking the tab will bring you to a brand new blank menu that might leave you confused. But, don't worry. In the next module I'll explain exactly what you'll be doing inside of that Workflow section to take your items to the next level. Be sure to watch the short video I'll provide for you! 3. Workflows Now that you've selected the Workflow tab, you'll notice that it is entirely blank. If you followed along and created a "Blank Item" or normal item, then it will look like this: In which case, you'll only have to worry about one section to work with as opposed to several workflows at once. This is ideal for when you're practicing and learning how to make items work for the first time. You can see at the bottom that there is a "Add elements to workflow" option. This is where you can add things like effects, conditions and delays to your item in order for it to execute properly when you "Use" it. For the sake of demonstrating how this works, I've created a video that details an easy four step process on crafting a working Hearthstone. You can view that video here. Otherwise, I have one other treat for you today and that is the Random Card expert item. This is a lot more advanced and can be used to create not only this demonstrational item, but a deck of cards, tarot cards, or anything you'd like. You will find this video in the final module below. 4. Demo: Making a Card That Flips I hope you enjoy this demonstrational video and if you would like to see more guides in the future, do not hesitate to reach out to me and I will create any item I can to the best of my ability for you all to enjoy. I will also be working on Create Campaign guides so that you can make your own working quest system for your phase, which will take your RP to an entirely different level. But, for now sit back, relax, and enjoy. Thank you again for your interest in TRP3: Extended and I hope this guide was able to assist you in some way. Flipping_a_card_.mp4
  3. Slate’s Guide to Texture & Detaildoodad Shifting CONTENTS: 1. Textures 2. Detaildoodads 3. MCCV Shifting 4. Command list 5. Tips If the forum format is hard to read, the prettier version is also found here. 1. TEXTURES ADT textures are divided into diffuse and height. The diffuse layer is the base texture of the map. Height is an overlay layer and only visible when two textures overlap. The maps implemented before MoP typically only have a diffuse layer, so let’s start by looking at those. STEP 1: Find out the ID of the texture you want to swap. The command for this is .world adt texinfo diffuse This can be shortened in a number of ways. I typically type .wo adt texi diff, but the shortest I’ve found to work is .wo a t d Here we have the textures for Burning Steppes. Find out the one you want to change: Let’s go with burningsteppsashcracks - 186936. Write that down. Your ground should currently look like this: STEP 2: Find out the ID of the replacement texture. There are two ways to do this: 1. Go to a zone with the texture you want to use, and use .world adt texinfo diffuse to find out its ID. 2. Look it up with a keyword. The command for this is .lookup tiletexture, or shortened, .lo tilet Use a keyword. Let’s go with “8riv_grass” for now: As you can see, we are getting both diffuse and height textures, since Stormsong Valley is a post-MoP zone. While diffuse and height can be used interchangeably to replace one with the other, I recommend you choose the same kind of texture as the one you are shifting. We’re focusing on diffuse, so let’s choose a diffuse texture, for example 8riv_grass03 - 1671254. If you do replace a diffuse texture with a height texture, it will look shiny. This is because they are less transparent than diffuse textures, and the less transparent a texture is, the more reflective it will be. STEP 3: Time for the actual shifting! The command for this is .phase shift texture map diffuse [Original] [Replacement] You can shorten this to .ph sh tex map dif [Original] [Replacement], or even as short as .ph sh t m d So, in our case, the original ID for burningsteppsashcracks is 186936, and our replacement 8riv_grass03 is 1671254, so our command will look like this: .ph sh t m d 186936 1671254 Let’s try it out. You should get this message: Your ground textures should look like this: If they do, congratulations! You have successfully phase shifted a ground texture. If you need to reset your texture shift, simply use .ph sh tex map dif [Original ID] 0 - this will restore the original texture. A lot of times, finding out which texture and which detaildoodad is which can be difficult, and unfortunately I have no other advice for that than to test things. Trial and error are how I figured it out. Persistence and above all, patience will get you far. This is also why you really should write everything down. Okay, let’s look at height textures. As mentioned before, height textures are not typically found in maps implemented before MoP. Let’s go to Snowblossom Village - since it’s an island expedition map implemented in BfA, it has both height and diffuse layers. The pathway in the village, unchanged, looks like this: First step is to shift the diffuse textures. This is the diffuse texture for the path - let’s change it to a Stormsong cobble road. As you can see, the diffuse texture ID is nearly identical to the height texture ID, just one higher. This is useful if you want to quickly change your chosen diffuse ID to a height ID or vice versa. When you’ve done your diffuse shifting, your tile path should look something like this: You can see that the lines of the 8zul_tile texture are still present - this is because of the height texture being unchanged. The commands are the same for identifying and shifting as with diffuse textures, with the exception being that we’re working with height, so the commands should obviously have “height” in them instead of “diffuse”. So: .world adt texinfo height Again, this can be shortened to something .wo adt texi hei or even .wo a t h Find the ID: Find the replacement - for us, 8riv_cobble. The command is .phase shift texture map height [Original] [Replacement] So, shortened .ph sh tex map hei or .ph sh t m h if you want to go even shorter. For our purposes in Snowblossom, the command should look like .ph sh tex map hei 1591651 1892671 Your pathway should now look like this: If it does, congratulations! You’ve passed this little crash course to texture shifting. Again, patience, persistence, and testing things out will get you far. Feel free to experiment with different things. If you have wow.export, you can tick “show file data IDs” - with these, you can use any texture for phase shifting purposes. Open your textures tab and go wild. Here I’ve shifted “8zul_moss01_512_s.blp” to a spell effect. It might not always work out - but the possibilities are endless. Take a tea/coffee/water/drink of your choice break - we’ll continue with detaildoodads below. 2. DETAILDOODADS So, detaildoodads! In case you don’t know what detaildoodads are, they’re these little pieces of grass that poke out of the ground. Little doodads for detail, if you will. They come in numerous shapes and forms. Experimentation is recommended and, quite honestly, necessary. STEP 1: Identify. The command is .world adt detailinfo As always, you can shorten this. .wo a d is the shortest I’ve found to work. You should get a list like this: Focus on the IDs that list Doodads 1-4 under them. In my experience, the other detailIDs don’t seem to do anything. Let’s shift Detail ID 149908. STEP 2: Find your replacement. Again, there are two ways to find a replacement: 1. Go to a zone with the detaildoodad you want to use, and use the .world adt detailinfo command. 2. Use .lookup detaildoodad with a keyword. Here’s my results for .lo detail 8kul : For fun, let’s use Detail ID 133430 with the shells. STEP 3: Shift! The command is .phase shift detaildoodad map [original] [replacement] So, after inserting our IDs, our command should look like .phase shift detaildoodad map 149908 133430 Your ground should look like this: If it does, congratulations! You’ve successfully shifted some detaildoodads. Detaildoodads are often tricky and it can be difficult to figure out which ID shifts what doodads and, on bigger maps, where they shift. Just like with textures, patience, persistence, and experimentation will get you far. 3. MCCV SHIFTING Do you have pesky colouring baked into the ground you can’t get rid of with normal texture shifting? Fear not, I have a solution! A great example of this is the Twilight Highlands. Purple stuff baked into the ground. The solution is simple: get rid of the MCCV shading. They are usually very black stains on the terrain, and terrain "makeup". It is worth noting that turning them off will also likely make terrain look flatter and more bland as a result. Our command is .phase shift mccv [adt / map] off. Purple-be-gone. If you want your MCCV lights back on, simply type .phase shift mccv [adt / map] on. 4. COMMAND LIST .world adt texinfo [ diffuse / height ] - Gives you a list of diffuse / height textures present on the map .world adt detailinfo - Gives you a list of detaildoodads present on the map .lookup tiletexture / detaildoodad - Use a keyword to find replacement IDs .phase shift texture map [diffuse / height] [original] [replacement] - Shifts the specified diffuse / height texture on the map to the replacement texture .phase shift texture map [diffuse / height] [original] 0 - Restores the original texture .phase shift detaildoodad map [original] [replacement] - Shifts the specified detaildoodad to the replacement .phase shift detaildoodad map [original] -1 - Removes all of the specified detaildoodad on the map .phase shift detaildoodad map -1 [replacement] - Replaces all detaildoodads on the map with the specified replacement .phase shift detaildoodad map -1 -1 - Removes all detaildoodads on the map .phase shift mccv [adt / map] off - Turns MCCV lights off .phase shift mccv [adt / map] on - Turns MCCV lights on .phase shift mccv [adt / map] reset CONFIRM - Resets MCCV shifts. Requires “CONFIRM” as confirmation - this is case-sensitive 5. TIPS When phase shifting textures and detaildoodads, write everything down. The texture names and IDs, which texture you shift to which. Whether you do this in a digital document or on paper is up to you - though of course a digital document is handier for copying and pasting IDs. It’s much easier to write everything down while doing the shifting than going back afterwards to figure out exactly what texture it was that you used for what. (Though the latter, of course, is possible - just annoying and time-consuming. Speaking from experience, here.) Never use the same replacement ID twice. This will cause errors. This goes for both textures and detaildoodads. This is why you should write everything down - it is very easy to get mixed up with IDs and what’s been shifted to what. The texture ID for the infinite flatlands is 532473. Happy shifting 🙂 This concludes our phase shifting crash course. Good luck, and have fun! Edited to add a bit about MCCV shifting.
  4. Boz's Comprehensive TRP3: Extended Beginner's Guide Hello Epsilonian, You've probably come across a TRP profile that has information that looks like this: If you have and you've asked yourself the question, "what is TRP3: Extended?" then you've come to the right place, because today I'm going to cover the basics of this engaging addon and why you should download it. Contents: What is Extended and why should I get it? Downloading TRP3: Extended The Basics of Extended Making Items with Extended Want to know more? Keep your eyes peeled! 1. What is Extended and why should I get it? Extended is an excellent addon that expands upon your TRP3 experience by adding the ability to create highly customizable items, quests and much more through an easy to learn user interface. Couple this with the fact that your creations can execute Epsilon commands to make a plethora of interactable items that use spells, play sounds or even teleport you to new locations and more, you are not limited by your imagination to make nearly anything possible in your Epsilon world. Do you want to make a sword that has a cool effect? Maybe you're not into combat and you want to make your own tailoring shop with custom wearable clothing, or perhaps you want to create a deck of cards or make your own in-depth campaign with functioning quests and amazing rewards. Well, with TRP3: Extended you can do all of this, because the possibilities are endless. As you continue to read on, I'll explain the basics of Extended and how to use the addon, but first we need to download the correct version. Let's go ahead and do that now. 2. Downloading TRP3: Extended To Download TRP3: Extended click on this link I've provided here: TRP3: Extended version We need that specific version because anything beyond patch 8.3.0 will not work properly. When Epsilon updates to future versions, we will be able to download the corresponding TRP3: Extended addon updates. For now, click on that link and it will bring you to the compatible version of the addon for Epsilon. When you have done so, your page should look something like this: Do not select the download button on the top right. This will download the wrong version of the addon. Instead, click the download button that I've highlighted for you in blue, as this is the one we are going to use. When you click the button it should start to download after five seconds. When you have downloaded the addon, it will be called "totalRP3_Extended-". We need to extract all of the contents inside this folder, and to do that we need a zip file manager. If you have Windows 10 or 11 it will automatically come with a native zip file manager. Just click the download file and you will see the contents of the zip folder. If you do not have Windows 10 or 11, then 7-Zip or WinZip are both great tools to use as alternatives (For the sake of this demonstration, I will be using my Windows 11 zip file manager). Opening the folder in your file manager, you will see three separate file folders. These should be called "totalRP3_Extended", "totalRP3_Extended_ImpExport" and "totalRP3_Extended_Tools". We need to take all three of these folders and copy them into our Epsilon8300 addons folder. We do this by going to Epsilon8300 > _retail_ > Interface > AddOns. Once we're where we need to be, all we have to do is paste the folders inside. Here is a brief example of how the process should look: And that's it! Our addon will work when we launch the game again. Now that we've installed TRP3: Extended, we're ready to delve into the next part; the basics. 3. The Basics of Extended Since we've installed Extended and we want to see it in action, let's launch our game and log into our character. The first thing you might notice is that your navigation bar has a few new options. Here is the original bar without Extended: And here it is with Extended: To add on, if you open your character sheet you might notice two more options there called "Inventory" and "Quest Log". Try not to worry about these for now because we'll go over them in a bit. Let's take a look at the options that were added on our navigation bar first. Going through each of them, we'll see that they are: Drop System - Which allows you to create a player made stash to store items that you have made with Extended and gives other players the option to "loot" them. You can also search for stashes made by other players this way. Sounds History - Which will show you a log of sounds that have played from player made items. If a sound is playing continuously and you want to stop it, click the "Stop All" button. You can also clear the log history by selecting "Clear." A faster alternative would be to right-click the icon itself to stop all sounds and music without having to open the log. Extended Objects Database - Which will open up to the heart of why we wanted to install TRP3: Extended. The database is where we can create our own items and campaigns, look at items that other players have made and traded with you, or look at some example items created by the TRP3 team themselves. We can also import items using this interface, but we'll talk more about that later. <Your Character Name>'s Inventory - Which will open up a bag specifically designed to hold your crafted items, or items traded to you by other players. Don't worry about running low on space either! This is just your default bag and you can make what's called a "container item", or in simpler terms; a backpack to store more valuables. Alternatively, if you right-click the icon it will open up your character's inventory like so: This will show you several empty square slots where you can add things like gear, bags and more to showcase to other players if they decide to inspect you. We'll get into an in-depth analysis of this feature later on. Quest Log - Which will open up your character sheet to the campaign section. Campaigns involve custom-tailored quests that any number of players can embark on and complete for rewards and other fun items. This is a bit more advanced and is something I will cover in another guide, so don't worry about the Quest Log or campaigns for now. More importantly, let's go back to the Extended Objects Database feature. Click on it. This window will open up and display several different options. Don't get overwhelmed at first glance, because I'm going to go over them all step-by-step starting with the databases at the top. "My database" is where all of your personal creations are going to show up. This is account wide, so no matter who you log into you'll be able to see all of your items inside of this database. You can even use the filters to make it easier to find specific items, including if they were made by another one of your characters. "Players database" is where the items shared or traded to you by other players will appear. From here you can view their creations, but you cannot edit them, as they are not yours. "Backers Database" is where the items created by kickstarters and the TRP3 team are stored. These are example items that you can look at in order to get a better idea of how to make your own items. I personally recommend referring to these when you get started so you have something to look back on when you get stuck or you need inspiration and ideas for your creations. The "Full Database" is self-explanatory and will list every item from each of these other databases. The credits are well... just credits. A pro tip I always have: The filter is your best friend. Trust me, before long you're going to realize you've created so many items that you can't find what you're looking for. Instead of scrolling down the list and squinting to find that one particular journal you made, use a filter instead! It's a life saver. Although, to create an item we need to know where to go, and that's where your "Actions" come into play. You see in this image above that there are four different actions to choose from. Our only focus in this guide is going to be the "Create item" action. We'll worry about the others in a different guide. Let's go ahead and select "Create item". A new window will pop up and it's going to look like this: We've got a few options to choose from here, but we only want to focus on one of them for now. Things like container item, create from..., expert item and document item are options we'll cover in another guide, but if you'd like to explore these options now on your own, be my guest! Getting a jumpstart is always a good idea. However, for the sake of this guide, let's take a look at the other two options. We can select "Quick creation" which will open up a basic template and allow us to make a standard item without putting much effort into it. You can do things like name the item, add tooltip text to identify what the item is (i.e a leather helmet, a two-handed sword, and so on), give the item a description, an icon, a rarity, attributes such as the item's worth in copper, silver or gold, and even how much the item weighs. From there, you can toggle on the "Wearable" option if you want to add your quick creation item onto your character in the inventory page. There is also an option at the top if you want to convert the item to "normal mode" which is what we're going to be doing for this demonstration. It gives us more creative flow and allows us to customize our items more personally. Just so we don't have to take that extra step of converting a quick creation item to normal mode, all we need to do is select the "Blank item" template instead. Let's go ahead and do that now as we move onto the meat and potatoes of our guide; making items with extended. 4. Making Items with Extended So, we've either converted a quick creation item to normal mode or selected a blank template and now we're met with a brand new window and a few more options. This is where the magic is going to happen. You'll notice that there are two sections for where we want to work; Display attributes and Gameplay attributes. In Display attributes you can implement all of the things I mentioned from the quick creation option prior to this chapter. There are a few additions to it that you might have noticed, such as "Crafting reagent flag", "quest flag", "crafted" and the free notes section at the bottom. This is what I was referring to when I said we could make the item more personal. On the right hand side of the page we can do a number of things that are self-explanatory. These include making the item Soulbound to our character, unique in that we can't make more than a specified number of this particular item; Stackable so that our bags do not get filled by the same item if we intend to add more than one, useable which makes it so we can run workflows (This is something I'll go over in another guide), wearable on the character, a container which allows us to store other items inside of this particular item, and preventing manual adding so the item cannot be added or looted to our inventory unless we use a workflow. For the purposes of demonstration, we are going to make a wearable item for our character. I've taken the liberty of creating a short video that showcases how we will go about doing this. You can watch that video here. In that video, we make a plate helmet for our character. We specify that our character crafted the helmet and that it is wearable. We also changed the sound it makes when dropped out of our bag or looted into our bag. Once we finished editing our item, we saved it and proceeded to put it into our character inventory and left it at that for now. This is just to show how creating an item works and how we can interact with it, but these are just the basics... There is so much more for you to experience with item creation, and these are things we will cover in our next guide. 5. Want to know more? Keep your eyes peeled! Now that you have an idea of how to create items you can explore the rest of what Extended has to offer on your own. Make more items, try out new features and see just how in-depth this addon gets. If you think after reading through this guide you're ready to take it to the next level and go over more advanced steps, then be on the lookout for another guide in the future that will cover expert item creation, workflows and much more!
  5. TUTORIAL: Advanced Building This is my tutorial for advanced building in Epsilon. I'll assume you know all the techniques from the earlier Building Basics tutorial. There is no set order to follow here, except for grouping and blueprints. Anything else you can just read and try out on its own. As before, commands will be written down like this Parts in brackets <like this> require your own input. Contents: 1. Object Groups 2. Blueprints Teleporters Visibility Special Objects Macros Movement Tiles Object Activation Tinted Objects Spell Effects If any of the steps are unclear, incorrect or incomplete, be sure to leave a reply or contact me on Discord. 1. Object Groups Object groups are handy to manipulate several objects at once. These could be floor tiles you have placed into a row and want to double in size without having to spawn each one separately. It could be a custom built roof you want to duplicate, or maybe you've heard of blueprints already and want to try making one. Grouping up your objects is where it all begins. For this tutorial, I've decided to make a hammock between two palm trees. To build this, find and spawn the following objects: 2x sholazarpalm_tree03.m2 1x hammock01.m2 Make the palm trees smaller (scale 0.1 should do the trick) and rotate the objects to make the hammock more or less like in the picture above. When your creation is ready, it's time to group them. There are several ways to add objects to a group. The important thing to know is that a group always has a main object. When you manipulate the group or spawn a new copy, the main object will always be used as a point of reference. When selecting the group later on, we'll need to approach this main object. In the case of the hammock, we'll settle on making the hammock itself the main object. To group things to the main object, we can select the -other- objects and either use the [Group] link of the main object for each of them, or we can use .gob group add <guid> where <guid> is the guid of the main object, displayed in the chat when you select the object. This method is handy if you want to make a macro for adding objects to a group after spawning them. In this case, all the objects are already there and there are no other objects around that we'd like to exclude from the grouping. A much faster method would be to select our intended main object (the hammock) and using .gob group addnear <range> where <range> is the amount of yards around your character (!) that will be taken into account for adding to the hammock. To add the two trees, we stand next to the hammock and use .gob group addnear 10 You can always add more objects to a group later, or remove individual ones. The objects are all lit up, which means we have successfully grouped them. Now let's try a few basic manipulations. These are done with 'gob group' commands instead of 'gob'. With a quick .gob group copy r 5 we have a second group of trees with a hammock. The following commands from regular object manipulation all work like with regular objects as long as we use 'gob group': .gob group sel .gob group move <direction> <range> .gob group copy <direction> <range> .gob group turn <degrees> .gob group scale <scale> Note that pitching and rolling can't be done as a group. However, you can still move, roll, scale individual objects without having to reform the group. For instance, we can make the hammock a little bigger or higher without touching the palm trees. The end result is this Whenever we manipulate a group, the game takes the main object as its anchor. When we turn the group by 180°, we turn the main object and everything around that. This is why I chose the most central object to be the main object. We can always change the mail object by promoting an object that's already part of the group. Select one of the trees and try out .gob group promote Objects can only be in one group. To reassign an object to another group, remove it from its current one first. To remove a single object from a group, select the object and use .gob group remove To clear a group entirely, select the group and .gob group clear Let's go ahead and make these six objects into a new group. We'll clear the second group and add them all to the original hammock with another addnear command. To delete a group, use .gob group delete but let's not get ahead of ourselves. We'll need this group to try making a blueprint. 2. Blueprints Blueprints save object groups for later use and enable us to spawn them at will. We can also share them with selected users or everyone. To make a blueprint, you need to have a group selected. With our two hammocks and their palm trees selected, we can simply make a private blueprint using .gob blueprint new <name> I've chosen the name 'HammockGroup'. Feel free to call it anything you like, but it's advised to take unique names that describe the blueprint in one or two words. After creation, we can already spawn the blueprint on our location with the [Spawn Blueprint] button in the chat. When selecting the same group, we can also make use of .gob blueprint update <name> using the name of the blueprint you already had. To delete a blueprint entirely, use .gob blueprint delete <name> It's entirely optional, but you can also give your blueprint a description using .gob blueprint description <name> <description> Blueprints are automatically shared with all characters of your account. On any character, use .lookup blueprint <name> to find your blueprints using their name. You don't need to use the full name. Just try it with Hammock and you'll already find it. Try spawning it now. To get rid of it again, delete it with the command for deleting groups you've learned in the last section. To share a blueprint with everyone else, use the following command: .gob blueprint share <name> <player> Use 'HammockGroup' as a name, and 'public' as the player. Of course, typing in a specific player name will only share it with that person. To undo the listing of your blueprint to others, you can use .gob blueprint delist <name> This does not remove the objects from players who already spawned your blueprints, however. Now all that remains is to be able to look up public blueprints, to find your own and the works of others that you are free to use. A simple .lookup blueprintpublic <name> does the trick. With the .gob blueprint rename <name> <newname> I've renamed my own HammockGroup to TwoHammocks and added it to the public repository. Try and find it in the public list and spawn it. Note how you spawn the main object of the group where you stand and the rest around it. You can get rid of it again by deleting it as a group as seen in the first section of the tutorial. As an alternative to spawning a shared blueprint, you can also import it into your own private collection of blueprints by typing .gob blueprint import <BlueprintID> You can find the blueprint ID on the left side when looking up blueprints in a list. In the case of the TwoHammocks blueprint, the ID is 5559. Teleporters Teleporters are objects that trigger and do something to a player when approached. Apart from teleporting the player, they can do a number of other cool things. Any object can be made into a teleporter. Let's start with our tutorial project: a magical maze! Let's set up the maze first. After doing the following commands, we should be ready to start: .tele 1945 .gob sp 875377 .gob m d 17.5 We're ready to make our first teleporter. Spawn an object in the middle of the maze that'll be the goal of the maze and act as a teleporter. I've chosen to put up a 7af_priest_pedestal.m2 with a goldgoblet01.m2 above it. The pedestal will act as a teleporter when you come near. Turning the pedestal into a teleporter is as simple as .gob teleporter on We'd like to teleport to a different location after the centre of the maze has been reached. To attach a destination we can use .gob teleporter add This will teleport anyone who comes close enough to the place we were standing on when we executed the command, as long as we kept the teleporter selected. I want our maze to end up in Raven Hill Cemetery though and since it's in another part of the world, the teleporter object won't stay selected to do actions on. So to still link the object to the location, we save the GUID of the teleporter and from the location in Raven Hill, we type: .gob teleporter add <guid> Now we have a working teleporter. A quick teleport back to 1945 and a test run later, we see that nothing happens yet when we get close to the pedestal. This is because the default range of a teleporter is quite small and we need to make it bigger. The maximum range is 10, but let's use 5 in this case. After selecting the pedestal, do a .gob teleporter setrange <range> If you stand close enough when executing the command, you'll see the effect right away. Excellent, but we're not done yet. Select the pedestal again. We're going to add a delay and an effect to it. We can add an animation to the teleport and a delay to display the animation before the loading screen kicks in. We'll need a spell ID, so let's find one using .lookup spell teleport I've chosen spell ID 8735 for this, so let's go ahead and add it to the teleporter, together with a delay of 350 milliseconds. Use '8735' as id and '350' as duration for the following commands: .gob teleporter setspell <id> .gob teleporter delay <duration> Voilà. We can teleport players from the maze to Raven Hill. But wait, there's more! There is no need for transporting behaviour for a teleporter to work. I've added a 6or_enchanting_tikimask01.m2 to the entrance of the mage and made it a teleporter to apply spell 185394 and nothing more. A creepy mask that makes an unnatural night descend over the maze. Time to get lost! You can get really creative with teleporters. You could add several hard to see traps in the floor that teleport you back to the start of the maze, for instance. You'll discover more creative uses as you play around with them. Other than transporting players and casting spells on them, teleporters can also activate the object you are approaching. For this, use .gob teleporter setactive Of course, this only works on objects that do something when you activate them. Manually activating may screw up the teleporter activation though, so make a sensible choice between automation and using commands when you need them. Another cool trick a teleporter can do is phase teleporting. This does exactly what it sounds like. It teleports you not only to a location, but into another phase as well. Don't forget to set the phase as well as the destination location in that phase. For phase teleporting, the creator of the teleporter needs member permissions in the destination phase, so you can't just link to anyone's phase without asking and no one will invade yours without your say-so. Adding a phase to the destination of a teleporter is done like this: .gob teleporter setphase <phaseID> The GUID of an object won't be enough to identify the teleporter when you're setting the target location. When you set it from the target phase, write the command to set the location like this: .gob teleporter add <GUID>@<PhaseID> So for example: .gob teleporter add 1337@26000 You can disable teleporters or clear all the teleporting data with .gob teleporter off .gob teleporter clear Note that teleporting abilities are not saved on objects when you make a blueprint. Now let's make a teleporter that actually gives you a choice of where to go. If we add a location to the teleporter with the GUID attached, we only need to add two more things to have the teleporter give us a choice. On this runestone, I've used the following commands: .gob teleporter on .gob teleporter setspell 8735 .gob teleporter setrange 5 .gob teleporter delay 350 .gob teleporter add <guid> 1 "First Location" .gob teleporter add <guid> 2 "Second Location" .gob teleporter add <guid> 3 "Third Location" .gob teleporter add <guid> 4 "Fourth Location" .gob teleporter add <guid> 5 "Fifth Location" .gob teleporter add <guid> 6 "Sixth Location" .gob teleporter add <guid> 7 "Seventh Location" .gob teleporter add <guid> 8 "Eighth Location" .gob teleporter add <guid> 9 "Ninth Location" .gob teleporter add <guid> 10 "Tenth Location" .gob teleporter add <guid> 11 "Eleventh Location" The numbers 1-11 correspond to icons, the text between quotation marks to the text we want to see as options. This command won't work if you don't use quotation marks. To see what the icons look like, check the next picture. Also note that the spell effect will only trigger when you actually select a teleport location. For some reason, you may have to click twice the first time you use a teleporter that gives you a choice. Teleporters can be used to automatically open doors as well. To animate a door, you'll need to set a range and apply the command to activate the object as well, but this time, we'll be using the delay to determine how long the door or gate will stay open, up to 30 seconds (but written in milliseconds). Try it out yourself with the following: .gob sp 253922 .gob tele on .gob tele setactive .gob tele setrange 5 .gob tele delay 5000 Visibility Another great tool of Epsilon is the ability to set a custom visibility range on objects. The most common use of visibility is to set some larger buildings to be permanently visible, so they don't fade from view when you look at them from a longer distance. Some scaled .wmo objects, like some pillars or ocean tiles, also act up a little when you travel further away from them and come back. Suddenly, it's as if they've forgotten they were scaled at all. Setting visibility to permanent on these is a quick fix to the problem. You can do this by using .gob set visibility <range> Use '-1' to make an object permanently visible. Of course, you can also greatly reduce the visibility so that your village looks magically hidden from afar and it's only visible when you move closer. You can also make some creative puzzles with lowered visibility. Visibility on objects is saved when making blueprints. Special objects Terrain_cut There are a few special objects you should know about. You may have heard of Epsilon's terrain_cut object that lets you cut into the world terrain to put in your own caves or mines, basements, half-submerged towers in which you still want the basement available. To spawn a terrain_cut object, use .gob sp 874450 or look up the eps_terrain_cut.wmo in the in-game listing. You can place several terrain_cut objects together, but you can also make them bigger by scaling them down(!) using the regular gob scale command. The terrain cutting object doesn't work on objects. Light sources To make candles/chandeliers/torches/streetlights/fireplaces or even magical objects emit light, you can use cavelight objects. When you type in .lo obj cavelight you'll find 9 different objects, each with a distinct colour. Spawn these inside the object that should emit the light and rescale it. IT's tempting to scale it up to make it more intense, but since walls or other objects don't break the effect, you can end up with candles lighting the outside of a house. In that case, scale down and consider spawning two cavelight objects if the light is too dim. Epsilon's own objects Epsilon also has own versions of existing objects. There are gilnean versions of the human garrison buildings, various recolours for the largest human garrison buildings, and coloured version of existing Elven buildings. Often, the in-game listing will also indicate there's an 'emptywmo' version of a building, without furniture and other clutter. You can't find these in wow.tools, so here are a few pointers: Don't look for exact names with the .wmo suffix in the in-game listing. Try a lookup of '6hu_garrison_townhall_v2.wmo' and compare it with the results of a lookup of just '6hu_garrison_townhall_v2'. Try looking for Night Elf or Blood Elf objects with the 'voidelf', 'royal_bloodelf', 'pristine_nightelf' or 'royal_highelf' prefixes, or do as above and cut the existing prefix and widen the search. Try it out with nightelf_moonwellarge and see if you can find the pristine_nightelf and royal_bloodelf version too. There are also some blood elf building with a 'highelf' prefix. Try finding the typical blood elf guard tower with a blue crystal spire. Try looking for eps_rockarch to see Epsilon-only variations on the rockarches Macros Macros can be a great help in building. From simplifying setting permanent visibility on selected objects to repeating tasks like selecting and deleting objects, macros can save a lot of time. If you haven't ever made one, do /m to open the macro menu. Make a new one by selecting 'New' at the bottom, pick a name and icon and then type in commands in the text field, each one on a separate line. Afterwards, you can drag them from the top of the menu to your action bars. Useful macros are usually little tasks such as: .gob select .gob delete .gob group select .gob group delete .gob set visibility -1 .unaura all Be sure not to load too many manipulations into a single macro. Because the server tries to get them through all at the same time, some may not be saved. It may look fine on your screen, but the next time you log in, you may find some objects missing or out of place. Instead, if you want to do a few manipulations at once, make use of the SlashIn addon we have in the game. This allows you to put a little timer on commands so they don't try to all execute at once. The syntax is: /in <duration> /g <command> The duration is the time in seconds to wait before the following command. the addition of '/g' is required because anything on the '/say' channel is restricted by design to avoid abuse. The following moves an object back by 5 yards and also lifts it 10 yards into the air a second later: .gob m b 5 /in 1 /g .gob m u 10 Movement Proper movement can be a great time saver when building. Depending on the size of your project, you may have to move around a lot. Looking at things from all angles also makes you see any gaps between objects you are trying to assemble. To move around, most builders don't just walk, but also fly. You can use the 'Epsilon Tool' addon to enable flight and set the flight speed, but you can also use commands. .cheat fly on .cheat fly off These commands enable and disable flying, and speed is regulated with .modify speed fly <speed> where speed can be put in a range between 0.1 and 50, with 1 being normal running speed. Another way of getting around is the gps command. Using the directions similar to the gob move command, you can use .gps <direction> <distance> It'll launch you an amount of yards upwards/forwards/etc. This is handy to get out of an object that gets you stuck after spawning or to estimate the dimensions of a space. You can also use it to jump through a wall to take a shortcut, or to get underneath the world terrain. Macros can help here as well. I don't start building without the following command sets as macros: .cheat fly on .modify speed fly 5 .cheat fly on .modify speed fly 25 .gps f 5 If you want, you can also teleport around the map with a targeted blinking spell. Type in .learn 29968 to learn a spell that allows you to mark an exact spot to teleport to. You can find it in your spell book, or it binds to your action bar if there's space on it. You need to do this only once per character. If you find yourself visiting the same places in your phase over and over, you can also set phase teleporters to get around. Using the command .phase tele add <name> you can set up such a location. To teleport yourself back to a phase location, use .phase tele <name> or make a macro to get there. Forgot a location? Try .phase tele list Tiles Tiles are objects with unique textures. To build buildings from scratch, tiles are often used as walls, floors or even roofs. They can be used in furniture as well though. The drawback on tiles is that they can't be looked up in a modelviewer. You'll have to find them in Epsilon yourself. There's a broad tile mall that has most tiles, but for the most recent ones or for narrowing down per theme or name, you can also use the in-game functions to find them. You can find all the malls in Builder's Haven: .ph e 26000 To look up tiles, use the following command: .lo obj tile <name> Try it out using 'kultiras' as a name to find some BfA building tiles. The only way to place down water you can swim around in is with a tile. Wherever you place it, the space below the surface will make a character swim. There are three types of tiles for water, and they can be found like this: .lo obj watertile <name> .lo obj laketile <name> .lo obj oceantile <name> If you feel like browsing, the name is optional. If you don't give any, you'll just get all the tiles of that type. Building tiles come in the following dimensions: Length: 4 Width: 4 Height: 0.25 This means that for most tiles like stone floors or wooden planks, the command .gob copy <direction> 4 will place the next one right alongside it, extending the pattern seamlessly. When you scale a tile up or down, remember to apply the same scale to this distance. You can also place several tiles in a row to save time. If you add a number to the end of the copy command, the copying is repeated this many times. Try out .gob copy f 4 4 and you'll see a row of 4 new tiles being added in front of the existing one. Water tiles dimensions are: Length: 4.166667 Width: 4.166667 Height: 4.166667 Lake tiles dimensions are: Length: 41.66667 Width: 41.66667 Height: 41.66667 Ocean tiles dimensions are: Length: 416.6667 Width: 416.6667 Height: 416.6667 Object Activation Some objects can be activated. This makes door open, or open and close, chests open or special objects glow. The command to achieve this is .gob activate .gob group activate when selecting an object or object group. This will make the object activate once. If it opens a door that will stay open though, the door will close again the next time there is a server restart. Sometimes we want to activate objects by default. Go ahead and spawn blueprint 6534 with the command: .gob blueprint spawn 6534 You'll spawn a small globe with a red sphere in the middle. You could activate the globeofazeroth.m2 object manually to get it to show the actual globe, but then you would have to do so after every server restart. To make activation permanent, get the GUID of the object and use it in the following command: .gob activate <GUID> permanent To avoid a hassle, you can insert the GUID by clicking the [Copy GUID] link after selecting the globe. Coloured Objects Let's break the night with colour! We can recolour objects as long as they are m2 objects. Let's spawn a 7ti_titan_throne01.m2 and get to recolouring. To make an object take on a colour, we'll use the command: .gob tint <Red_value> <Green_value> <Blue_value> <Transparency> To make it completely red, you'd use .gob tint 100 0 0 0 The numbers you use are percentages, working with increments of 5. That meant that there's no difference between setting a red value of 23 or 25. Be sure to always use a transparency of 0 if you just want to change the colour. Increasing the transparency will make the object more see-through. To apply this effect without any colour changes, use .gob tint 100 100 100 <Transparency> This is also a percentage. The outcome of our throne with .gob tint 100 100 100 50 is the following: Groups can be recoloured as well! Just replace the initial gob command: .gob tint <Red_value> <Green_value> <Blue_value> <Transparency> .gob group tint <Red_value> <Green_value> <Blue_value> <Transparency> To reset the tint of an object, use one of the following .gob tint -1 .gob group tint -1 Spell Effects We can also apply a spell effect to objects. with a simple .gob spell <spell_ID> we apply a spell's visual effect to an object. The effect repeats by itself to stay active. Let's find a simple effect using .lo spell glow I've found a spell called Yrel's Glowy Aura, rank 1. Try it out on a goldgoblet01.m2 by using .gob spell 160956 to give it a magical glow. Only one spell effect can be applied to an object at a time, but with invisible or half-transparent objects, you can get really creative stacking spell effects. Do note that when using the recolouring option on objects, spell effects are erased. Colours.html