Fortunately wow classic gold editor can convert some
Our construction blocks-the database data, the source code, as well as the images assets-work with each other to make the features that the player sees in front of him, like the environment, gameplay, animation, and lighting. For a variety of features, the building blocks have to work together in several ways.A good example of this interaction is the environment. Including the location of hills and valleys, trees, buildings and more. After we fed the old environment data into our contemporary game program, we found that the system translated the shape of the data otherwise. The end result of how the current system and the classical data didn't match were then matters like Kolkar campfire under water or burnt out trees from the time of Cataclysm.
Fortunately wow classic gold editor can convert some of this information. The environment data could be converted using the exact same editor we utilize for Battle for Azeroth. This enabled us to fix such bugs as moving campfires along with the overall look of the trees.
Another hurdle we've taken is the way we store and unite our information. For World of Warcraft, there are always a few spots under development at precisely the same time, because every patch is in a different stage of development. When we incorporate a graphics asset or surroundings file to a patch, we wanted it to appear automatically in the subsequent patches. In 14 years of evolution, this has always been done in a predetermined classic wow gold arrangement. Had we just added our new patch for Classic to our existing development, we would have overwritten things like the current Dam at Loch Modan together with the revived version of the moment. That would Lead to errors in Battle for Azeroth.