[Tool] Navmesh Creator menu

User Tag List

Page 2 of 12 FirstFirst 123456 ... LastLast
Results 16 to 30 of 173
  1. #16
    sPeC!'s Avatar Member
    Reputation
    23
    Join Date
    Jun 2009
    Posts
    20
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Hello sPeC,

    I had seen you Post about the Meshcreator. Now my question is how do you formated the mesh??It isn't like the Sampel Safe Funktion.... Thank you Verry much!
    Ok, i forgot to say on what Detour format the navmesh was being created/saved. It's created on tile based format.

    Cheers,

    [Tool] Navmesh Creator
  2. #17
    telcy007's Avatar Sergeant CoreCoins Purchaser
    Reputation
    67
    Join Date
    Nov 2009
    Posts
    62
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    hi sPeC!
    i've meshed the durotar map with your tool. but the problem is, that this tool cant mesh the part World\maps\Kalimdor\Kalimdor_40_32. I think, its some of the old world. Can you help me or modify the code to solve the problem ? thank you

  3. #18
    Flowerew's Avatar Master Sergeant
    Reputation
    72
    Join Date
    Oct 2009
    Posts
    134
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by telcy007 View Post
    hi sPeC!
    i've meshed the durotar map with your tool. but the problem is, that this tool cant mesh the part World\maps\Kalimdor\Kalimdor_40_32. I think, its some of the old world. Can you help me or modify the code to solve the problem ? thank you
    Actually its not the old format, but in sPeC's defence: he is dealing with alot of crap in the old version of wowmapper. Progress on updating wowmapper to WoW v4.0 is good. I spent two days beside work and it's almost usable again. telcy: see this screen http://i53.tinypic.com/vammd.png where you can see Kalimdor_40_32. I hope I can release it by the end of the week. This time I will also try to include more samples, like displaying the terrain with Direct3D, generating navmeshes, etc. Cheers
    Last edited by Flowerew; 11-23-2010 at 02:07 AM.

  4. #19
    sPeC!'s Avatar Member
    Reputation
    23
    Join Date
    Jun 2009
    Posts
    20
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    hi sPeC!
    i've meshed the durotar map with your tool. but the problem is, that this tool cant mesh the part World\maps\Kalimdor\Kalimdor_40_32. I think, its some of the old world. Can you help me or modify the code to solve the problem ? thank you
    I'am sorry telcy007, i currently don't have enough time to look into it because mid-term exams at school have started and have a bunch of school projects to do.. The good news are that Flowerew is updating his tool that is the main engine of this one, and it seems it will do what this one does but better...

    Originally Posted by Flowerew View Post
    Actually its not the old format, but in sPeC's defence: he is dealing with alot of crap in the old version of wowmapper. Progress on updating wowmapper to WoW v4.0 is good. I spent two days beside work and it's almost usable again. telcy: see this screen http://i53.tinypic.com/vammd.png where you can see Kalimdor_40_32. I hope I can release it by the end of the week. This time I will also try to include more samples, like displaying the terrain with Direct3D, generating navmeshes, etc. Cheers
    It's looking great! Keep the good job.

    Cheers,

  5. #20
    Flowerew's Avatar Master Sergeant
    Reputation
    72
    Join Date
    Oct 2009
    Posts
    134
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Just a little update for you guys: I commited my current progress. It's no public release yet (hence no download), but it is able to parse kalimdor/azeroth new/old ...that's what I tested so far. WMO interior is not yet included either, but for testing purposes it's enough to get going with the new format. A sample is included which requires SDL and the DirectX SDK, it will display the geometry for a given area id (12 for Elwynn Forest for example). I will create a new thread when it's ready for the public which should be by the end of the week (I really try). Here's a screen of the current sample: http://img607.imageshack.us/img607/2556/wowmapper01.png Cheers
    Last edited by Flowerew; 11-29-2010 at 02:21 PM.

  6. #21
    RivaLfr's Avatar Contributor CoreCoins Purchaser Authenticator enabled
    Reputation
    221
    Join Date
    Sep 2010
    Posts
    258
    Thanks G/R
    2/25
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Very Good Job! +rep

  7. #22
    TOM_RUS's Avatar Legendary
    Reputation
    914
    Join Date
    May 2008
    Posts
    699
    Thanks G/R
    0/52
    Trade Feedback
    0 (0%)
    Mentioned
    1 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by Flowerew View Post
    Just a little update for you guys: I commited my current progress. It's no public release yet (hence no download), but it is able to parse kalimdor/azeroth new/old ...that's what I tested so far. WMO interior is not yet included either, but for testing purposes it's enough to get going with the new format. A sample is included which requires SDL and the DirectX SDK, it will display the geometry for a given area id (12 for Elwynn Forest for example). I will create a new thread when it's ready for the public which should be by the end of the week (I really try). Here's a screen of the current sample: http://img607.imageshack.us/img607/2556/wowmapper01.png Cheers
    How do you even able to open 4.x mpq's with libmpq? And what about patch files (wow-update-XXXXX.mpq), i'm pretty sure libmpq doesn't support this...

  8. #23
    Flowerew's Avatar Master Sergeant
    Reputation
    72
    Join Date
    Oct 2009
    Posts
    134
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    I haven't had no problems so far. Listfiles seem to be ok, and even expansion3.mpq has been read without problems. Same goes for wow-update-xxxxx.mpq, so I dont know what you mean, TOM_RUS.
    Last edited by Flowerew; 11-29-2010 at 05:25 PM.

  9. #24
    TOM_RUS's Avatar Legendary
    Reputation
    914
    Join Date
    May 2008
    Posts
    699
    Thanks G/R
    0/52
    Trade Feedback
    0 (0%)
    Mentioned
    1 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by Flowerew View Post
    I haven't had no problems so far. Listfiles seem to be ok, and even expansion3.mpq has been read without problems. So I dont know what you mean, TOM_RUS.
    Basicaly libmpq has no support for mpq files used in 4.x wow client. For example wow-update-XXXXX.mpq doesn't store any directly usable data, only diffs from base mpq+all previous diffs (PTCH files). I'm surprised that libmpq can still open thise new files...

    P.S. While trying to get your sample running, i've encountered few problems: 2 compile errors in VS2010 and 1 crash, what i've modified so far to fix them:
    Code:
    Index: samples/Sample_D3dByAreaId.cpp
    ===================================================================
    --- samples/Sample_D3dByAreaId.cpp	(revision 44)
    +++ samples/Sample_D3dByAreaId.cpp	(working copy)
    @@ -25,12 +25,12 @@
     
     //------------------------------------------------------------------------------
     int main( int arch, char **argv ) {
    -  MpqHandler mpq_h( "C:\\Users\\Public\\Games\\World of Warcraft\\Data" );
    +  MpqHandler mpq_h( "G:\\Games\\World of Warcraft\\Data" );
       loadAllMpqs( mpq_h );
     
       // load WDT file which tells us what ADT tiles to load
       BufferS_t file_buffer;
    -  std::string zone_path( "oldworld\\world\\maps\\azeroth\\azeroth" );
    +  std::string zone_path( "world\\maps\\azeroth\\azeroth" );
       mpq_h.getFile( zone_path + ".wdt", &file_buffer );
     
       // create geometry buffer
    @@ -199,7 +199,7 @@
     
           // unique identifier not found: insert UID in map
           if ( found == uid_map.end() ) {
    -        uid_map.insert( UidMap_t::value_type( doodad.info.uid, 0 ) );
    +        uid_map.insert( UidMap_t::value_type( doodad.info.uid, (void*)0 ) );
     
             BufferS_t doodad_buf;
             mpq_h.getFile( doodad.name, &doodad_buf );
    @@ -239,7 +239,7 @@
     
           // same procedure as above
           if ( found == uid_map.end() ) {
    -        uid_map.insert( UidMap_t::value_type( wmo.info.uid, 0 ) );
    +        uid_map.insert( UidMap_t::value_type( wmo.info.uid, (void*)0 ) );
     
             BufferS_t wmo_buf;
             mpq_h.getFile( wmo.name, &wmo_buf );
    Index: src/wmomodel.cpp
    ===================================================================
    --- src/wmomodel.cpp	(revision 44)
    +++ src/wmomodel.cpp	(working copy)
    @@ -83,8 +83,10 @@
     
       // read MODN chunk: doodad names
       i_str.read( (char*)&_modnChunk, CHUNK_DATA );
    -  _modnChunk.doodadNames.resize( _modnChunk.size );
    -  i_str.read( (char*)&_modnChunk.doodadNames[0], _modnChunk.size );
    +  if(_modnChunk.size) {
    +    _modnChunk.doodadNames.resize( _modnChunk.size );
    +    i_str.read( (char*)&_modnChunk.doodadNames[0], _modnChunk.size );
    +  }
     
       // read MODD chunk: doodad informations
       i_str.read( (char*)&_moddChunk, CHUNK_DATA );
    and even after those fixes I can't get anything like displayed on your screenshot...
    That's what I got http://img88.imageshack.us/img88/1808/elwynnforest.jpg
    Last edited by TOM_RUS; 11-29-2010 at 06:33 PM.

  10. #25
    mindwalkr's Avatar Private
    Reputation
    1
    Join Date
    Dec 2009
    Posts
    12
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    What tool are people using to extract ADT's from the MPQ ? I tried MPQEditor and it extracted "successfully" (I have files full of data), but I can't seem to read the header successfully. Basically, the MH2O offset is zero. Ideas ?
    Last edited by mindwalkr; 11-30-2010 at 12:16 AM.

  11. #26
    namreeb's Avatar Legendary

    Reputation
    658
    Join Date
    Sep 2008
    Posts
    1,023
    Thanks G/R
    7/215
    Trade Feedback
    0 (0%)
    Mentioned
    8 Post(s)
    Tagged
    0 Thread(s)
    I believe the MH20 chunk is optional. That is, it's not present in ADT chunks which do not have MH2O water.

  12. #27
    Flowerew's Avatar Master Sergeant
    Reputation
    72
    Join Date
    Oct 2009
    Posts
    134
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by TOM_RUS View Post
    Basicaly libmpq has no support for mpq files used in 4.x wow client. For example wow-update-XXXXX.mpq doesn't store any directly usable data, only diffs from base mpq+all previous diffs (PTCH files). I'm surprised that libmpq can still open thise new files...

    P.S. While trying to get your sample running, i've encountered few problems: 2 compile errors in VS2010 and 1 crash, what i've modified so far to fix them:
    Code:
    Index: samples/Sample_D3dByAreaId.cpp
    ===================================================================
    --- samples/Sample_D3dByAreaId.cpp	(revision 44)
    +++ samples/Sample_D3dByAreaId.cpp	(working copy)
    @@ -25,12 +25,12 @@
     
     //------------------------------------------------------------------------------
     int main( int arch, char **argv ) {
    -  MpqHandler mpq_h( "C:\\Users\\Public\\Games\\World of Warcraft\\Data" );
    +  MpqHandler mpq_h( "G:\\Games\\World of Warcraft\\Data" );
       loadAllMpqs( mpq_h );
     
       // load WDT file which tells us what ADT tiles to load
       BufferS_t file_buffer;
    -  std::string zone_path( "oldworld\\world\\maps\\azeroth\\azeroth" );
    +  std::string zone_path( "world\\maps\\azeroth\\azeroth" );
       mpq_h.getFile( zone_path + ".wdt", &file_buffer );
     
       // create geometry buffer
    @@ -199,7 +199,7 @@
     
           // unique identifier not found: insert UID in map
           if ( found == uid_map.end() ) {
    -        uid_map.insert( UidMap_t::value_type( doodad.info.uid, 0 ) );
    +        uid_map.insert( UidMap_t::value_type( doodad.info.uid, (void*)0 ) );
     
             BufferS_t doodad_buf;
             mpq_h.getFile( doodad.name, &doodad_buf );
    @@ -239,7 +239,7 @@
     
           // same procedure as above
           if ( found == uid_map.end() ) {
    -        uid_map.insert( UidMap_t::value_type( wmo.info.uid, 0 ) );
    +        uid_map.insert( UidMap_t::value_type( wmo.info.uid, (void*)0 ) );
     
             BufferS_t wmo_buf;
             mpq_h.getFile( wmo.name, &wmo_buf );
    Index: src/wmomodel.cpp
    ===================================================================
    --- src/wmomodel.cpp	(revision 44)
    +++ src/wmomodel.cpp	(working copy)
    @@ -83,8 +83,10 @@
     
       // read MODN chunk: doodad names
       i_str.read( (char*)&_modnChunk, CHUNK_DATA );
    -  _modnChunk.doodadNames.resize( _modnChunk.size );
    -  i_str.read( (char*)&_modnChunk.doodadNames[0], _modnChunk.size );
    +  if(_modnChunk.size) {
    +    _modnChunk.doodadNames.resize( _modnChunk.size );
    +    i_str.read( (char*)&_modnChunk.doodadNames[0], _modnChunk.size );
    +  }
     
       // read MODD chunk: doodad informations
       i_str.read( (char*)&_moddChunk, CHUNK_DATA );
    and even after those fixes I can't get anything like displayed on your screenshot...
    That's what I got http://img88.imageshack.us/img88/1808/elwynnforest.jpg
    Here's another screen of Orgrimmar: http://img340.imageshack.us/img340/7297/wowmapper02.png

    Regarding your problem: It seems very strange, and I may have to get VS2010 to check it myself. Do you run 32 or 64 bit Windows? Have you had any hints as to when the crash occurs and why only 1 ADT seems to be displayed instead of a whole area? Any information would be greatly appreciated. Thanks for testing, TOM_RUS.

  13. #28
    caytchen's Avatar Contributor
    Reputation
    138
    Join Date
    Apr 2007
    Posts
    162
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by TOM_RUS View Post
    Basicaly libmpq has no support for mpq files used in 4.x wow client. For example wow-update-XXXXX.mpq doesn't store any directly usable data, only diffs from base mpq+all previous diffs (PTCH files). I'm surprised that libmpq can still open thise new files...
    Do you even need them for this? I mean, I haven't really looked into them, but I guess the client will never process them itself - that would kill performance - but they're just input to the updater who will patch the respective MPQs.

  14. #29
    _Mike's Avatar Contributor
    Reputation
    310
    Join Date
    Apr 2008
    Posts
    531
    Thanks G/R
    0/2
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by caytchen View Post
    Do you even need them for this? I mean, I haven't really looked into them, but I guess the client will never process them itself - that would kill performance - but they're just input to the updater who will patch the respective MPQs.
    It does process them.
    If you leave the launcher running after a patch it says "Applying non-critical updates" (or similar, don't remember the exact phrase) which creates new mpqs in <gamedir>\data\cache where all the diffs are applied. There's a bunch of patch-base-XXXX.mpq there.
    If you start the game before the lancher is finished it will do the same when a 'needs to be patched' file is loaded.
    So to be sure you're getting up-to-date data you should either use an mpq lib that can handle the diffs, or read from the cache dir. Though on a side note I haven't checked if there is any updated terrain in the patches since 4.0, but there will eventually.

  15. #30
    TOM_RUS's Avatar Legendary
    Reputation
    914
    Join Date
    May 2008
    Posts
    699
    Thanks G/R
    0/52
    Trade Feedback
    0 (0%)
    Mentioned
    1 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by Flowerew View Post
    Here's another screen of Orgrimmar: http://img340.imageshack.us/img340/7297/wowmapper02.png

    Regarding your problem: It seems very strange, and I may have to get VS2010 to check it myself. Do you run 32 or 64 bit Windows? Have you had any hints as to when the crash occurs and why only 1 ADT seems to be displayed instead of a whole area? Any information would be greatly appreciated. Thanks for testing, TOM_RUS.
    I'm running WinXP SP3 32 bit + VS2010. The crash was when parsing some ADT with _modnChunk.size == 0. I have no idea why only 1 ADT displayed, may be it's somehow related to VS2010...

Page 2 of 12 FirstFirst 123456 ... LastLast

Similar Threads

  1. [Tool] Viters Account Creator
    By Viter in forum WoW EMU Programs
    Replies: 7
    Last Post: 08-30-2016, 06:03 PM
  2. [Tool] Maze Creator 2015
    By Nadromar in forum WoW EMU Programs
    Replies: 9
    Last Post: 08-20-2015, 08:49 AM
  3. [Release] [Ascent] Vendor Creator Tool -
    By MysterioussouL in forum WoW EMU Programs
    Replies: 34
    Last Post: 09-20-2008, 02:57 PM
  4. [Tool] MaNGOS Portal Creator
    By Creeps in forum World of Warcraft Bots and Programs
    Replies: 28
    Last Post: 04-30-2007, 06:37 PM
All times are GMT -5. The time now is 04:21 PM. Powered by vBulletin® Version 4.2.3
Copyright © 2024 vBulletin Solutions, Inc. All rights reserved. User Alert System provided by Advanced User Tagging (Pro) - vBulletin Mods & Addons Copyright © 2024 DragonByte Technologies Ltd.
Digital Point modules: Sphinx-based search