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  1. #61
    QKdefus's Avatar Active Member
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    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. Same goes for wow-update-xxxxx.mpq, so I dont know what you mean, TOM_RUS.
    loadMpq( mpq_h, "wow-update-oldworld-13286.MPQ" );
    loadMpq( mpq_h, "expansion3.MPQ" );

    weird, i cant load those mpq's in a build.. cmd error result below

    Load "expansion3.MPQ"Cannot open K:\WowI\Data\expansion3.MPQ libmpq__archive_open failed
    Load "wow-update-oldworld-13286.MPQ"Cannot open K:\WowI\Data\wow-update-oldworld-13286.MPQ libmpq__file_unpacked_size failed

    edit: after looking in wow folder it turns out i dont even have a file named expansion3.mpq ^^ my bad

    edit2: wow-update-oldworld-13286.MPQ seemd to be corrupt for some reason , got it from a friend of mine and it loaded fine
    Last edited by QKdefus; 12-08-2010 at 06:58 PM.

    [Tool] Navmesh Creator
  2. #62
    _Mike's Avatar Contributor
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    Originally Posted by QKdefus View Post
    loadMpq( mpq_h, "wow-update-oldworld-13286.MPQ" );
    loadMpq( mpq_h, "expansion3.MPQ" );
    It's 13287
    expansion3.mpq is if you have cataclysm.

  3. #63
    QKdefus's Avatar Active Member
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    Originally Posted by _Mike View Post
    It's 13287
    expansion3.mpq is if you have cataclysm.
    wow-update-oldworld says 13286 : ) its listed in wowmapper source and my game folder.. tho i tried to load it with mpqeditor it says the file is corrupt for some reason.

    theres the file wow-update-13287 that one reads just fine, was talking about oldworld one : )

  4. #64
    _Mike's Avatar Contributor
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    Originally Posted by QKdefus View Post
    wow-update-oldworld says 13286 : ) its listed in wowmapper source and my game folder.. tho i tried to load it with mpqeditor it says the file is corrupt for some reason.

    theres the file wow-update-13287 that one reads just fine, was talking about oldworld one : )
    Oh yeah sorry, I missed the oldworld part. Probably corrupt file then because I get no load errors from it. Try running the repair util.

  5. #65
    RivaLfr's Avatar Contributor CoreCoins Purchaser Authenticator enabled
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    I try to export the Area or tile to .obj (for recast) and this don't work fine.

    Sample of result for PvpZone01_31_32: (img) UpImg Image Hosting-test.png (.obj) MEGAUPLOAD - The leading online storage and file delivery service

    I use this code:
    Code:
      // Save to .obj
      std::cout << "Make file: " << areaId << ".obj";
                // Write the vertex's  
      std::stringstream ss;
              for (int i = 0; i < vertices.size(); i++)
    	  {
    		  ss << "v " << (vertices[i].x) << ' ' << (vertices[i].y) << ' ' << (vertices[i].z) << '\n';
    	  }
    		  ss << '\n';
    	  for (int i = 0; i < indices.size();)
    	  {
    		  ss << "f " << (indices[i++]+1) << ' ' << (indices[i++]+1) << ' ' << (indices[i++]+1) << '\n';
    	  }
    	  std::stringstream sFileName;
          sFileName << areaId << ".obj";
          std::fstream fs(sFileName.str().c_str(), std::fstream::out|std::fstream::binary);
    	  fs << ss.str();
    	  fs.close();
    	  std::cout << "File saved.";
    (before the code "// render loop")


    Someone already had this problem? Because I not see an error in my code.

    I try with others tile and zone, the m2 objet dump work fine but the matrix is beug.


    Edit: Elwynn Forrest > http://upimg.org/show.php/2632_testRecast.png.html
    Last edited by RivaLfr; 12-08-2010 at 11:34 AM.

  6. #66
    Flowerew's Avatar Master Sergeant
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    Originally Posted by RivaLfr View Post
    I try to export the Area or tile to .obj (for recast) and this don't work fine.

    Sample of result for PvpZone01_31_32: (img) UpImg Image Hosting-test.png (.obj) MEGAUPLOAD - The leading online storage and file delivery service

    I use this code:
    Code:
      // Save to .obj
      std::cout << "Make file: " << areaId << ".obj";
                // Write the vertex's  
      std::stringstream ss;
              for (int i = 0; i < vertices.size(); i++)
    	  {
    		  ss << "v " << (vertices[i].x) << ' ' << (vertices[i].y) << ' ' << (vertices[i].z) << '\n';
    	  }
    		  ss << '\n';
    	  for (int i = 0; i < indices.size();)
    	  {
    		  ss << "f " << (indices[i++]+1) << ' ' << (indices[i++]+1) << ' ' << (indices[i++]+1) << '\n';
    	  }
    	  std::stringstream sFileName;
          sFileName << areaId << ".obj";
          std::fstream fs(sFileName.str().c_str(), std::fstream::out|std::fstream::binary);
    	  fs << ss.str();
    	  fs.close();
    	  std::cout << "File saved.";
    (before the code "// render loop")


    Someone already had this problem? Because I not see an error in my code.

    I try with others tile and zone, the m2 objet dump work fine but the matrix is beug.
    Why do you use a stringstream? Just create a fstream and write directly to it like you do with your stringstream now. Also you open the file you write to in binary mode, whereas obj-files read by recast are simple ascii-files.

  7. #67
    RivaLfr's Avatar Contributor CoreCoins Purchaser Authenticator enabled
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    Because I have try to make a navmesh file before, but for try .obj file is Better.

    I have edit my code, but this not fix the problem.

    EDIT:
    Code:
    	// Save to .obj
    	std::cout << "Make file: " << areaId << ".obj" << std::endl;
    	std::ofstream fs("Dump.obj", std::ios::out | std::ios::trunc);
    	for (int i = 0; i < vertices.size(); i++)
    	{
    		fs << "v " << (vertices[i].x) << ' ' << (vertices[i].y) << ' ' << (vertices[i].z) << '\n';
    	}
    		fs << '\n';
    	for (int i = 0; i < indices.size();)
    	{
    		fs << "f " << (indices[i++]+1) << ' ' << (indices[i++]+1) << ' ' << (indices[i++]+1) << '\n';
    	}
    
    	fs.close();
    	std::cout << "File saved." << std::endl;
    This is the new code but the result is same.
    Last edited by RivaLfr; 12-08-2010 at 12:01 PM.

  8. #68
    _Mike's Avatar Contributor
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    Originally Posted by RivaLfr View Post
    Because I have try to make a navmesh file before, but for try .obj file is Better.

    I have edit my code, but this not fix the problem.

    EDIT:
    Code:
    	// Save to .obj
    	std::cout << "Make file: " << areaId << ".obj" << std::endl;
    	std::ofstream fs("Dump.obj", std::ios::out | std::ios::trunc);
    	for (int i = 0; i < vertices.size(); i++)
    	{
    		fs << "v " << (vertices[i].x) << ' ' << (vertices[i].y) << ' ' << (vertices[i].z) << '\n';
    	}
    		fs << '\n';
    	for (int i = 0; i < indices.size();)
    	{
    		fs << "f " << (indices[i++]+1) << ' ' << (indices[i++]+1) << ' ' << (indices[i++]+1) << '\n';
    	}
    
    	fs.close();
    	std::cout << "File saved." << std::endl;
    This is the new code but the result is same.
    Sequence point - Wikipedia, the free encyclopedia

  9. #69
    dook123's Avatar Active Member
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    Image
    Sort of works, it looks kind of cool even though its wrong... Im not sure what 2 objects are but I dont play alliance much and visit these zones even less. The tree-like? thing to the left and the object past the mountains to the right.
    Last edited by dook123; 12-08-2010 at 04:04 PM.

  10. #70
    hamburger12's Avatar Contributor CoreCoins Purchaser
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    This works verry well for me:
    Code:
      std::fstream fs1("test.obj", std::fstream::out|std::fstream::binary);
    
      for (int i = 0; i < vertices.size(); i++)
      {
    	  fs1 << "v " << (vertices[i].x) << ' ' << vertices[i].y << ' ' << (vertices[i].z) << '\n';
      }
    
      // Create faces based on the indices
      for (int i = 0; i < indices.size();)
      {
    	 fs1 << "f " << indices[i++]+1;
    	 fs1 << ' ' << indices[i++]+1;
    	 fs1 << ' ' << indices[i++]+1 << '\n';
      }

  11. #71
    dook123's Avatar Active Member
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    @Hamburger12

    Any images of your recast display?

  12. #72
    _Mike's Avatar Contributor
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    Area 12
    http://dl.dropbox.com/u/12654979/recastdemo_area_12.jpg

    I need to find a decent LoD algorithm though. The meshes are huge and I don't really need that much precision.

  13. #73
    The-Guardian's Avatar Active Member
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    I'm getting this error, the only thing I've gotten it to compile is Elwynn forest.

    Ive tried using the wdt file and cmp file, nothing works.

  14. #74
    QKdefus's Avatar Active Member
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    . .
    Last edited by QKdefus; 12-08-2010 at 07:07 PM. Reason: wrong sry

  15. #75
    Gorzul's Avatar Member
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    Originally Posted by _Mike View Post
    Area 12
    http://dl.dropbox.com/u/12654979/recastdemo_area_12.jpg

    I need to find a decent LoD algorithm though. The meshes are huge and I don't really need that much precision.
    Have a look at MeshLab. You can use "Merge Close Vertices" and "Quadric Edge Collape Decimation" to reduce the number of faces.

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