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  1. #91
    dook123's Avatar Active Member
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    So most of what I said was gibberish or wrong. WoWMapper seems to have what I need to get at the right data. Something went wrong though.

    The door is open but a lot of other stuff is gone that shouldnt be
    ------------------------------
    If not me than who?

    [Tool] Navmesh Creator
  2. #92
    dook123's Avatar Active Member
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    Originally Posted by namreeb View Post
    What do you mean you haven't figured out how to do it? You simply ignore the triangles with the appropriate flags.

    See here:

    Code:
    			// process each triangle in the current group file
    			for (int i = 0; i < groupFiles[g]->MaterialsChunk->TriangleCount; i++)
    			{
    				// flags != 0x04 implies collision.  materialId = 0xFF (-1) implies a non-rendered collideable triangle.
    				if (groupFiles[g]->MaterialsChunk->Flags[i] & 0x04 && groupFiles[g]->MaterialsChunk->MaterialId[i] != 0xFF)
    					continue;

    This solution was correct in its entirety to fix the problem with having extra verticies. It has to do with extra data stored in the MPQ that is used for collision while not being used for displaying purposes. The sample in wowmapper was not considering them but as far as I know its not even a full release of the project yet.

    ++Rep to namreeb for both the correct suggestion and solution

    Org Tile Front Gate Final
    Last edited by dook123; 12-11-2010 at 11:23 AM.
    ------------------------------
    If not me than who?

  3. #93
    namreeb's Avatar Legendary

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    Glad you figured it out, because I wasn't really understanding anything else you were saying.

  4. #94
    dook123's Avatar Active Member
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    Most of it was me trying to understand the C++ Ive been out of touch with it for awhile. I couldnt rep you for your suggestion and your code but thank you again! You got at least +1 rep from me.
    ------------------------------
    If not me than who?

  5. #95
    namreeb's Avatar Legendary

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    No sweat. Reputation in this section means nothing.

  6. #96
    amadmonk's Avatar Active Member
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    *sigh*

    So, I'm going to be forced to port this to C#/C++/CLI to use it in my WPF app, aren't I?

    (Note: just the simple fix of enabling CLR on the project was insufficient... something about the app didn't play nice with C++/CLI).

    Edit: hmm never mind. Fiddled with a few linker switches and got wowmapper compiled into a C++/CLI assembly. I'm going to move some methods around to make them more CLR-friendly, then it should be possible to use wowmapper from C#.
    Last edited by amadmonk; 12-12-2010 at 07:00 PM.
    Don't believe everything you think.

  7. #97
    namreeb's Avatar Legendary

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    If you can wait you can use namigator.

  8. #98
    amadmonk's Avatar Active Member
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    Alright, I'll get back to .. um.. hm. There's not much non-navigational code left on my bots...
    Don't believe everything you think.

  9. #99
    raindog's Avatar Active Member
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    Originally Posted by namreeb View Post
    If you can wait you can use namigator.
    When is said namigator released?

  10. #100
    namreeb's Avatar Legendary

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    At the moment I'm not planning on releasing it to the public, though I may post it to the elite mem edit section.

  11. #101
    cvccbum's Avatar Member
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    Namigator eh? this sounds interesting I've been trying to get a navmesh pathing system for my private bot down, but just can't seem to get it going perfect

  12. #102
    namreeb's Avatar Legendary

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    I am of course willing to assist people with specific questions. Feel free to post any in this forum.

  13. #103
    RivaLfr's Avatar Contributor CoreCoins Purchaser Authenticator enabled
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    Have a difference between the position in adt and the position ingame?

    Edit:
    Position in .obj file: v 4266.67 39.5574 -1600
    Position in game (same tile): X=1369, Y=-4376, Z=26
    It is a error with the extration or there is a interval?
    Last edited by RivaLfr; 12-13-2010 at 10:27 AM.

  14. #104
    caytchen's Avatar Contributor
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    It's a different coordinate system.
    WoW -> R+D: -Y, Z, -X
    R+D -> WoW: -Z, -X, Y

    This is what you get for releasing this stuff. Sigh.

  15. #105
    Flowerew's Avatar Master Sergeant
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    Originally Posted by caytchen View Post
    It's a different coordinate system.
    WoW -> R+D: -Y, Z, -X
    R+D -> WoW: -Z, -X, Y

    This is what you get for releasing this stuff. Sigh.
    Rewarding, isn't it?

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