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  1. #31
    Megamike55's Avatar Active Member
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    Just tested the pre-release, flow, and it works great. Exported all of Azeroth so far. Of course I'll do it again once you finish, because of the WMO interiors not being there, but still, thanks so much.
    I wish I could rep you like a thousand times. ;-)

    Edit:
    Kalimdor (new) 40_46, 39_47, and 40_47 keep giving errors. so far they are the only ones your code is failing on, and they all happen to be adjacent to eachother
    Last edited by Megamike55; 11-30-2010 at 07:23 AM.

    [Tool] Navmesh Creator
  2. #32
    Flowerew's Avatar Master Sergeant
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    Originally Posted by Megamike55 View Post
    Just tested the pre-release, flow, and it works great. Exported all of Azeroth so far. Of course I'll do it again once you finish, because of the WMO interiors not being there, but still, thanks so much.
    I wish I could rep you like a thousand times. ;-)

    Edit:
    Kalimdor (new) 40_46, 39_47, and 40_47 keep giving errors. so far they are the only ones your code is failing on, and they all happen to be adjacent to eachother
    Ok thanks for the feedback. I will check what's happening inside of them. Error reports are much appreciated. Keep 'em comming. I will also investigate the issues TOM_RUS had and probably also move to StormLib, if libmpq can't provide the most up-to-date data.

  3. #33
    TOM_RUS's Avatar Legendary
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    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've tried with orgrimmar, same problem. I've got same amount of triangles at the end (975727) as on your screenshot, but display is completely different: http://img11.imageshack.us/img11/1705/orgrimmarp.jpg

  4. #34
    Cheatz0's Avatar Member
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    Hey, first of all, good job sPeC! and Flowerew..it's really nice of you to share your work I have a question, which may or may not be totally unrelated to all of this: I heard Cataclysm will bring about a new type of phasing system, for the terrain.. have you guys found a way to read these different phases? Im not sure where to look myself, as I'm still trying to figure out the mpq formats and whatnot. Not even sure this would be a problem, I might just be thinking too far ahead

  5. #35
    ostapus's Avatar Active Member
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    was playing with svn version of wowmapper (well, tried to play), and it failed @ kalimdor 34 44 in parsing parseMh2oChunk. there is something wrong w/ chunk #38, layer 1, weird values.

  6. #36
    Flowerew's Avatar Master Sergeant
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    Originally Posted by ostapus View Post
    was playing with svn version of wowmapper (well, tried to play), and it failed @ kalimdor 34 44 in parsing parseMh2oChunk. there is something wrong w/ chunk #38, layer 1, weird values.
    Commited a new version. MH2O bug should be gone now, the code is still in there but it's not used, because it's causing to much trouble right now, and I've to focus on other parts first. WMO interior has also been added to the code and terrain/doodad/wmo geometry should now be 100% present for all areas (if not, just report it). Sorry TOM_RUS, but I did not fix your problem yet, but it's definitely on my todo list. Cheers
    Last edited by Flowerew; 12-05-2010 at 04:00 AM.

  7. #37
    QKdefus's Avatar Active Member
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    im probably doing something wrong. the mesh exporter seems to crash on "Processing: (1) World\maps\Azeroth\Azeroth_35_20.adt 306 kb" / "libmpq__file_unpacked_size failed (-10)"
    and just out of curiosity i tried to build your svn project, but it says it cannot open or include glm.hpp and sdl.h ? : )
    Last edited by QKdefus; 12-05-2010 at 02:40 PM.

  8. #38
    ostapus's Avatar Active Member
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    release version won't work with wow after 4.0 patch, use svn one. update the include/library path in projects

    ---------- Post added at 08:10 PM ---------- Previous post was at 08:09 PM ----------

    btw: dunno about cv9, but vc10 produce the error on

    uid_map.insert( UidMap_t::value_type( wmo.info.uid, 0 ) );
    fix
    uid_map.insert( UidMap_t::value_type( wmo.info.uid, (void*) 0 ) );

  9. #39
    TOM_RUS's Avatar Legendary
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    Originally Posted by ostapus View Post
    release version won't work with wow after 4.0 patch, use svn one. update the include/library path in projects

    ---------- Post added at 08:10 PM ---------- Previous post was at 08:09 PM ----------

    btw: dunno about cv9, but vc10 produce the error on

    uid_map.insert( UidMap_t::value_type( wmo.info.uid, 0 ) );
    fix
    uid_map.insert( UidMap_t::value_type( wmo.info.uid, (void*) 0 ) );
    Yeah, that fix was posted on previous page.

    Do you have same display issues like showed on my screenshots when compiling with VS2010?:
    http://www.mmowned.com/forums/world-...ml#post1991525
    http://www.mmowned.com/forums/world-...ml#post1992323
    Last edited by TOM_RUS; 12-05-2010 at 08:19 PM.

  10. #40
    ostapus's Avatar Active Member
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    oh, missed that... anyway that is easy one to fix byself i had no issue with latest svn (just 1 adt shows ?) , whole oggrimar was shown.
    win 7 x64 here.

  11. #41
    _Mike's Avatar Contributor
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    Originally Posted by TOM_RUS View Post
    Yeah, that fix was posted on previous page.

    Do you have same display issues like showed on my screenshots when compiling with VS2010?:
    http://www.mmowned.com/forums/world-...ml#post1991525
    http://www.mmowned.com/forums/world-...ml#post1992323
    It displays okey for me, win7 x64, vs2010, compiled as 32bit. Geforce 280
    Here's a screenshot of area 14, durotar. http://dl.dropbox.com/u/12654979/area_14.png

    I tried running it quickly on a friends computer which has an integrated intel gpu and it looked really weird. I couldn't get a screenshot though. I think it might be a problem with the renderer itself and not the parser.

    Edit: using revision 46

  12. #42
    ostapus's Avatar Active Member
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    btw, demo project iterates over all adts to find out the ones belong to area id, is this info available somewhere ? no complain about it just kinda slow

  13. #43
    TOM_RUS's Avatar Legendary
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    Originally Posted by _Mike View Post
    I think it might be a problem with the renderer itself and not the parser.
    Yeah, most likely just visual hardware dependent bug then...
    Can someone compile it in VS2010 with game path "G:\\Games\\World of Warcraft\\Data" just to check if it's really hardware dependent or some other bug? Because I tried to send my binaries to other ppl and they had exactly same issues as me. May be something wrong with my compiler...
    Last edited by TOM_RUS; 12-05-2010 at 10:25 PM.

  14. #44
    ostapus's Avatar Active Member
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    small note in

    adt_ss << zone_path << "_" << iter->x << "_" << iter->y;

    adt are name_Y_X, so should be

    adt_ss << zone_path << "_" << iter->y << "_" << iter->x;

    just to avoid confusions

  15. #45
    adaephon's Avatar Active Member
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    TOM_RUS: http://dl.dropbox.com/u/2660220/Binaries.zip Compiled with VS 2010 one loads Orgrimmar, another loads Elywnn Forest

    Flowerew: Awesome work! +rep

    Edit: Updated binaries with a version (Generic) that allows you to enter Data Path, Zone Path and Zone Id at the command line i.e.
    Code:
    Sample_D3dByAreaId.exe "G:\Games\World of Warcraft\Data" "world\maps\azeroth\azeroth" 12
    If an argument isn't included it uses defaults, but it doesn't do any smart parsing. First argument is always data, followed by zone, followed by id. So if you want to change the default id, you have to specify data and zone path arguments.
    Last edited by adaephon; 12-06-2010 at 08:39 AM.

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