[Project] WoWMap (Navmesh) menu

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  1. #1
    miceiken's Avatar Contributor Authenticator enabled
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    [Project] WoWMap (Navmesh)

    Hey guys, I want to present something I worked a bit on last fall. It's mainly an ADT-parser for the WoW game files using the new CASC-archives, intended for use in navmesh generation.

    I've got the rough parts figured out, and it handles most chunks find, including terrain, liquid, wmos and doodads.
    I'm not a 100% on whether it generates the correct coordinates or if it is flipped, as it appears fine in Recast preview, but hasn't been tested with WoW (although I'm fairly sure it's fine). There are some issues regarding WMO and Doodad rotation, some of it is right, and some of it is wrong. I have yet to work out the quirks.

    For navmesh generation and pathfinding I was going to use SharpNav, which is a promising .NET project that aims to mimic the Recast/Detour API.

    Please note that the project is in no way finished and still needs a lot of work. I just wanted to share it because I've lost interest, and someone might have use for it.
    AFAIK, it should be compatible with WoD.

    WoWMap GitHub Repository

    Screenshot:


    Feel free to fork and contribute, or use this in your projects. Let me know if you make anything cool!

    [Project] WoWMap (Navmesh)
  2. Thanks charles420 (1 members gave Thanks to miceiken for this useful post)
  3. #2
    -Ryuk-'s Avatar Elite User CoreCoins Purchaser Authenticator enabled
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    Looks good! + Rep
    |Leacher:11/2009|Donor:02/2010|Established Member:09/2010|Contributor:09/2010|Elite:08/2013|

  4. #3
    Edder's Avatar Active Member
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    Looks promising.
    Against which wow version was it made? 3.3.5a?

  5. #4
    miceiken's Avatar Contributor Authenticator enabled
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    Originally Posted by Edder View Post
    Looks promising.
    Against which wow version was it made? 3.3.5a?
    WoD back in November, not much should have changed, so I'm fairly sure it still works.

  6. #5
    reliasn's Avatar Legendary Authenticator enabled
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    Good luck with this project! I think the last working open source mapper we've had was Bananen's so it's great to see that people are still interested about this!

    PS: Can't rep you because "You must spread some Reputation around before giving it to miceiken again.".

  7. #6
    Corthezz's Avatar Elite User Authenticator enabled
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    epic release. +4 rep
    Check my blog: https://zzuks.blogspot.com

  8. #7
    Viano's Avatar Active Member
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    Thanks. I love to see navigation code in C#.
    +5 Rep
    Viano

  9. #8
    miceiken's Avatar Contributor Authenticator enabled
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    Let me know if anyone has done anything cool with this project. The forks are dead, but I suspect some might clone and only do local changes

  10. #9
    XtremImprsv's Avatar Member
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    Originally Posted by miceiken View Post
    Let me know if anyone has done anything cool with this project. The forks are dead, but I suspect some might clone and only do local changes
    Funny you brought that topic back up, I actually cloned the WoWMap project and did a few changes in the past few days, mainly to make the "WoWMapRenderer" work using the new DB2 files and stuff.

    I'm having issues on the WoWMapParser & NavMesh part though, after editing it to skip 8 bytes if Magic was "MD21" on model files, I've got it to work at least partially and render maps like this : Imgur: The magic of the Internet
    Problems arise when I try to use "FindNearestPoly", it seems that unless I put the extents (default 5f/5f/5f) to a really high value, it won't find any close enough poly and it looks like I'm missing something. Do I need to edit the MD20.cs or M2.cs in any way to reflect recent changes in the file structure or ... ?

    Been stuck on this for a few hours now, would love to get some input on this
    Last edited by XtremImprsv; 11-28-2018 at 08:55 AM.

  11. #10
    miceiken's Avatar Contributor Authenticator enabled
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    Yeah, the navmesh part was the end goal, but something I never really finished. Lost interest after a while. Seems you've already gotten further at debugging it than I ever did - in other words - I would not trust the navmesh code to be correct. As for the parser part, it was written back in WoD (I think?), so it would make sense that some file formats changed.

    If you're interested, maybe look into GitHub - wowdev/WoWDBDefs: Client database definitions for World of Warcraft for file definitions and generation - if not, most of the formats are probably up-to-date on the wiki wowdev

    Either way, nice to see someone playing around with it

  12. #11
    vegoo's Avatar Contributor
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    GitHub - Vegoo89/AdtToObjParser: Adt to obj parser for WoW Legion

    It's written horribly, I didn't care about code standards back then but it was able to parse all legion maps in around 8 hours using 4 cores.
    No idea about changes that were introduced in BFA but maybe you can find something useful here
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  13. Thanks Razzue (1 members gave Thanks to vegoo for this useful post)

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