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  1. #1
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    [Question/Help]Adding WMOs to a map



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    Hello, I recently found a guide on how to add models to a map made in NoggIt; I've been experimenting for a while and am really enjoying it.

    Just one problem though; my doodads display fine but not the wmos.. this is my 'hex':
    Code:
    MMDX	1
    0	world\kalimdor\feralas\passivedoodads\tree\feralastree05.mdx
    
    MWMO	1
    0	world\wmo\azeroth\buildings\guildhouses\guildhousea.wmo
    
    MDDF	5
    0	1000000	13390.000000	2.000000	4889.000000	0.000000	0.000000	0.000000	1024
    0	1000001	13390.000000	2.000000	4889.000000	0.000000	0.000000	0.000000	1024
    0	1000002	13390.000000	2.000000	4889.000000	0.000000	0.000000	0.000000	1024
    0	1000003	13390.000000	2.000000	4889.000000	0.000000	0.000000	0.000000	1024
    0	1000004	13390.000000	2.000000	4889.000000	0.000000	0.000000	0.000000	1024
    
    MODF	3
    0	1000005	13390.000000	2.000000	4889.000000	0.000000	0.000000	0.000000	13389.000000	1.000000	4888.000000	13391.000000	3.000000	4890.000000	0
    0	1000006	13390.000000	2.000000	4889.000000	0.000000	0.000000	0.000000	13389.000000	1.000000	4888.000000	13391.000000	3.000000	4890.000000	0
    0	1000007	13390.000000	2.000000	4889.000000	0.000000	0.000000	0.000000	13389.000000	1.000000	4888.000000	13391.000000	3.000000	4890.000000	0
    using tabs of course.

    I can't see anything wrong, but the wmos don't display in NoggIt and I'm not sure if the doodads render in the proper game either (haven't tested this yet!)



    one more thing I don't understand; for some reason my last WMO ref. keeps changing. After loadinfo'ing the above 'hex' and then FileInfo'ing it back out, it looks like this:
    Code:
    MMDX	1
    0	world\kalimdor\feralas\passivedoodads\tree\feralastree05.mdx
    
    MWMO	1
    0	world\wmo\azeroth\buildings\guildhouses\guildhousea.wmo
    
    MDDF	5
    0	1000000	13390.000000	2.000000	4889.000000	0.000000	0.000000	0.000000	1024
    0	1000001	13390.000000	2.000000	4889.000000	0.000000	0.000000	0.000000	1024
    0	1000002	13390.000000	2.000000	4889.000000	0.000000	0.000000	0.000000	1024
    0	1000003	13390.000000	2.000000	4889.000000	0.000000	0.000000	0.000000	1024
    0	1000004	13390.000000	2.000000	4889.000000	0.000000	0.000000	0.000000	1024
    
    MODF	3
    0	1000005	13390.000000	2.000000	4889.000000	0.000000	0.000000	0.000000	13389.000000	1.000000	4888.000000	13391.000000	3.000000	4890.000000	0
    0	1000006	13390.000000	2.000000	4889.000000	0.000000	0.000000	0.000000	13389.000000	1.000000	4888.000000	13391.000000	3.000000	4890.000000	0
    2552	8	0.000000	0.000000	0.000000	0.000000	0.000000	0.000000	0.000000	0.000000	0.000000	0.000000	0.000000	0.000000	0

    please help me out here; I can't find anywhere I'm going wrong T_T
    Last edited by Dusken; 09-05-2009 at 12:46 PM. Reason: changing banner/icon

  2. #2
    Contributor ~sInX's Avatar
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    I can't find anything immediate that's 'wrong' with this tbh. One thing that i always do is i have at least a differance of 100 between the Unique ID of the MDDF chunk and the MODF chunk (aka rather than going from 1000004 - 1000005, go from 1000004 to 2000000.
    it could also be the WMO, although i highly doubt this as i'm sure i've used it before in one of my world builds.
    Another thing is, Cryect's Tools isn't perfect, and can at times destroy your ADT. For instance if you loadinfo an adt without the .txt (before fileinfo) it deletes all the water and raises the adt by about 5.00 Y. I would suggest firstly to re-install cryect's tools. Once you've done that start again with the adt (extract a fresh one from common.MPQ). Perhaps even copy and paste the current info because tbh it looks fine to me (although you should change the unique IDs of the wmo referances). Me thinks there's something wrong with your .ADT (the one you're working with). All sorts of crazy shit can occur with a faulty ADT m8.
    Good luck
    Last edited by ~sInX; 09-05-2009 at 03:08 PM.

  3. #3
    Xel
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    You forgot the "line numbers"

    make it look like this

    MMDX 1
    0 world\kalimdor\feralas\passivedoodads\tree\feralastree05.mdx

    MWMO 1
    0 world\wmo\azeroth\buildings\guildhouses\guildhousea.wmo

    MDDF 5
    0 1000000 13390.000000 2.000000 4889.000000 0.000000 0.000000 0.000000 1024
    1 1000001 13390.000000 2.000000 4889.000000 0.000000 0.000000 0.000000 1024
    2 1000002 13390.000000 2.000000 4889.000000 0.000000 0.000000 0.000000 1024
    3 1000003 13390.000000 2.000000 4889.000000 0.000000 0.000000 0.000000 1024
    4 1000004 13390.000000 2.000000 4889.000000 0.000000 0.000000 0.000000 1024

    MODF 3
    0 1000005 13390.000000 2.000000 4889.000000 0.000000 0.000000 0.000000 13389.000000 1.000000 4888.000000 13391.000000 3.000000 4890.000000 0
    1 1000006 13390.000000 2.000000 4889.000000 0.000000 0.000000 0.000000 13389.000000 1.000000 4888.000000 13391.000000 3.000000 4890.000000 0
    2 1000007 13390.000000 2.000000 4889.000000 0.000000 0.000000 0.000000 13389.000000 1.000000 4888.000000 13391.000000 3.000000 4890.000000 0
    There's so many different worlds
    So many different suns
    And we have just one world
    But we live in different ones

  4. #4
    Contributor ~sInX's Avatar
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    Quote Originally Posted by Xel View Post
    You forgot the "line numbers"

    make it look like this


    MMDX 1
    0 world\kalimdor\feralas\passivedoodads\tree\feralastree05.mdx

    MWMO 1
    0 world\wmo\azeroth\buildings\guildhouses\guildhousea.wmo

    MDDF 5
    0 1000000 13390.000000 2.000000 4889.000000 0.000000 0.000000 0.000000 1024
    1 1000001 13390.000000 2.000000 4889.000000 0.000000 0.000000 0.000000 1024
    2 1000002 13390.000000 2.000000 4889.000000 0.000000 0.000000 0.000000 1024
    3 1000003 13390.000000 2.000000 4889.000000 0.000000 0.000000 0.000000 1024
    4 1000004 13390.000000 2.000000 4889.000000 0.000000 0.000000 0.000000 1024

    MODF 3
    0 1000005 13390.000000 2.000000 4889.000000 0.000000 0.000000 0.000000 13389.000000 1.000000 4888.000000 13391.000000 3.000000 4890.000000 0
    1 1000006 13390.000000 2.000000 4889.000000 0.000000 0.000000 0.000000 13389.000000 1.000000 4888.000000 13391.000000 3.000000 4890.000000 0
    2 1000007 13390.000000 2.000000 4889.000000 0.000000 0.000000 0.000000 13389.000000 1.000000 4888.000000 13391.000000 3.000000 4890.000000 0
    Xel's wrong. Don't make it look like this. Xel, he's adding model 0 throughout. If you look at his referances, there is no model or WMO with a referance of 1, 2, 3 or 4. He's added one WMO and one MDX, each given a referance of 0. Therefore, he's adding 5 of that referance (0). AKA There is no model for 1, 2, 3 or 4. Sorry to pwn you there Xel
    PS there's no such thing as line numbers rofl
    Last edited by ~sInX; 09-06-2009 at 07:33 AM.

  5. #5
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    Thanks, I'll try reinstalling the tools - also, the Doodad (feralastree05) workes perfectly ingame, but again can't see the guildhouse either nogg'ed or ingame.

    The guildhouse is the one you see on GM island by the way - I'll edit this and tell you how it's going once I've tried again with a new set of tools and new unique IDs.


    My updated hex:
    Code:
    MMDX	1
    0	world\kalimdor\feralas\passivedoodads\tree\feralastree05.mdx
    
    MWMO	1
    0	world\wmo\azeroth\buildings\guildhouses\guildhousea.wmo
    
    MDDF	5
    0	1000000	13390.000000	2.000000	4889.000000	0.000000	0.000000	0.000000	1024
    0	1000001	13390.000000	2.000000	4889.000000	0.000000	0.000000	0.000000	1024
    0	1000002	13390.000000	2.000000	4889.000000	0.000000	0.000000	0.000000	1024
    0	1000003	13390.000000	2.000000	4889.000000	0.000000	0.000000	0.000000	1024
    0	1000004	13390.000000	2.000000	4889.000000	0.000000	0.000000	0.000000	1024
    
    MODF	3
    0	2000000	13390.000000	2.000000	4889.000000	0.000000	0.000000	0.000000	13389.000000	1.000000	4888.000000	13391.000000	3.000000	4890.000000	0
    0	2000001	13390.000000	2.000000	4889.000000	0.000000	0.000000	0.000000	13389.000000	1.000000	4888.000000	13391.000000	3.000000	4890.000000	0
    0	2000002	13390.000000	2.000000	4889.000000	0.000000	0.000000	0.000000	13389.000000	1.000000	0.000000	0.000000	0.000000	0.000000	0
    when I load that into the .adt and then re-extract it, I get the same problem as before - it changes my last MODF entry to this:

    Code:
    Before:
    0	2000002	13390.000000	2.000000	4889.000000	0.000000	0.000000	0.000000	13389.000000	1.000000	0.000000	0.000000	0.000000	0.000000	0
    
    After:
    2552	8	0.000000	0.000000	0.000000	0.000000	0.000000	0.000000	0.000000	0.000000	0.000000	0.000000	0.000000	0.000000	0
    Last edited by Dusken; 09-06-2009 at 11:06 AM.

  6. #6
    Contributor ~sInX's Avatar
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    Nice Nice, good luck

    Edit: What i can't understand is where 2552 came from. There is no referance combination even relatively similar to that in the column corresponding to WMO 3. Use a differant WMO is all i can suggest. If the adt isn't buggy and your coding looks perfect, then there's really nothing else i can think of. Perhaps you could try acquiring your ADT from a differant treepath (common.mpq rather than common2.mpq and vice versa) OR you could try acquiring the adt via saving in noggit and extracign from world/azeroth.
    Good luck m8.

    Edit 2:
    Your third referance is buggy, i never actualy checked it before (There's a problem in your updated hex)
    0 2000000 13390.000000 2.000000 4889.000000 0.000000 0.000000 0.000000 13389.000000 1.000000 4888.000000 13391.000000 3.000000 4890.000000 0
    0 2000001 13390.000000 2.000000 4889.000000 0.000000 0.000000 0.000000 13389.000000 1.000000 4888.000000 13391.000000 3.000000 4890.000000 0
    0 2000002 13390.000000 2.000000 4889.000000 0.000000 0.000000 0.000000 13389.000000 1.000000 0.000000 0.000000 0.000000 0.000000 0
    They are differant to the other two. Basically you're telling the adt that it's there, but with no rotation or spin. So it's ****ing it all up. Paste the code for the other two referances over that and it will work
    Last edited by ~sInX; 09-06-2009 at 05:02 PM.

  7. #7
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    Quote Originally Posted by ~sInX View Post
    Nice Nice, good luck

    Edit: What i can't understand is where 2552 came from. There is no referance combination even relatively similar to that in the column corresponding to WMO 3. Use a differant WMO is all i can suggest. If the adt isn't buggy and your coding looks perfect, then there's really nothing else i can think of. Perhaps you could try acquiring your ADT from a differant treepath (common.mpq rather than common2.mpq and vice versa) OR you could try acquiring the adt via saving in noggit and extracign from world/azeroth.
    Good luck m8.

    Edit 2:
    Your third referance is buggy, i never actualy checked it before (There's a problem in your updated hex)
    0 2000000 13390.000000 2.000000 4889.000000 0.000000 0.000000 0.000000 13389.000000 1.000000 4888.000000 13391.000000 3.000000 4890.000000 0
    0 2000001 13390.000000 2.000000 4889.000000 0.000000 0.000000 0.000000 13389.000000 1.000000 4888.000000 13391.000000 3.000000 4890.000000 0
    0 2000002 13390.000000 2.000000 4889.000000 0.000000 0.000000 0.000000 13389.000000 1.000000 0.000000 0.000000 0.000000 0.000000 0
    They are differant to the other two. Basically you're telling the adt that it's there, but with no rotation or spin. So it's ****ing it all up. Paste the code for the other two referances over that and it will work
    Thanks for pointing out I haven't set any rotation values there - that may well be it.

    This is a custom island made in NoggIt from Common.MPQ - Kalimdor_25_9.adt; it's in the corner of the map above and to the left of teldrassil.

    Just to make sure I'm clear - isn't the format the following?

    ModelRef, UniqueID, CoordX, CoordZ, CoordY, Rotation1, Rotation2, Rotation3, LowerEstimateX, LowerEstimateX, LowerEstimateZ, LowerEstimateY, UpperEstimateX, UpperEstimateZ, UpperEstimateY, Modelgroup

  8. #8
    Contributor Eluo's Avatar
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    Quote Originally Posted by Dusken View Post
    Thanks for pointing out I haven't set any rotation values there - that may well be it.

    This is a custom island made in NoggIt from Common.MPQ - Kalimdor_25_9.adt; it's in the corner of the map above and to the left of teldrassil.

    Just to make sure I'm clear - isn't the format the following?

    ModelRef, UniqueID, CoordX, CoordZ, CoordY, Rotation1, Rotation2, Rotation3, LowerEstimateX, LowerEstimateX, LowerEstimateZ, LowerEstimateY, UpperEstimateX, UpperEstimateZ, UpperEstimateY, Modelgroup
    No it is

    Id , UID, x, z, y, rota, rotb ,rotc, x, z, y, x, z, y, doodadset

  9. #9
    Contributor ~sInX's Avatar
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    Quote Originally Posted by Eluo View Post
    No it is

    Id , UID, x, z, y, rota, rotb ,rotc, x, z, y, x, z, y, doodadset
    No... He's was right. Referance = ID.

  10. #10
    Contributor Eluo's Avatar
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    Well then let me say it in his words:
    ModelRef, UniqueID, CoordX, CoordZ, CoordY, Rotation1, Rotation2, Rotation3, LowerEstimateX, LowerEstimateZ, LowerEstimateY, LowerEstimateX, UpperEstimateZ, UpperEstimateY, Modelgroup

    Instead of changing the x, z, and y coords you just can take the first x z y part and paste it 2 times behind the roation values. And then just the modelgroup for the wmo and thats it.

 

 

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