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  1. #1
    RamirezX's Avatar Member
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    Navigation Data

    I'm trying to create a simple navigation based on scene's NavMeshDef data. I can read it from mpq (or mpq part readed in memory) and create my own walkgrid, like mooege does, but it takes too much memory place + A* algorithm too. I searched scenes in memory (available with scenes_iterate function) and they looks a little bit different. I can't found any pointer to NavMeshDef data, or walkgrid. It must exist somewhere in memory, or am I totally wrong? Can anybody show me the right way?
    Thx
    Last edited by RamirezX; 07-17-2012 at 03:57 AM.

    Navigation Data
  2. #2
    Valtharak's Avatar Master Sergeant
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    get the sno info from memory with GetSnoInfoFromSnoId with the scene sno and the scenesnocontainer.

    the struct containing the scene is slightly different in memory the header only has the snoid i think.

  3. #3
    RamirezX's Avatar Member
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    Yes, i can achieve this structure by GetSnoInfoFromSnoId or by [[[SnoGroup.Scene]+3c]+ ..]. The header is truncated, first DWORD is SnoId. Continues with DWORD unk[3], then Vector3D bound[2], SquaresX, SquaresY, DWORD 1, SquaresX*SquaresY, ... and FileName like C:/Hydra/D3Art/Data ... etc.
    Then continues sno structure .. BUT i can't see any pointer to NavMeshSquares ..In mpq file the offset is 0x64. If you know the offset in memory structure, show me it please.
    Last edited by RamirezX; 07-17-2012 at 07:57 AM.

  4. #4
    boredevil's Avatar Active Member Authenticator enabled
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    you are pretty close. after arter squaresX+Y follows a relative offset to the navsquare array, it´s datasize, and a absolute pointer to the array.

    Code:
            ...
            int32_t           navMeshSquareCount;
    	float 		  unk4; 			
    	uint32_t 	  offsetNavMeshSquares; 	// relative offset to squares array.
    	int32_t 	  dataSize;		// datasize not number of NavSquares!
    	int32_t		  unk5;
            NavSquare*	  navSquares;		// absolute ptr to the NavSquares Array

  5. #5
    RamirezX's Avatar Member
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    Yes, it's a scene sno, loaded into memory, with truncated header. The relative offset is 0x310. As I write in my first post, I can work with it. But scenes you can iterate with D3::scenes_iterate function looks different. Their size is 0x2A8 bytes only and contains compressed and a little bit different info than sno, like x,y position of scene in the world, zone rect etc. etc. but I can't see any info about walkgrid there.
    If only way to achieve walkgrid is read it from sno, i'll do it. Nevermind. Thx for answers.

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