WMO - MOPY chunk - collision flag menu

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  1. #1
    fish2k's Avatar Member
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    WMO - MOPY chunk - collision flag

    Hi!
    The MOPY chunks of the WMO group chunks contained in the WMOs have flags.
    WMO - WoWDev

    Code:
    enum  
    {
    	F_NOCAMCOLLIDE,
    	F_DETAIL,
    	F_COLLISION,
    	F_HINT,
    	F_RENDER,
    	F_COLLIDE_HIT,
    };
    For my project I only need the polygons which the character can collide with. So I thought that the 'F_COLLISION' flag is what I am looking for. But now I'm confused because for some WMOs that seems correct but other don't contain polygons with that flag at all (e.g. Stormwind). I've also tried some other combinations but can't find one which solves my problem.

    Anyone there who worked with those flags already and can explain what they do exaclty?

    Thanks for your help

    Edit:
    world\\wmo\\azeroth\\buildings\\redridge_inn\\redridge_inn.wmo
    Polygons with the flag 'F_COLLISION' set looks good but there are to many with 'F_COLLIDE_HIT' set
    To many means: The steps of the stairs are contained but there should only be the polygon which lies on top of the steps

    world\\wmo\\Azeroth\\Collidable Doodads\\Duskwood\\CoveredBridge\\DuskwoodCoveredBridge.wmo
    Polygons with the flag 'F_COLLIDE_HIT' set looks good but none of them has 'F_COLLISION' set
    Last edited by fish2k; 04-09-2009 at 08:15 AM.

    WMO - MOPY chunk - collision flag
  2. #2
    Tigurius's Avatar Member
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    Set the Flag to 0x04 and it should have no collision.

    Edit(to fast x)): To create a Collision just set the Flag to ie 0x48 or 0x00 and it should have collision; but you will have create a big BoundingBox(specified in MOGI of wmo_root) as well as having the MOBN Subsets specified, the MOBR filled with the Triangle information etc.
    Last edited by Tigurius; 04-09-2009 at 12:27 PM.
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  3. #3
    fish2k's Avatar Member
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    Thanks for your fast response but I think you missunderstood me. I like to know which polygons are used by the physic-engine. With other words: With which of the polygons can the character collide.

    The values of the flags you posted don't make sense for me. I think the enum should look like that:
    enum
    {
    F_NOCAMCOLLIDE = 1,
    F_DETAIL = 2,
    F_COLLISION = 4,
    F_HINT = 8,
    F_RENDER = 16,
    F_COLLIDE_HIT = 32,
    };
    Again:
    The problem is that I can't find a flag which I can use to detect if a polygon is used for collision. If i filter for F_COLLISION it seem to work for the redridge inn but not for the bridge (samples of the first post)

  4. #4
    schlumpf's Avatar Retired Noggit Developer

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    Then filter for both? Oo

  5. #5
    fish2k's Avatar Member
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    Yes that's possible and I tried it but I simply don't know if it's correct. I thought someone here knows what the meanings of this two flags are. It's important for me to only get the polygons which are used for collision detection.

  6. #6
    Tigurius's Avatar Member
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    most likely the collision-triangles are found in MOBR, the flags are used for something else(even if you can disable collision by setting the flag to 0x4),
    Like my work? Support Me! ;D

  7. #7
    fish2k's Avatar Member
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    Thanks i will try that and let you know if it works.

    +Rep for your time-invest

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