Finding Z for corresponding X/Y menu

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  1. #1
    jockel's Avatar Member
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    Finding Z for corresponding X/Y

    Heya guys,

    I'm currently having a problem:

    I'm calculating a point on the map where I need to go to,
    let's say 500/500.

    Now I need to find out the correct Z axis for the X/Y location my program calculated.

    Is there a possibility to get this value?

    Can you give me a hint on how I could retrieve the Z axis value for a specific x/y point?

    Finding Z for corresponding X/Y
  2. #2
    lanman92's Avatar Active Member
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    This has been covered in a older thread. It's on the 6 or 7th page probably. You have to read the MPQs.

  3. #3
    Jadd's Avatar 🐸 Premium Seller
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    Originally Posted by lanman92 View Post
    This has been covered in a older thread. It's on the 6 or 7th page probably. You have to read the MPQs.
    *Cough* WDTs *Cough*

  4. #4
    schlumpf's Avatar Retired Noggit Developer

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    *Cough* WDLs *Cough*

  5. #5
    BoogieManTM's Avatar Active Member
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    *cough* A D T *cough*

  6. #6
    amadmonk's Avatar Active Member
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    Don't believe everything you think.

  7. #7
    Cursed's Avatar Contributor
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    Swine Flu in this thread?

  8. #8
    Xarg0's Avatar Member
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    Originally Posted by Cursed View Post
    Swine Flu in this thread?
    no, but I guess this thread is full of aids
    I hacked 127.0.0.1

  9. #9
    schlumpf's Avatar Retired Noggit Developer

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    I know my files.

    WDLs are enough and far easier to handle than opening all ADTs, parsing through the chunks and getting the heightmaps. Of course, ADTs give you a far better heightmap than the WDLs, but meeh. Its way easier to load one file than one out of 4096 you have to search first.

  10. #10
    BoogieManTM's Avatar Active Member
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    Originally Posted by schlumpf View Post
    I know my files.

    WDLs are enough and far easier to handle than opening all ADTs, parsing through the chunks and getting the heightmaps. Of course, ADTs give you a far better heightmap than the WDLs, but meeh. Its way easier to load one file than one out of 4096 you have to search first.
    Yea, if you need any kind of accuracy I would go with the ADT's though. They're not that hard to manage. If you look hard enough, you'll even find my code :P

    float TerrainManager.GetZ(float x, float y) ftw

  11. #11
    UnknOwned's Avatar Legendary
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    First of all lets get this straight... You are looking for the Y axis... not the Z axis. Z = depth, Y = height

    WDL's are agreed a super easy way to get a Y coord of the terrain but giving that you might need more than that the:
    X = 32*533.3333 - X'
    Z = 32*533.3333 - Z'
    is all the data you need to calculate the file ADT to look for and with that the Y coord of the terrain.

    I would go for WDL as long as you only use it for estimates. So never base some travel route off the WDL files. ^^
    Last edited by UnknOwned; 07-29-2009 at 10:44 AM.

  12. #12
    suicidity's Avatar Contributor
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    Originally Posted by UnknOwned View Post
    First of all lets get this straight... You are looking for the Y axis... not the Z axis. Z = depth, Y = height
    Depends on how you look at it; I like to think of my X, Y as my 2d flat coords (Like on a graph), and Z as my height. But technically yes, Z is preferred as your depth.

    Anyways, carry on.


  13. #13
    namreeb's Avatar Legendary

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    Originally Posted by suicidity View Post
    Depends on how you look at it; I like to think of my X, Y as my 2d flat coords (Like on a graph), and Z as my height. But technically yes, Z is preferred as your depth.

    Anyways, carry on.
    That is the standard layout.

  14. #14
    abuckau907's Avatar Active Member
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    <i>weird</i> standard then :P

    When you draw it on paper X goes left-right and y goes forward-backward..try drawing z on paper :P it goes up or down off/through the paper..maybe that's why we all think of it that way? Dumb to argue about a standard that someone(s) else set. Anyway, why do you need to get the z value, just curious?

  15. #15
    amadmonk's Avatar Active Member
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    FWIW, I've mostly seen the system where X, Y represent coordinates on the map and Z represents height above/below it (like bierstud mentioned). Using Z to represent a map coordinate seems silly (Z as a world space coordinate, on the other hand, is perfectly reasonable, since worlds are 3-D whereas maps are 2-D).
    Don't believe everything you think.

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