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  1. #31
    FenixTX2's Avatar Active Member
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    Originally Posted by Robske View Post
    I don't really know what 'jagged edges' you're talking about. If you have a zig-zag pattern on the ADT's border it usually means there's a mountain or other structure there. If you're talking about spikes coming from the ground, those are trees.
    It's a saw tooth effect on the edge af an adt:


    WoWMapper info to Recast...
  2. #32
    Apoc's Avatar Angry Penguin
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    Originally Posted by FenixTX2 View Post
    It's a saw tooth effect on the edge af an adt:

    They are missing some indices, and not connecting the edge triangles on the ADT.

  3. #33
    Flowerew's Avatar Master Sergeant
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    First of all it's not wowmapper that is exporting meshes these ways, it's you using the example code which ADDS a border around ADTs. Second, it isn't missing something, it ADDS a border (and that's why there's an intermediate format) that's useful if you want to generate good navmeshes. There's a reason why the example exports the bounding box of an ADT plus a border.

  4. #34
    hamburger12's Avatar Contributor CoreCoins Purchaser
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    Hello i currantly don't know how to load more than one mesh. That is the Code form Recast that i use... Does anyone know how to load more than one mesh??

    Code:
    int Load(const char* path)
    {
    	FILE* fp = fopen(path, "rb");
    	if (!fp) return 0;
    	
    	// Read header.
    	NavMeshSetHeader header;
    	
    	fread(&header, sizeof(NavMeshSetHeader), 1, fp);
    	if (header.magic != NAVMESHSET_MAGIC)
    	{
    		fclose(fp);
    		return 0;
    	}
    	if (header.version != NAVMESHSET_VERSION)
    	{
    		fclose(fp);
    		return 0;
    	}
    	
    	//dtNavMesh* mesh = dtAllocNavMesh();
    
    	if (!mesh ||!mesh->init(&header.params))
    	{
    		fclose(fp);
    		return 0;
    	}
    		
    	// Read tiles.
    	for (int i = 0; i < header.numTiles; ++i)
    	{
    		NavMeshTileHeader tileHeader;
    		fread(&tileHeader, sizeof(tileHeader), 1, fp);
    		if (!tileHeader.tileRef || !tileHeader.dataSize)
    			break;
    
    		unsigned char* data = (unsigned char*)dtAlloc(tileHeader.dataSize, DT_ALLOC_PERM);
    		if (!data) break;
    		memset(data, 0, tileHeader.dataSize);
    		fread(data, tileHeader.dataSize, 1, fp);
    		
    		mesh->addTile(data, tileHeader.dataSize, DT_TILE_FREE_DATA, tileHeader.tileRef);
    	}
    	
    	fclose(fp);
    	
    	return 1;
    }

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