Hello, long time reader first time poster
Seeing all the amazing stuff that people has been making for WoW, i decided to give a try and make my own bot, mainly for learning purposes since i don't even play the game.
I am starting with the navigation since it looks the hardest part, only because with all the info already available on those forums about all the other topics is just a matter of time and patience to absorb the info and code on..
I was amazed with recast and detour and the possibilities they allow, and i have no doubt that its the best route to take for a NavMesh, pendra also seems to be doing great with is project, but i recon that i still don't have what it takes for something like that .
I guess it shouldn't be that hard implementing a parser for the data using the info from WoW Dev. Wiki, but with the existance of WoWMapper wowmapper - Project Hosting on Google Code from Flowerew (thanks for that btw, amazing job), i don't feel like "reinventing the wheel".
So anyway, my first step was trying to export some data from WoWMapper into Recast, that would seem easy enough with the posts i found with people having success...
What i'am doing is just create a .obj file based on the vertices and indices WoWMapper provides, and then load it into recast. The problem is that i'am getting very weird results...
I'am using the following to create the .obj file from inside the sample_meshexporter file, assuming that x, y, z are already transformed from WoW sytem:
The result being:Code:// Write the vertex's for (int i = 0; i < mesh.vertices().size(); i++) { fs1 << "v " << (mesh.vertices()[i].x) << ' ' << mesh.vertices()[i].y << ' ' << (mesh.vertices()[i].z) << '\n'; } // Create faces based on the indices for (int i = 0; i < mesh.indices().size();) { fs1 << "f " << mesh.indices()[i++]; fs1 << ' ' << mesh.indices()[i++]; fs1 << ' ' << mesh.indices()[i++] << '\n'; }
Any idea on what i'am doing wrong?
Cheers,