Request - How To for Mapping/WoW Data menu

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  1. #1
    Tanaris4's Avatar Contributor Authenticator enabled
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    Request - How To for Mapping/WoW Data

    Was just curious if anyone knew of a good "101" style article/guide to understanding how game worlds are mapped.

    I wanted to start working on using map data for players to move better (vs. the routes they are following today) and I'm not sure what a good starting point would be.

    I take a look at wowmapper, then see something like:
    Code:
    Bounding box chunk (28 bytes):
    id		char[4] (BBX)
    size		size_t
    bbmin		float[3]
    bbmax		float[3]
    
    ADT position chunk (16 bytes):
    id		char[4] (POS)
    size		size_t
    x		int
    y		int
    
    Index chunk (8 byte + size*sizeof(int)) :
    id		char[4] (IDX)
    size		size_t (num indices)
    indices 	int[size]
    
    Vertex chunk (8 byte + size*sizeof(float)*3):
    id		char[4] (VTX)
    size		size_t (num vertices)
    vertices	float[3][size]
    And am horribly confused as to how I could/should use this data.

    Thanks in advance!
    https://tanaris4.com

    Request - How To for Mapping/WoW Data
  2. #2
    caowenyu's Avatar Member
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    ADT/v18 - WoW.Dev Wiki
    try this.
    and search ppather in google.

  3. #3
    Flowerew's Avatar Master Sergeant
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    This is how the Sample_MeshExporter writes the parsed data for each ADT to a file. Every exported file contains chunks of data (similar to the chunks used by WoW) in the order you quoted. So let's say you open a file that has been exported, it will contain: a bounding box chunk contains the real extends of an ADT, cause the exported data includes a border which is helpful in recast, a position chunk contains information about the placement of a particular ADT in the world and its coordinate, a index chunk and a vertex chunk which contain the geometry of the ADT.

    In c++ you would do something like this:
    Code:
    struct BBXChunk_s {
     char id[4];
     size_t size;
     float bbmin[3];
     float bbmax[3];
    };
    
    ...
    
    std::ifstream f( "12_16.mesh", std::ifstream::binary );
    BBXChunk_s bbx_chunk;
    f.read( reinterpret_cast<char*>(&bbx_chunk), sizeof(bbx_chunk) ); // read bbx chunk
    std::cout << "Bounding Box Minimum X:" << bbx_chunk.bbmin[0] << std::endl
    Hope that helped.

    p.s.: What caowenyu posted is how wow chunks looked in v3.3.x, use that if you want to write your own parser for the old format. Cheers
    Last edited by Flowerew; 10-30-2010 at 06:40 AM.

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