you regenerate affected tiles (the ones affected by inserted obstacle), not whole map... in my case, i am using setting to have 16x16 tiles per ADT, in worst case (so far i saw it once maybe twice with pretty intensive testing) you have to regenerate 4 tiles - i didn't notice any visible slowdown.
the doodad's is really one of the smaller problem atm, i have this issue where the path just fails horrible on long path's as shown in the pictures
been trying to play around with the settings all day but it allways ends up like this.
(using tile 16x16 and cell size 0.50)
thanks
check returning value from findpath, looks alike you just hit limit on number of path points/smoothpoints
can someone show you your result fort Azeroth 32_48, 33_48 and 31_48.
I've really strange results depending on how I call wowmapper as shown by following pictures :
calling :
PHP Code:
mainLaunch("world\\maps\\Azeroth\\Azeroth", -1, 31, 48, false, false, true);
mainLaunch("world\\maps\\Azeroth\\Azeroth", -1, 32, 48, false, false, true);
PHP Code:
mainLaunch("world\\maps\\Azeroth\\Azeroth", -1, 32, 48, false, false, true);
mainLaunch("world\\maps\\Azeroth\\Azeroth", -1, 31, 48, false, false, true);
I just revert call order, and I obtain different result. I can't understand what may happen, can someone lead me in right direction plz.
I don't know for sure, but my guess is that the WMO reference for the wall that's missing is located in ADT 31_48 and that one or both processes is running out of memory before displaying it when the order is reversed.
i have a quick question would this work for swtor by any chance if not could someone convert it over to swtor for me and add it to the page i would be so grateful thanks
R&D can work with any kind of game as long as you are able to extract the terrain geometrie