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  1. #151
    ostapus's Avatar Active Member
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    well, that is pretty sad news. However despite requirements to keep large amount of intermediate data (compacted heightfield info) the current approach (regenerate tiles from precomputed/stored chf data) works pretty well. The size of chf data is roughly 3 times of navmesh data (ie, kalimdor + azeroth ~ 2gb) but i can live with that. :-)

    [Tool] Navmesh Creator
  2. #152
    amadmonk's Avatar Active Member
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    I wouldn't be surprised if he keeps at it; he doesn't seem to be the kind of guy who just "gives up" on a problem. But with his recent posts, I was hopeful that he was nearing a general-purpose solution
    Don't believe everything you think.

  3. #153
    QKdefus's Avatar Active Member
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    hello, i was wondering if anyone had a clue why start zone for troll's / orc's seem to be missing in the obj file i created with wowmapper ?
    standing in those zone's return Kalimdor 14 wich is what ive used in wowmapper



    thanks.

  4. #154
    dook123's Avatar Active Member
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    Looks like the troll starting island is not there, although it looks like its outlined. Maybe a glitch with wowmapper? Im not even sure that flowerew ever officially finished it...
    ------------------------------
    If not me than who?

  5. #155
    TOM_RUS's Avatar Legendary
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    Originally Posted by dook123 View Post
    Looks like the troll starting island is not there, although it looks like its outlined. Maybe a glitch with wowmapper? Im not even sure that flowerew ever officially finished it...
    May be because this zone uses a lot of phasing (and different phases stored in separate adt files as far I remember)...

  6. #156
    dook123's Avatar Active Member
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    That is an interesting point, I would consider it. Is there also some phasing in Dustwallow Marsh near Theramore?

    Theramore
    ------------------------------
    If not me than who?

  7. #157
    QKdefus's Avatar Active Member
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    ive been wondering if anyone else have countered or noticed the heavy ammount of missing doodad's while using wowmapper + R&D ? there's tons of tree's, huge rocks, burning bracier's, mailboxes etc etc it just seem to ignore totally. been testing this in various places such as new and old worlds with same result, where my toon gets stuck so much its not even funny.

    anyone have experienced the same? or know any solution to this?

    also been trying to build "deepholm" for a couple days now with various id's such as mapID and areaID where a lot of the id's cause wowmapper to try build for hours to no end. but some id's actually produce a working obj file then again its missing quite a lot of doodad's as mentioned and tend to get stuck a lot.

    thanks.

  8. #158
    z0m's Avatar Banned CoreCoins Purchaser
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    QKdefus,

    are you maybe willing to share your Wrapper lib (C#)?

  9. #159
    miceiken's Avatar Contributor Authenticator enabled
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    https://github.com/WCell/WCell-Terrain
    This might be of interest. It has a R&D C# wrapper. The project was made for WCell, a wow server emulator, but I guess it's the same logic as in a bot.

  10. #160
    z0m's Avatar Banned CoreCoins Purchaser
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    Perfect, thanks .

  11. #161
    ostapus's Avatar Active Member
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    Originally Posted by QKdefus View Post
    ive been wondering if anyone else have countered or noticed the heavy ammount of missing doodad's while using wowmapper + R&D ? there's tons of tree's, huge rocks, burning bracier's, mailboxes etc etc it just seem to ignore totally. been testing this in various places such as new and old worlds with same result, where my toon gets stuck so much its not even funny.

    anyone have experienced the same? or know any solution to this?

    also been trying to build "deepholm" for a couple days now with various id's such as mapID and areaID where a lot of the id's cause wowmapper to try build for hours to no end. but some id's actually produce a working obj file then again its missing quite a lot of doodad's as mentioned and tend to get stuck a lot.

    thanks.
    those are dynamic objects (at least mailboxes, baziers, fire etc).. those ones are generated per server info in runtime.

  12. #162
    QKdefus's Avatar Active Member
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    ok i didnt think of that, just noticed same problem and thought of missing doodad's..
    anyways main problem really are quite a few huge rocks and three's where small objects can be avoided with a simple unstuck routine


    Originally Posted by z0m View Post
    QKdefus,

    are you maybe willing to share your Wrapper lib (C#)?
    unfortunately its not mine to share. but i belive that once its working properly overall, it will be released as a public navigation lib.
    Last edited by QKdefus; 02-01-2011 at 12:23 PM.

  13. #163
    ostapus's Avatar Active Member
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    Originally Posted by QKdefus View Post
    ok i didnt think of that, just noticed same problem and thought of missing doodad's..
    anyways main problem really are quite a few huge rocks and three's where small objects can be avoided with a simple unstuck routine




    unfortunately its not mine to share. but i belive that once its working properly overall, it will be released as a public navigation lib.
    detect "stuck", put obstacle between start point/end point, regenerate affected tiles, requery the path, profit.

  14. #164
    QKdefus's Avatar Active Member
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    problem is , theres rocks that can be cast through thus reender the traceline useless

  15. #165
    ostapus's Avatar Active Member
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    Originally Posted by QKdefus View Post
    problem is , theres rocks that can be cast through thus reender the traceline useless
    you split path to "steps", where each step takes ie 1 sec to complete.. say step starts at 1,1 and finished at 1.5,1.5. If within 3 sec you didnt get to end of step point - put obstacle from between your current position and end of step position.. then regenerate tiles/paths.. no traceline at all..

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