Best way to get Z value via X Y menu

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  1. #1
    SwInY's Avatar Member
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    Best way to get Z value via X Y

    Hey Guys,

    today i have spent a good part of the day trying to figure out how to get the Z value of a input of X Y.
    i am in process via end scene hook but im guessing its not gunna be as easy as i want it to be.

    i dont want to have to build a full NavMesh with recast and wowmapper,
    or is this the ONLY way?

    i have been looking at examples of the NavMesh, and to be honest i cannot stand c++.
    so i dont want to have to go down that path of trying to learn it

    trying to get some advice of people

    Best way to get Z value via X Y
  2. #2
    Jadd's Avatar 🐸 Premium Seller
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    Search WorldToScreen, there are like 1000 threads about it. Really simple stuff.

  3. #3
    SwInY's Avatar Member
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    i have 4 results in search. care to elaberate a bit more ? function inside that function ?
    just done a massive search, can find heaps of world to screen on XYZ, nothing about getting Z value.
    Last edited by SwInY; 12-15-2011 at 03:18 AM.

  4. #4
    Sacred's Avatar Contributor
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    If you want to build path in your waypoint manager for a full zone and get Z value for every waypoint, your only way to use RD and get poly height.
    Yes, it's possible to get Z value with CGWorldFrame__Intersect, but in your case it's useless.

  5. #5
    Bananenbrot's Avatar Contributor
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  6. #6
    Jadd's Avatar 🐸 Premium Seller
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    Oh, you're trying to get world coordinates from screen coordinates? My bad, WorldToScreen won't help you. Try and be a bit clearer next time you ask for help.

  7. #7
    namreeb's Avatar Legendary

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    I agree the question is ambiguous, but my guess is that he's trying to get the terrain height at a given (x, y) position. The answer is that you don't need a navmesh at all, but you will probably want to employ a parser (I'm pretty sure there is at least one public domain open source parser out there). The reason it is not so simple is that a given (x, y) may have a "standable floor" at multiple Z's, and you'll need to be able to enumerate them, and distinguish them from one-another.

  8. #8
    hamburger12's Avatar Contributor CoreCoins Purchaser
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    Just use traceline (World intersect)

  9. #9
    SwInY's Avatar Member
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    thanks all for the replys, ive tryed using traceline to build my waypoint system,
    but i need to build it for whole zone.

    im starting to think i need to build a nav system.

  10. #10
    namreeb's Avatar Legendary

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    Again, you don't need a navigation system. You basically just need a parser and a method for querying it.

  11. #11
    SwInY's Avatar Member
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    thats what i ment, start of navmesh system. getting the needed files from wow. im guessing using wowmapper, then get z value some how.

  12. #12
    Kirth's Avatar Active Member
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    Represent X and Y as vectors; OX x OY = OZ?



  13. #13
    Bananenbrot's Avatar Contributor
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    Originally Posted by Kirth View Post
    Represent X and Y as vectors; OX x OY = OZ?
    Even assuming x is the cross product... no.
    Like I posted, cast a ray along (x, y, z) where z is element of a known interval and record the intersection point. Thats called a ray-triangle intersection.
    That's what "traceline" does, so you might even easier call that one.

  14. #14
    Kirth's Avatar Active Member
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    What's wrong with my crossproduct? :'(



  15. #15
    telcy007's Avatar Sergeant CoreCoins Purchaser
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    I draw a little pic for you. You should start with a z-value of 1000 and go down in 200-packs, because
    traceline has a limit.

    Best way to get Z value via X Y-traceline-png


    EDIT:
    A cross product produces only an orthogonal vector. But this may lie elsewhere.
    Last edited by telcy007; 12-21-2011 at 11:06 AM.

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