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  1. #1
    xalcon's Avatar Contributor ふたなり
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    ADT files and their holes

    Hi there,

    currently I try to understand the wow map format and I'm realy happy with my progress.
    But I have a little problem undestanding the way how to apply the holes.
    About the holes in the terrain: This is a bitmapped field, the least significant 16 bits are used row-wise in the following arrangement with a 1 bit meaning that the map chunk has a hole in that part of its area:
    Code:
    0x1	0x2	0x4	0x8
    0x10	0x20	0x40	0x80
    0x100	0x200	0x400	0x800
    0x1000	0x2000	0x4000	0x8000
    I've to use them row wise... ehhh, what? But a row has 9 to 17 (depending how you look at it) vertices. Which one do I have to remove to show the hole properly? O.o

    Lets say I have 0x8001 as a hole definition. Do I need to remove the vertices 10, 11, 27 and 28 for the 0x1 and 118, 119, 135 and 136 for 0x8000 (and their connected NoLOD vertices, ofc)? Or is there another magic I have to use to get my holes? :x

    Code:
      1    2    3    4    5    6    7    8    9
       10   11   12   13   14   15   16   17
     18   19   20   21   22   23   24   25   26
       27   28   29   30   31   32   33   34
     35   36   37   38   39   40   41   42   43
       44   45   46   47   48   49   50   51
     52   53   54   55   56   57   58   59   60
       61   62   63   64   65   66   67   68
     69   70   71   72   73   74   75   76   77
       78   79   80   81   82   83   84   85
     86   87   88   89   90   91   92   93   94
       95   96   97   98  99  100  101  102
    103  104  105  106  107  108  109  110  111
      112  113  114  115  116  117  118  119
    120  121  122  123  124  125  126  127  128
      129  130  131  132  133  134  135  136
    137  138  139  140  141  142  143  144  145
    "Threads should always commit suicide - they should never be murdered" - DirectX SDK

    ADT files and their holes
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  3. #2
    migtron's Avatar Corporal
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    Originally Posted by xalcon View Post
    Lets say I have 0x8001 as a hole definition. Do I need to remove the vertices 10, 11, 27 and 28 for the 0x1 and 118, 119, 135 and 136 for 0x8000 (and their connected NoLOD vertices, ofc)?
    That's exactly the way I am interpreting it in my scene builder and the holes "fit" perfectly, so I guess it is the right way to do it.

  4. Thanks Torpedoes (1 members gave Thanks to migtron for this useful post)

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