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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
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Torpedoes (1 members gave Thanks to xalcon for this useful post)
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Corporal
Originally Posted by
xalcon
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.
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Torpedoes (1 members gave Thanks to migtron for this useful post)