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  1. #16
    ostapus's Avatar Active Member
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    Originally Posted by Pandu91 View Post
    Hi,

    I fixed the path for WorldMapArea, but my data is still null.

    I've done some code research and found out, that my Mesh Builder Interface does not run AreaHelper.Initialize(); so it does have no effect,

    Any suggestions?

    Best regards
    if it fails in AreaHelper.Initialize(); (where it read WorldMapArea) then you didnt' fixed it. var dbc = MpqManager.GetDBC("WorldMapArea"); will not work because GetDBC trying to open file in locale-XXX.mpq but WorldMapArea.dbc is located in misc.mpq now. you need to fix not path but either MpqManager.GetDBC to look for files in misc.mpq as well.

    Generating Navmesh Files
  2. #17
    Pandu91's Avatar Member
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    I have fixed this path, and it doesn't fail here, because AreaHelper.Initialize(); is nowhere called in the code...

    My fix is:

    Code:
    private static CArchive _misc;
    in InitializeDBC:
    Code:
    _misc = new CArchive(root + "\\Data\\misc.mpq");
    Code:
            public static DBC GetDBC_worldmap(string name)
            {
                string path = "DBFilesClient\\" + name + ".dbc";
                if (_misc == null || !_misc.FileExists(path))
                    throw new FileNotFoundException("Unable to find DBC " + name);
    
                return new DBC(new CFileStream(_misc, path));
            }

    But as I said before, I cannot find any place where the AreaHelper.Initialize(); function is called.

  3. #18
    berlinermauer's Avatar Master Sergeant
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    Hello Guys.
    Does no one have a clue why I get those errors, even though I do it pretty much the same as the meshReader does? (Despite the Fact that I am not including WMOs)

    Edit: The sample from this Thread has values starting from 0 to ~250 (x)

    Is that the Way a Tile is buildup and when generating the Real Navigation Meshes I have to declare some kind of Tilemap?
    Could this as well be a reason for my errorneous mesh Image?
    Last edited by berlinermauer; 10-27-2012 at 01:29 PM.

  4. #19
    berlinermauer's Avatar Master Sergeant
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    I talked to Bananenbrot and now see things clearer:

    1. I don't want to use RecastDemo to generate NavMeshes, It is just used as a "Demo" to display the geometry thereof.
    2. My Parser is related to MeshReaders' one and as you can see on the picture below, it basically works, however
    3. The Problem is, I have some left out Triangles. As you can see, the Mountains are built up though.

    To me it looks like I would be missing some Vertices, but I am not advanced enough.
    I guess I will start writing a wmo parser and see if it also has that errors, if not it's something with the ADT-Parser.

    However I would REALLY Appreciate any help. Did somebody already have this output?

    Maybe it is, as I am using meshReader but without wmo parsing, as the wmo parser adds some Information?

    Another Idea: It seems to be the border between the chunks. Do I manually have to connect those MCNKs?

    Edit: It seems the Triangles are wrong, even though nearly copied from meshReader?!
    There are some really weird triangles in there, but not visible on the picture as the x-axis length is nearly 0?!




    Code of my ADT Handler: http://pastebin.com/hjxgCzRy


    Thanks
    Last edited by berlinermauer; 10-27-2012 at 04:20 PM.

  5. #20
    Empted's Avatar Contributor
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    I'm almost sure that your Indices (triangle) array is null based while should be 1 based for recast (or vice versa, check it). This would explain that jagged structure. Fix it and enjoy
    P.S. looked at the code, your array is null based. Iterate through and add 1 before exporting to recast format.
    P.P.S. go for doodads and wmos now. You'll like rotation part. It rocks really.
    Last edited by Empted; 10-27-2012 at 04:28 PM.

  6. #21
    berlinermauer's Avatar Master Sergeant
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    YEEEEEAAAAAAH! Thats unbelievable!!

    Thousand thanks

    + 3 rep, when "spreading arround"
    Last edited by berlinermauer; 10-29-2012 at 05:42 AM.

  7. #22
    Empted's Avatar Contributor
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    I didn't dig into MeshReader, but from my own expirience, the info you pass to the ContinentBuilder constructor is already enough to build navmesh from adt. All you need is internal name of adt group like "Azeroth" in you case (since you have it you can get full adt name with x and y pos). DBCs are needed only to get this name from character world position and may be area name and so on. So if you decide what navmeshes you should actually load, you should look for DBC info, while if you want to build only you can provide names by yourself (it's not likely you are going to build navmeshes on fly, so it's better idea to build them by hand or with some kind of iterating through wdt entries in mpq).

    P.S. to make it completely clear, once you enter the world with your bot you have to guess what meshes you need. While those meshes names will likely have same names as ADTs you will need the name of the map your character is in. To get it you'd likely to call some function that will return you human readable area name, then you'll look into DBC to get internal map name. For example, there is instance named Ragefire chasm, while internal adts for it start with OrgrimarInstance.
    Last edited by Empted; 10-28-2012 at 03:18 PM.

  8. #23
    berlinermauer's Avatar Master Sergeant
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    Hello Guys, it's me again, making some progress.
    I am into the Reading of WMOs at the moment and found some confusing thingy:
    Azeroth_32_48 only refers to DUNGEON_GOLDMINE however there is Northshire Abbey and NO Goldmine?
    Northshire Abbey is referenced in the paths as well but not really used.

    Or wait: Is 32_48 not the starting zone?

    Another Thing: When I write my RecastLayer: Are the Navmeshes built per Tile or per Continent? Can the Tiles be stand-alone?

    Empted: Would you mind coming online in ICQ some times?

  9. #24
    Empted's Avatar Contributor
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    Nothing personal, but since it looked more like a handouts for me (with no even some elementary respect to the one you are asking), I do mind.
    P.S. Writing your own implementation of recast/detour will take a whole bunch of time (even if you are quite good). Can't even pretend how many questions you'll have posted here once you are done.

  10. #25
    berlinermauer's Avatar Master Sergeant
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    I totally agree with you, and understand your position.

    My Problem seems to be that I don't even know the basics, and thats a real Handicap.
    However, I didn't find many good Wikis or something on this topic.
    The Ones about Recast/Detour are mostly FAQs of Game-Engines and how the Users can use it.
    I only found pxr.dk which is very good, and http://www.ownedcore.com/forums/worl...ml#post2115707 (From .obj to .navmesh).

    I confirmed now Azeroth_32_48 to be the right ADT-File. I don't get why only the DUNGEON_GOLDMINE is refered? (I checked the Files manually with an Hex-Edit)
    Is the NorthshireAbbey seen as a Doodad? That sounds impossible to me!

    P.S: Im sorry If I didn't show respect, even though I don't understand where I didn't show some.

  11. #26
    Empted's Avatar Contributor
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    DUNGEON_GOLDMINE is referenced because it's bounding box intersects tile volume. It's also referenced in the adjacent tile as well. When you don't understand something, try thinking like what would YOU do to implement this particular game feature, like it's needed to decide whether WMO should be loaded for any given tile. Obvious solution is go for bounding box of the WMO and check if it lies in the tile volume.

  12. #27
    berlinermauer's Avatar Master Sergeant
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    OK now I get this **** for the WMO:

    I guess this is because the Vertices in MOVT are relative to WMOROOT.Position? (It would make sence)
    And the Triangles, what about them? just from 0 to X?

    Edit: Found that Relativation of the Vertices, however I have some really crazy rotation values as 22500 and another one E-83

    Edit: Fixed the Rotation and the Triangles (calculated Offsets wrong). Now I get a somehow more realistic view, even though some Errors still exist.

    Edit: **** yeah, it works. The realistic View was just lacking the previous error with rebasing off the Triangles.
    Last edited by berlinermauer; 10-30-2012 at 08:06 AM.

  13. #28
    Shadowhunter12's Avatar Member
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    Hey gang,

    Just trying to follow this thread and compile a list of updates that need to be made to the meshPather project (with RecastLayer) in order for it to work with the MoP changes to the MPQ files. Since navmesh navigation was always one thing I never really tackled I am starting from scratch, but do have the meshPather project pulled down.

    Does anyone here have an updated meshPather project with all of the necessary MoP changes made, or some kind of list of what changes would need to be made? If someone atleast has a list, I do not mind working through the changes and posting the end result.

    Thanks in advance.

    -Shadow

  14. #29
    berlinermauer's Avatar Master Sergeant
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    Well not really a help, but a hint:
    If the Error is really only related to the used MPQLib: Try to use CrystalMPQ and to me, It didn't cause errors, despite the fact that it couldn't load the .tex files.
    Another option would be: Write a tool like me, which uses CrystalMPQ and extracts a whole mpq, namely world.mpq to a folder and then instead of using the MPQLib use FileStream.

    If you are interested, just let me know

    I am now only wondering: Is the Nortshire seen as a Doodad as the meshReader is only doing the Cave called GoldMine.

  15. #30
    berlinermauer's Avatar Master Sergeant
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    Hey Guys, I got soo far, thousand thanks therefore!



    What I am now missing is, how you can see, the ****ing Abbey, and I don't know why it isn't there. I have the Trees, I have the Goldmine (Somehow there is a Doodad, something like a Door, breaking the Mesh into the Mine!), the fences, nearly everything, except the ****ing Building.

    Edit: Got a Quick & Dirty Solution.
    Instead of only using the MCRW, I just call every referenced WMO. Well

    Another Thing: What Kind of parameter do I have to adjust, In order to get the "Stairs" inside the Cathedral connected, as the meshes don't have a connection.



    Next Edit:
    http://www.ownedcore.com/forums/worl...wer-why-2.html (Recast/Detour - Mesh not generated inside of a tower - why?)

    That is what I expire as well. I have the choice between Having a Church or not having a "door"?!

    Edit Again: I am wrong. The Door is in some DoodadInstance and thus the upper statement is false.
    Nevertheless I have no clue, why the door is in, as I check the TriangleFlags and the Material :/
    Last edited by berlinermauer; 10-30-2012 at 07:17 PM.

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