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  1. #1
    xalcon's Avatar Contributor ふたなり
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    Useless *_obj1.adt?

    My geometry parsing lib comes along very nicely but there is something I don't quite understand.
    When extracting ADT files, you get three different types (at least since WotLK) of adt files:
    • "base" Adt Files: Contain Water, Flying Boundaries and the terrain mesh
    • object adt files: Contain doodad and wmo references
    • texture adt files: contain layered texture information along with a shadowmap

    The problem is, for obj and tex there are a lot of additional files (like tex0, tex1, obj0, obj1). I've dumped the data from some of those files to compare them and it seems, that obj1 only contains some but not all data from the obj0 files.
    In the WoWDev wiki the obj1 files are never mentioned, so now I have some trouble on how to handle these files correctly. Do I have to combine the obj0 and obj1 in order to get everything I need or are can I just ignore tex1 and obj1?
    "Threads should always commit suicide - they should never be murdered" - DirectX SDK

    Useless *_obj1.adt?
  2. #2
    rens's Avatar Sergeant
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    I found that the external object data is in _obj0.adt.

    So if there is an _obj0.adt, your map MapChunk has external data then go ahead a read it out.

    Dont bother with obj1 or tex1, I never found a use for them.

  3. #3
    xalcon's Avatar Contributor ふたなり
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    I've now implemented support for MDX Skin Files. They contain the indices for the vertices in MDX and there are up to 4 skin files per mdx model (representing some sort of level of detail stuff). Might it be possible that obj1 and tex1 are just lower detail versions of obj0 and tex0? I just noticed ingame, that you can see model appearing and disappearing, depending on distance. Would make sense after all.
    "Threads should always commit suicide - they should never be murdered" - DirectX SDK

  4. #4
    Bananenbrot's Avatar Contributor
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    _obj1.adt lacks some critical M2s compared to _obj0.adt, as I said here: http://www.ownedcore.com/forums/worl...ml#post2943500 (Generating Navmesh Files)

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