Instance WMOS correct position with Recast menu

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  1. #1
    nerexis's Avatar Member CoreCoins Purchaser
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    Instance WMOS correct position with Recast

    To generate navmesh of instances using Recast, I extract wmo models from game.
    First problem is that instances have wrong angle inside wmo, so to cover positions in game I rotate it in Blender by 90 degress and it works.

    Now I have extracted Stratholme model, and if you enter this instance in game you land at position:
    (3395.090088
    -3380.25
    142.701996)

    it's not like in Mana Tombs where you land at 0,0,0 or close to it. Position of Stratholme model is like it's still in Azeroth continent.
    After I import wmo model to Blender, it's not in correct position (wrong origin?).
    So I rotated the model by 90 deg and moved model using Shit+S -> move to Cursor (loc 0,0,0), then walked inside the instance in game to check what location in game is my location 0,0,0 in Blender.
    To calculate the path i just substract from original WoW position the vector from location i checked, which is of course not 100% correct by manually checking it, but usually this works, but because it's not 100% correct it goes out of order in some places or far away from starting point.

    Is there any better way to check correct location of it inside game / rotate it correctly so Recast won't calculate bugged paths?

    Where are location vectors of instance models in WoW world?

    Here is my 0,0,0 location in Blender after editing:
    https://i.imgur.com/KLBwWoJ.jpg



    EDIT:
    Somehow solved this problem, in other way.
    Magic thing: continent id when you are in Stratholme is 329, but Stratholme instance model is included into Azeroth map!
    Last edited by nerexis; 08-30-2014 at 10:03 AM.

    Instance WMOS correct position with Recast
  2. #2
    namreeb's Avatar Legendary

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    I'm not entirely sure that I understand your question, but there is no reason WMOs cannot be loaded in a continent and again in an instance. If memory serves, a map can either load ADTs which in turn load WMOs, or a map can be merely a WMO without any ADTs. Note that WMOs can also themselves load doodads.

  3. #3
    nerexis's Avatar Member CoreCoins Purchaser
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    Of course, now I know it, just didnt know about Stratholme and it was out of my mind... but still those instances, where are only wmos, without adts have it's location in world.
    I wonder where locations of wmos inside game (when you enter instance) are stored so I can correctly use them in Recast. Yeah I use them, fortunately they are almost like they are in wmos but just angle is wrong so it's not problem to change angle, but when location is different, you get wrong results after time in Recast.
    If you have only instance model as wmo, it's located somewhere in WoW world after you enter instance, position, angle might be different.

  4. #4
    ioctl's Avatar Active Member
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    I don't understand why you're moving everything to 0,0,0. Aren't you going to have to translate all the paths recast generates back to the original position?

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