Bounty 0! Easy money for someone who clearly understand db2 extracting menu

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  1. #1
    Kovrizha's Avatar Active Member
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    Bounty $300! Easy money for someone who clearly understand db2 extracting

    Guys, I need a working version of map_extractor for 10.0.2.
    Details you can see in my previous thread (Generating nav meshes for Dragonflight)

    Bounty 0! Easy money for someone who clearly understand db2 extracting
  2. #2
    Razzue's Avatar Contributor Avid Ailurophile

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    For $2k and 10% of any sales you do, sure 🤷🤣
    "May all your bacon burn"

  3. #3
    Reghero's Avatar Member
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    Originally Posted by Kovrizha View Post
    Guys, I need a working version of map_extractor for 10.0.2.
    Details you can see in my previous thread (Generating nav meshes for Dragonflight)
    My assumption is you've got a commercial bot? Why pay someone to reverse the map structure? Why not just try and fix an existing project, that way when you get an update, you'll be best placed to fix it?

  4. #4
    hjalplos's Avatar Member
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    I just removed some checks in the map extractor and I could build mmaps. They work "ok" in the new zones but it think it's ok to go through walls!
    Disabling polygons if Path TraceLines into Walls works ok as a dirty workaround.

    Anyone know what's missing? The mesh "look" ok if I draw it out but it's missing unwalkable edges near walls.

  5. #5
    charles420's Avatar Contributor
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    did you update structure of the db2s most if not all changed including map.db2 what most extractors used i believed to pull adt wdt files id start by checking each db2 tho i changed a few in mine and its working

  6. #6
    outsideii's Avatar Member
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    wmo models in 10.0 zones have new section "MPY2" intead of MOPY (short version intead of byte). You need read it and proper handle in WMOGroup:pen and WMOGroup::ConvertToVMAPGroupWmo

  7. #7
    hjalplos's Avatar Member
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    Originally Posted by outsideii View Post
    wmo models in 10.0 zones have new section "MPY2" intead of MOPY (short version intead of byte). You need read it and proper handle in WMOGroup:pen and WMOGroup::ConvertToVMAPGroupWmo
    short version instead of uint32 you mean? Haven't looked at it nearly enough but the size of the MOPY is set to uin32_t and nTriangles half of that? Or Im looking at the wrong place?

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