Is adt/v23 the correct structure for Cataclysm terrain/object data? menu

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  1. #1
    hoobiedoobie's Avatar Member
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    Is adt/v23 the correct structure for Cataclysm terrain/object data?

    Can someone please tell me if the information at: http://www.madx.dk/wowdev/wiki/index.php?title=ADT/v23

    Is the correct information for the parsing of the MPQ files for terrain/WMO/M2s etc.?


    There are many warnings there about the information potentially not being up to date, etc. Reason I ask is that my parser is written in C#, and while I know WoWMapper and others have the ability to parse, I am not conversant enough in C++ (yet... trying) to crosscheck and edit my own.


    If anyone can point me to a correct info dump on current MPQ structure (or a C# cataclysm parser) that I can use to revamp my system, I would appreciate it.


    HD

    Is adt/v23 the correct structure for Cataclysm terrain/object data?
  2. #2
    schlumpf's Avatar Retired Noggit Developer

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    No, /v23 was never used actually. A part of the new ADT files can be found here: Cataclysm - WoW.Dev Wiki.
    On MPQs: StormLib (MPQ Archives - Overview) is able to open Cataclysm files.

  3. #3
    hoobiedoobie's Avatar Member
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    Thanks much... appreciated.

  4. #4
    danielrhodea's Avatar Master Sergeant
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    don't suppose there are any open source libs for dealing with the cata filetypes?

  5. #5
    schlumpf's Avatar Retired Noggit Developer

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    Not that I know of.
    TOMRUS has some tools here: mywowtools - Project Hosting on Google Code

  6. #6
    danielrhodea's Avatar Master Sergeant
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    that is a pitty. I know wowdev has lots of information but it is quite fragmented because of having so many authors, the nature of updates (I noticed your cataclysm info) and constantly changing file versions. maybe it would be nice to start a wow-lib project with targetted tools for specific wow versions like wow-lib for 3.3.5, I'm familiar with mpq-lib and stormlib but these don't help with handling blp etc. (come to think of it I got nehe GL loading blp's at a specified mip-map level)

  7. #7
    schlumpf's Avatar Retired Noggit Developer

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    Actually, that page should only have one author on cataclysm ADTs and therefore should not be fragmented.
    The information in BLPconverter should be enough to load BLPs.
    If you want to write a lib, go ahead. I don't really think its worth it.
    Tharo and Tigurius both tried doing so.

  8. #8
    danielrhodea's Avatar Master Sergeant
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    :S not to have a go because I appreciate your effort but it is not complete info and it points back to a non-specific previous version of adt. Also I already have a blp lib that can present a blp as a windows 2d texture, bitmap data, an opengl texture etc so I kinda have the blp sorted, I was just wondering if there were any dev's that might want to assist me in producing a library. Can you tell me why you do not like the idea of a lib. (I would have thought your ipad noggit might benefit from libs for file handling, hows that coming btw)

  9. #9
    schlumpf's Avatar Retired Noggit Developer

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    Its not complete, yes. I currently can't be arsed to work for things I don't care about.
    I don't really see real benefits from libs except of getting obstacles and more abstraction and more overhead. We tried libs in Noggit, it was terrible in my opinion. Directly dealing with the files is way more effective than telling some lib to make a change and asking a lib to give you information and having no control about how they do it. At least for me it did not work out.
    There is no Noggit for iPad and never will be. It was a hoax as a goodbye from development.

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