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Author Topic: New Adt file format for version 4.0  (Read 3010 times)

caowenyu

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New Adt file format for version 4.0
« on: October 25, 2010, 01:34:32 pm »
My very first post,I tried to learn the ADT file formats for verion 4.0. The ADT files are different that for each block it may have more than 1 file.

From what I found so far that  there are as many as four files for one chunk, there is an obj file, two tex files, and  one base file with the same name as before. For example: for chunk Kalimdor_32_37 the four files are:
Kalimdor_32_37.adt
Kalimdor_32_37_tex1.adt
Kalimdor_32_37_tex0.adt
Kalimdor_32_37_obj0.adt

It seems that the files should be combined to generate the terrain information for the map.
But I cannot recognize the format for file Kalimdor_32_37_tex1.adt, which does not have the TLV, Tag + Lenght + Value,  format. I am confused how it's reference and how to combine the files together.

Where could I get the information for the new ADT file?

Thanks in advance.
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Eluo

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Re: New Adt file format for version 4.0
« Reply #1 on: October 25, 2010, 02:43:22 pm »
That needs some time to find out how the new formats work.
In old rev. of wow the format changed not that much exept for m2 files.
But now nearly all formats ect. are new... so be paitient^^

My opinion to the adt files are that text1 or obj0 adts are used for phasing. ...but im not sure about that^^
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caowenyu

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Re: New Adt file format for version 4.0
« Reply #2 on: October 25, 2010, 03:03:37 pm »
Yeah, I know it takes time. I thought you genius guys'd grinded that out already since the 4.0 PTR had been around for some time.  But  you guys really have done  wonderful jobs for the work.

Damn, it's too hard for me. I mainly use the map information in pathing for my bot.  From I have got, if there are more than one file,  the base file usually miss a lot of information and the obj file contains most of the missing information except the MCNK information. The MCNK information is in the tex0 file.  No idea what the tex1 file is about so far.

I think when passing the ADT file, several files should be combined to generate the full picture.

Sorry I just dont know. I will test it now and will post update if I can get some useful things out.
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schlumpf

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Re: New Adt file format for version 4.0
« Reply #3 on: October 26, 2010, 10:27:23 am »
Are you sure its actually a new format and not temporary stuff or wowedit's files? I reversed a ADT/v23 file format once (3.0 was at /v18), and it never got used but is for wowedit only. I won't do the same job for nothing again.
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TheBuG

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Re: New Adt file format for version 4.0
« Reply #4 on: October 26, 2010, 02:21:25 pm »
I personally think it's only because of the phasing, as Blizz said they'll start phasing the world itself aswell with quests and stuff, can't tell for sure though.
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schlumpf

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Re: New Adt file format for version 4.0
« Reply #5 on: October 26, 2010, 02:44:09 pm »
No, Terrain Phasing is realized using multiple copies of the map and loading them partly.
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schlumpf

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Re: New Adt file format for version 4.0
« Reply #6 on: October 26, 2010, 03:14:24 pm »
After checking it for a few minutes, I can tell you that these files are made for easier streaming. Upon loading a map, the client checks the .tex file in order to see which files it needs to be shown.
When loading a ADT, the _tex and _obj files are used for keeping the actual terrain data outside. they provide textureing and object placement information. the vertices etc are still in the adt itself.
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caowenyu

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Re: New Adt file format for version 4.0
« Reply #7 on: October 27, 2010, 01:08:59 pm »
thanks for the information. what about tex1 then. I cannot understand it.
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schlumpf

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Re: New Adt file format for version 4.0
« Reply #8 on: October 27, 2010, 02:07:53 pm »
You may find more about it here soon: http://wowdev.wiki/index.php?title=Cataclysm
I started documenting this morning. May continue after getting some food.
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caowenyu

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Re: New Adt file format for version 4.0
« Reply #9 on: November 11, 2010, 05:14:00 pm »
I finally got my pathing working, but in a very inefficient way. I even dont know if it would work properly when the cata launches since I have not had a chance to see how the map looks like in cata. Now I load the all information, which includes terrain, all the M2s,  for a specific map both from the world, oldworld, art, etc mpq files. So I use twice as much memory as before, also two times slower. Is there a spot that I should reference to determine which mpq I should use?  It's far beyond me.

Thanks.
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