Modcraft - The community dedicated to quality WoW modding!

Featured => Noggit => Topic started by: Lurivar on November 30, 2014, 06:50:35 pm

Title: [SOLVED] [BUG] WMO partially traversable
Post by: Lurivar on November 30, 2014, 06:50:35 pm
Hello, it is me again with yet another problem.

Here's the situation : I'm using Noggit SDL 1.2 (because 1.3 won't wave anymore for some reason) on 3.3.5 files that I then convert to Cataclysm with ADT converter.

Now some WMOs I've placed are partially traversable (For exemple, let's say I have put a house, well half of it will work correctly while the other half will be traversable and invisible with a certain camera angle). So, I know there's this problem for WMO placed between two ADTs but this is not my case. (Well, not for all my buildigs at least). I also read that editing the bordering ADTs would fix this bug, but it didn't work for me.
Now, after testing a bit, it'd seem that the WMOs "break" at the red borders instead of the green ones. Exemple below :

(http://image.noelshack.com/fichiers/2014/48/1417369673-bug.png)

In this case I noticed that on the right of the red line, the house works fine while on the left, I just get through its floor and if I place the camera in this zone I can also see through it.

Any idea on how to fix this ?
Title: Re: [BUG] WMO partially traversable
Post by: Lurivar on December 01, 2014, 08:17:23 pm
New info. After testing on a bigger object I found out that an object can work fine on more than 1 chunk (red square) but not on all of them.

Exemple below :

(http://image.noelshack.com/fichiers/2014/49/1417461309-bug2.png)

The bridge part between the two red lines works fine. I can walk on it, no problem. On the other hand, what's on the rightern and leftern parts of the red lines doesn't work properly and I go through it.
Title: Re: [BUG] WMO partially traversable
Post by: kojak488 on December 02, 2014, 01:56:37 am
Have you checked the adt files to see if there's anything fishy?  I had a very similar issue before.  It had to do with not copy/pasting a model in Noggit before importing from Wow Model Viewer.  It didn't occur to me that my process was different from before till I viewed the adt using the fileloader and then it was quite clear the model was bugged... that's when I realized I had been doing my process differently.  Anyway, my point is looking at the adt could be helpful.
Title: Re: [BUG] WMO partially traversable
Post by: Lurivar on December 02, 2014, 02:11:29 am
Well I did look at the ADT files with FileInfo to see if something was missing but nothing seemed strange to me.
Just in case, with the same bridge, here's the info on the .txt I get : (Cut to only have what's interesting us, though I'll put the full file as attachment)

MMDX   118
(...)

MWMO   17
(...)
12   worldwmoazerothcollidable doodadselwynnvalleyofheroesbridgeherobridge.wmo
(...)

MDDF   21398
(...)

MODF   169
(...)
12   37938425   18872.685547   -12.340096   18445.115234   0.000000   179.999985   0.000000   18719.033203   -109.399376   18439.195312   18934.152344   83.901039   18528.511719   0
(...)
12   37938609   18871.167969   -14.693037   18662.751953   -28.999990   1.000000   0.000000   18717.515625   -111.752319   18656.837891   18932.634766   81.548096   18746.154297   0
(Yes there's two of them on this ADT and I have no idea which one's the good one, might not be the best exemple after all...)
(...)

Edit : For info, I didn't use modelviewer, only the copy and add from textfile function. Also I'm pretty sure I copy/pasted each time before adding from the textfile as I seem to remember that it crashes otherwise.
Title: Re: [BUG] WMO partially traversable
Post by: Lurivar on December 02, 2014, 07:51:32 pm
Good news everyone. I fixed it.
It happens that this bug was due to Noggit SDL 1.2, after redownloading the good one (SDL 1.3), deleting my old 1.3 which didn't save anymore and replacing it with the freshly downloaded one (viewtopic.php?f=48&t=6458 (http://modcraft.io/viewtopic.php?f=48&t=6458" onclick="window.open(this.href);return false;)) I just had to move every one of my WMOs just a bit for them to work again completely.

Thanks to everyone who read me and tried to help me in any way.
Title: Re: [SOLVED] [BUG] WMO partially traversable
Post by: kojak488 on December 03, 2014, 03:10:28 am
Shut your whore mouth about 1.2.  1.3 blows.
Title: Re: [SOLVED] [BUG] WMO partially traversable
Post by: bquick1886 on December 03, 2014, 04:02:59 pm
Quote from: "kojak488"
Shut your whore mouth about 1.2.  1.3 blows.

I dunno, I've been using SDL 1.3 with wine without much fuss.
Title: Re: [SOLVED] [BUG] WMO partially traversable
Post by: Jøk3r on December 03, 2014, 04:34:05 pm
/vote ban kojak for bee extremly unfriendly :D
Title: Re: [SOLVED] [BUG] WMO partially traversable
Post by: kojak488 on December 03, 2014, 05:40:45 pm
Quote from: "bquick1886"
Quote from: "kojak488"
Shut your whore mouth about 1.2.  1.3 blows.

I dunno, I've been using SDL 1.3 with wine without much fuss.

They've probably worked out a lot of bugs, but the whole one-time save is extremely annoying.
Title: Re: [SOLVED] [BUG] WMO partially traversable
Post by: Steff on December 04, 2014, 09:42:04 am
Yes in 1.2 it was better. There you could even not use noggit anymore after saving. Selection buggs and many other things. Will try to delete this in 1.4 ill work on in the moment.
Title: Re: [SOLVED] [BUG] WMO partially traversable
Post by: kojak488 on December 06, 2014, 04:11:51 am
Quote from: "Steff"
Yes in 1.2 it was better. There you could even not use noggit anymore after saving. Selection buggs and many other things. Will try to delete this in 1.4 ill work on in the moment.

Are you saying in 1.2 I can't keep Noggiting after saving?  I've never had any such issues with it.
Title: Re: [SOLVED] [BUG] WMO partially traversable
Post by: axel0099 on December 06, 2014, 12:44:34 pm
he meant,
if you save twice in 1.3 all the models on the adt you're working on duplicate..
Title: Re: [SOLVED] [BUG] WMO partially traversable
Post by: kojak488 on December 06, 2014, 08:43:47 pm
Quote from: "axel0099"
he meant,
if you save twice in 1.3 all the models on the adt you're working on duplicate..

That's not how the post sounds to me.  My post about 1.3 referenced that you can only save once in 1.3.  Then Steff comes and makes a comment that seems to indicate that you couldn't work in 1.2 at all after saving due to selection bugs and many other things.  Then it sounds like Steff is saying the 1.3 save bug should hopefully be fixed in 1.4.