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Content creation => Modelling and Animation => Topic started by: Magnus on February 23, 2015, 06:24:56 pm
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Hi
When I add some new display models in GameObjectDisplayInfo.dbc I always copy the bounding box vectors from an existing record.
The models seems to work for me, regardless of the values of this bounding box.
My question:
What is this bounding box for and how does it affect the game ? And if it is important, how do I have to calculate it ?
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probably culling. just take the values from the models themselves.
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Ok, if it´s f.ex. for frustum culling, it's also maybe not so critical.
But from where I would get these values? I select a model in Noggit, see the path and modelname and make an new id in GameObjectDisplayInfo.
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As far as I know when you leave 0s there model's base hardcoded values will be used.
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M2: http://pxr.dk/wowdev/wiki/index.php?title=M2/WotLK (http://pxr.dk/wowdev/wiki/index.php?title=M2/WotLK" onclick="window.open(this.href);return false;), VertexBox in header.
WMO: http://pxr.dk/wowdev/wiki/index.php?tit ... MOHD_chunk (http://pxr.dk/wowdev/wiki/index.php?title=WMO#MOHD_chunk" onclick="window.open(this.href);return false;) bounding_box in MOHD
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Just wanted to update the info:
The BoundingBox values seems indeed not to be important.
But if you change on a Trinity Core the type from 13 (Map Object) to 33 (Destructible Building) buildings appears very smooth. There is near no difference between client objects and server side objects.
Didn't tested the effect on other objects like trees.
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By smooth appearing you mean that they don't just instantly "flash" out on your screen? I use client side spawn for every bigger model, but still quite good to know, especially for some other guys.
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That was what I meant. It doesn't pop up.