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Author Topic: [Question] Adding Collision To WoD WMOs  (Read 1149 times)

salagon

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[Question] Adding Collision To WoD WMOs
« on: May 12, 2014, 12:49:51 am »
hey guys. I recently started to extract the textures for WoD and realized that after importing certain fully textured wmos using noggit onto a map, they load up flawlessly in Wow. Now the only issue is, they have no collision. You walk right through them. How would I go about adding collision to buildings?
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Epicurus

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Re: [Question] Adding Collision To WoD WMOs
« Reply #1 on: May 14, 2014, 06:00:04 am »
Hi Salagon,

This is accomplished using the extraction tools that compile with TrinityCore and the other popular emulation packages.

I believe you would be using the VMap extractors for buildings.

Max
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

salagon

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Re: [Question] Adding Collision To WoD WMOs
« Reply #2 on: May 14, 2014, 07:09:31 pm »
those types of collisions are for npcs only so they don't wallk through the buildings. For client collision so players don't walk through buildings its part of the wmo code in the file itself. Just don't know how to add it in since I believe WoD changed the collision code.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Gurluas

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Re: [Question] Adding Collision To WoD WMOs
« Reply #3 on: May 15, 2014, 08:07:21 am »
You gotta open them with 010 editor and delete the SBOM.

Anthony explained it pretty well on page 3.
http://modcraft.io/viewtopic.php?f=22&t=5457
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

salagon

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Re: [Question] Adding Collision To WoD WMOs
« Reply #4 on: May 15, 2014, 10:04:20 pm »
Thank you, that did the trick. Got fully functioning WoD Models. I may start porting some over and uploading them to here and some other sites. Thanks bud.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »