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Author Topic: Noggit saves broken ADTs  (Read 5385 times)

Steff

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Re: Noggit saves broken ADTs
« Reply #15 on: May 12, 2012, 06:41:41 am »
upload and  send me link  with pm
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
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Ascathos

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Re: Noggit saves broken ADTs
« Reply #16 on: May 30, 2012, 05:15:16 pm »
Alright, I have an update. I am just not sure anymore.

Basically, I am editing the whole ghost lands. I removed most of the .m2 on it - everything fine. I was at the point that I spawned two .wmos on it (both with the exact direction - both .wmos from the Bloodelf buildings, namely the Arcan Sanctum and it's upper part). It still worked. However, after I began some massive editing of the textures (namely, the bordering between the eversong wood and the ghostland), I saved them, loaded them up and could see from far away that the changes worked, but when I am slightly nearing them, it crashes with the same error I named previously in this thread.

To give some informations. I am using Noggit SDL 1.1, World of Warcraft 3.3.5a, had no custom patch in it, started off "clean" adts, added no custom additions, etc.
I am using the noggit config method to get noggit running - it had starting up issues that the config fixed. Log is basically what I wrote early in this thread - no error, no warning, nothing out of the unusual. I am uploading the adts as we speak. I hope someone might be able to help me.


EDIT:
http://www.mediafire.com/?s612qu9tmm2i4kn
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Elinora

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Re: Noggit saves broken ADTs
« Reply #17 on: May 30, 2012, 11:47:25 pm »
I ran old adt's on newest noggit, and it worked.. I must be a special.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

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Ascathos

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Re: Noggit saves broken ADTs
« Reply #18 on: May 31, 2012, 09:39:17 pm »
I assume I've been doing mistakes in the phrasing, please forgive me clumsy man for his inabilities.

The ADT are always crashing in game without a visible course - all crashing within the first offsets within the datas ("0x00000010").

EDIT:
I noticed the mistake is always "0x007B31F8"
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Ascathos

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Re: Noggit saves broken ADTs
« Reply #19 on: June 01, 2012, 01:51:40 pm »
Alright, I apologize for the double post beforehand, but I tested the doodad fix and it worked like a charm. I assume that trying to edit an adt with new textures, "overwriting" previous doodads causes an error because the game can make no sense of both texture, area and applied doodads. Would be my theory.

I hope this might help people with a similar problem. Thanks to everyone trying to help - I am grateful for it and hope that this revelation helps others.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »