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Author Topic: Yet Another Issue with ADTs added to an existing map  (Read 2185 times)

Renan

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Yet Another Issue with ADTs added to an existing map
« on: December 22, 2015, 04:12:27 am »
[center:2i4217oq][/center:2i4217oq]

I am encountering a crash issue as I come near to the following ADTs on the map:

[center:2i4217oq][/center:2i4217oq]

Any ideas as to what I could be doing wrong? I've tested to see if the ADTs have less than 4 textures, but they all have 4 textures... I'm not really sure what this could be.

They can be edited in noggit without issue, but when it comes to approaching them ingame, crash.
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Amaroth

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Re: Yet Another Issue with ADTs added to an existing map
« Reply #1 on: December 22, 2015, 09:06:59 am »
007B31F8 is error caused by ground effects corrupted by noggit, so check those 4 textures again - there must be some chunk where are less than 4. And I would also check if your DBC files are OK and contain groundeffect IDs used on those ADTs. And btw, don't check just ADTs you have added, but also blizzlike ADTs around them.
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Steff

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Re: Yet Another Issue with ADTs added to an existing map
« Reply #2 on: December 22, 2015, 09:12:16 am »
Not corrupted. The problem ist that if you delete a texture layer where groundeffects are bounded on. Wow can not load them right. The problem is that noggit dont delete groundeffects links if you delete an texture.

So if you want to change existing adts with groundeffects. Just delete them at first  with the CMD tool. Also if you add again textures and don not clean the groundeffects data you can get the groundeffects models at this new texture instead.
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Skarn

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Re: Yet Another Issue with ADTs added to an existing map
« Reply #3 on: December 22, 2015, 09:53:22 am »
The problems is different. They are being written in a wrong way. Sometimes they get written to a layer that has no texture at all (not even indexed). And since 1.3 Noggit removes groundeffects if you removed the texture (reduce the alpha). The problem is that recalculation works badly if there are lass than 4 layers.
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Amaroth

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Re: Yet Another Issue with ADTs added to an existing map
« Reply #4 on: December 22, 2015, 12:01:36 pm »
@Steff: So, deleting part of data while keeping data requiring deleted data to work without crash isn't corruption of system? I would say it is. Still thanks for clearer explanation though. Anyway, what Skarn says matches my experience more, because I never had this error when I kept 4 textures, no matter which were deleted, reused, swapped or whatever else before. And some my maps were redone a lot of times even after GEs were applied.
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schlumpf

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Re: Yet Another Issue with ADTs added to an existing map
« Reply #5 on: December 22, 2015, 01:34:14 pm »
The issue is even deeper: It no longer crashes with always having four layers, but the result is nearly always wrong:

  • if there is only one layer or no candidate with high enough alpha, it will correctly use the bottom layer.
  • if there are two layers, the detail doodads used will be the correct layer.
  • if there are three layers, and the second layer is a candidate for overwriting, the third layer has to not be a candidate or the game will crash.
  • if there are three layers, and only the second or the third layer is a candidate for overwriting, the detail doodads used will be the correct layer.
  • if there are four layers and the fourth layer is not a candidate, the same rules as for the three layer cases, with the change that the game no longer crashes but will show the detail doodads of the fourth layer instead of the third if both second and third layer were candidates.
  • if there are four layers and the fourth layer is a candidate, the detail doodads used will be the correct layer.
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Renan

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Re: Yet Another Issue with ADTs added to an existing map
« Reply #6 on: December 22, 2015, 06:37:33 pm »
I have checked each individual chunk, they all have 4 textures. I don't know what anything else discussed in this thread mean.
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schlumpf

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Re: Yet Another Issue with ADTs added to an existing map
« Reply #7 on: December 22, 2015, 08:37:56 pm »
Quote from: "Renan"
I have checked each individual chunk, they all have 4 textures. I don't know what anything else discussed in this thread mean.
I'm sorry, but this being this exact issue is definitely the case. Are you sure that they all have four textures on all adts that are being loaded?
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Amaroth

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Re: Yet Another Issue with ADTs added to an existing map
« Reply #8 on: December 22, 2015, 09:54:33 pm »
Try using the biggest texturing brush you can have with minimal pressure and opacity. Use it to apply 3 different textures (I would say 4 but if some chunk had empty texturing, you would notice that for sure) on all and whole ADTs which are edited in your MPQ. Its better, easier and quicker than checking chunks manually, with this method you can really by pretty sure that you won't miss any.

You can also upload your ADTs in MPQ so we can check them if you still keep having problems and can't solve them on your own.
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Renan

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Re: Yet Another Issue with ADTs added to an existing map
« Reply #9 on: December 22, 2015, 10:45:33 pm »
Quote from: "Amaroth"
Try using the biggest texturing brush you can have with minimal pressure and opacity. Use it to apply 3 different textures (I would say 4 but if some chunk had empty texturing, you would notice that for sure) on all and whole ADTs which are edited in your MPQ. Its better, easier and quicker than checking chunks manually, with this method you can really by pretty sure that you won't miss any.

You can also upload your ADTs in MPQ so we can check them if you still keep having problems and can't solve them on your own.


This I have done. I took 1 ADT, did this with the textures, and used it as the template for the ADT adder and used it for adding the new ADTs to the continent. I also checked each individual tiny square and they have 4 textures.

https://drive.google.com/file/d/0Bzx4um ... sp=sharing

Never uploaded a file via drive, but try that.
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Amaroth

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Re: Yet Another Issue with ADTs added to an existing map
« Reply #10 on: December 23, 2015, 11:29:10 am »
I am not sure what went wrong there. Anyway, try this.:
https://www.dropbox.com/s/j2elcih0u1s5a ... 4.mpq?dl=0
There are no textures so far, just create your zone, don't apply ground effects and apply them when you are done with editing map. Before editing map after application of ground effects, you will need to make sure that all chunks on all ADTs have 4 textures used. Its a big map, so it will take long time, I know.

You can also try using another template ADT where you place 4 textures, some which definitely has no ground effects.
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schlumpf

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Re: Yet Another Issue with ADTs added to an existing map
« Reply #11 on: December 23, 2015, 01:51:56 pm »
Quote from: "Amaroth"
IYou can also try using another template ADT where you place 4 textures, some which definitely has no ground effects.
The existence of ground effects is completely irrelevant to the issue. It will still crash with no detail doodads at all but three layers, given the rules above.
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Skarn

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Re: Yet Another Issue with ADTs added to an existing map
« Reply #12 on: December 23, 2015, 07:39:33 pm »
Quote from: "schlumpf"
Quote from: "Amaroth"
IYou can also try using another template ADT where you place 4 textures, some which definitely has no ground effects.
The existence of ground effects is completely irrelevant to the issue. It will still crash with no detail doodads at all but three layers, given the rules above.
I can't reproduce it. The probelm appears only when detail doodads are there.
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Amaroth

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Re: Yet Another Issue with ADTs added to an existing map
« Reply #13 on: December 23, 2015, 09:41:54 pm »
Quote from: "schlumpf"
Quote from: "Amaroth"
IYou can also try using another template ADT where you place 4 textures, some which definitely has no ground effects.
The existence of ground effects is completely irrelevant to the issue. It will still crash with no detail doodads at all but three layers, given the rules above.
That dear sir is not correct.

Jokes away, I have developed 6-7 zones by using ADTs without 4 textures used everywhere and NEVER had ANY crashes UNTIL I applied ground effects.

And now explain this to me :D.
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schlumpf

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Re: Yet Another Issue with ADTs added to an existing map
« Reply #14 on: December 23, 2015, 10:52:42 pm »
It seems that I might have been an idiot.

Then again, one could have just fixed the issues months ago, which is trivial: Just don't set it multiple times. (See the repository.)
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