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Featured => Noggit => Topic started by: larrylaffer on June 27, 2013, 03:10:42 pm
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Hello fellas,
I have an issue that is crack in me up for some time.
I have a custom map with some m2 (collumns, walls, etc.) that have partially lost collition ingame.
This happens in a specific point of the map, in the intersection between ADTs (the green lines).
Most of the objects are in the intersection point of four ADTs, and a couple between 2. Here they partially lose collition (one side of the object collides, and the other one doenst). If i move the object with noggit in a point more centered of the map, it restores his collition.
This happens with several versions of Noggit, including the last one. On early versions of noggit, the objects were duplicated because of the duplication ID bug (the noggit generated differents IDs on every ADT).
But even after erasing all the duplicates with the last version of noggit, the remaining objects still have the collition problem.
I also tried to erase one of the objects and put a new one, but the problem persists.
And no, i cant move the objects to the center of the ADT as a workaround... i need them on that position of the map because i already design it like that.
If someone knows how to fix thi, please tell.
Most Regards.
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Saving is broken: it only saves on one ADT, thus only has collision there. Moving or fixing saving is the only option. (Or manually adding it to the other ADT.)
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If you hit with an model the next. Adt, ecen with bbox corner, then noggit also mark this to save. The only problems with collision i know is if you oversize them.
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I already tried to "save current tile" on every ADT, instead of "save all"... and the problem persists.
The M2 are not oversized.
¿Do i need to move the objects again before saving every ADT?
¿And what do you meen with "fixing saving"?
Regards.
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Noggit save always all needed adt automaticly. In 1.3 the save current option is gone. If you have the map (m) open, you see all adts marked to save. We set hundred of m2 on maruum and never had one without any collision. Some m2 have bad collision like some cliff. They have none on the down side. What model did you add?
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I have the noggit version SDL 1.2 .. i dont have the 1.3, the "save current tile" option is this avaible in 1.2
I added some zuldrak columns (ed_zuldrakwall50.m2) and stairs (ed_zuldrakwallbigstairs02.m2), and some zulaman walls (trollruins_zulaman_15.m2). All of them should work fine withour problem (in fact i have those models in several parts of the map and they work just fine).
Regards
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Yes but you should NOT use it. If you save to less tiles you get this and some other problems. Noggit normaly mark all tiles you need to save (white squares in map view) and save all automatic. If you use the save current option some links mide be missing and you can get m2s with missing collision or doubld m2s after next save.
Thats why I deleted it in 1.3. Its an error source.
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Yes but you should NOT use it. If you save to less tiles you get this and some other problems. Noggit normaly mark all tiles you need to save (white squares in map view) and save all automatic. If you use the save current option some links mide be missing and you can get m2s with missing collision or doubld m2s after next save.
Thats why I deleted it in 1.3. Its an error source.
Ok i wont use it again. But anyway, the save all doenst work very good for those objects. It save the objects, (that cross 3 ADTs), in two of the ADTs, but not in the third one, so the object has visual but no collition in that ADT.
The objects are spawned just in the corner between 3 ADTs.
i manage to find a workaround, following the advice of adding them manually: using the Fileinfo tool i can find the ID and XYZ of the M2, and then insert them manually with the loadinfo tool in the ADT where those objects are missing, and then using the Reference Repair tool i can repair all the doodads in the map.
However i think the objects end up screwed again if i save the ADT again with noggit.
Also, i am having an issue of duplicate objects with those doodads.... (but probably the duplicates were made with the "save current tile" option)
Regards
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The duplicaion bug is because of the unique ids (uid). This will be fixed in 1.3.
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Why would you remove "save current" It is very useful when making holes, as the hole tool makes holes in half the continent.
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Becaus you get bad adts if you use it.
Holes work nice for me. Yes it use old selection because you cant select something not existing like. A hole wirh new one. I get sometimes 3 or 4 holes i dont want. And i just close them again.
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People should be able to chose between saving a single tile and all changed tiles. Some modifications you make do _not_ trigger marking ADTs as changed. Also, people may want to have some work not saved instead of everything. You may change the default ctrl+s to save all, but should still allow save this via menu or crtl-shift-s.
Also: Why do I not see any changes on the repository, if there is development going on?
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As in 1.3 UID fix is in. That is no longer an otion. All cahgned adts MUST get saved.
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humm... Maybe something with drawable holes?
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The duplicaion bug is because of the unique ids (uid). This will be fixed in 1.3.
Cool, hope that version will be out very soon (i can do some testing if i have the time).
In the meanwhile, i will keep postin bugs in the bugtracker so they can be fixed for the next release.
Regards.
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Why are there no public commits. It is an open source project. If you don't push to the repository, I may as well delete it.
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I have nearly same your problem many m2s and wmo are deleted every time i do somthing new in my custom map
hope you guys update this legend tool
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Raeef maybe you have doubled uid's. Until 1.3 try to load the adts around the adt youre working at.