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Author Topic: [Problem] WMO doodad sets  (Read 2072 times)

Amaroth

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[Problem] WMO doodad sets
« on: October 30, 2014, 01:30:51 pm »
I'm using noggit SDL 1.3 and have quite a problem with spawning WMOs without doodad sets. I spawn WMO, change doodad set to number which is empty (meaning no doodad set is used), save, add into patch, go into game... And nothing changes there. In noggit I see no doodads from WMO's doodad set, but ingame they are shown, like I didn't change anything. It, however, happens only with some WMOs. These are one of those where doodad set hiding doesn't work for me:

Code: [Select]
worldwmoazerothbuildingsguildhousesguildhouseb.wmo
worldwmodungeonsunstrider_anchoragesunstrideranchorage.wmo
worldwmoazerothbuildingscastlecastlelordaeron.wmo
worldwmolorderonbuildingssilvermoonbloodelf_bridgebe_sunstriderbridge.wmo

Log from editing guildhouseb.wmo. I loaded map, selected model, browsed doodad sets, only 0 contained some doodads, I changed used doodad set id to 1. Saved, applied patch aaand... Doodads still appear ingame, while in noggit they don't. When I reload map in noggit, doodad set ID is set to 1 as I left it.

http://pastebin.com/KRYydt06

Any ideas?
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
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