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Content creation => Level Design => Topic started by: Tidus on June 29, 2014, 11:14:57 pm
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I'm in the process of designing a new Troll city. Something I've ran into is that the wall surrounding the city is one object and its anchor is basically in the center of the city. So if I'm running towards the city from the outside I'll start to see buildings that should be in inside the city's wall before the wall suddenly displays.
Now I can combat this by using the higher view distance settings, but that's not ideal. Is there a way to basically force a specific object on the ADT to display all the time, independent of the view distance I'm using?
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1. http://www.youtube.com/watch?v=nzTYvEBsghc (http://www.youtube.com/watch?v=nzTYvEBsghc" onclick="window.open(this.href);return false;) Machinima Tool
2. and I know only 2 other ways of eiting distance view for m2 and wmo the first way is changing the number of distance view of continent in world config and the other is for spawning game objects by growing to game objects template in the world database and change the type of the m2 or the wmo to 11 and there is a program I forgot
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1. http://www.youtube.com/watch?v=nzTYvEBsghc (http://www.youtube.com/watch?v=nzTYvEBsghc" onclick="window.open(this.href);return false;) Machinima Tool
This isn't what I'm talking about. I'm talking about in-game.
2. and I know only 2 other ways of eiting distance view for m2 and wmo the first way is changing the number of distance view of continent in world config
I'm pretty sure the world config setting only applies to objects spawned in the game. This is done in Noggit.
and the other is for spawning game objects by growing to game objects template in the world database and change the type of the m2 or the wmo to 11 and there is a program I forgot
Again, that doesn't apply to things from Noggit.
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Your WMO has to be referenced on all ADTs it spans, not only the one it centers on.
There is a geometry bounding box in WMOs and M2s and a copy of it in the WMO reference inside the ADT. Be sure that this matches your model.
http://www.pxr.dk/wowdev/wiki/index.php ... MODF_chunk (http://www.pxr.dk/wowdev/wiki/index.php?title=ADT/v18#MODF_chunk" onclick="window.open(this.href);return false;) bounds
http://www.pxr.dk/wowdev/wiki/index.php ... _sub-chunk (http://www.pxr.dk/wowdev/wiki/index.php?title=ADT/v18#MCRF_sub-chunk" onclick="window.open(this.href);return false;) reference per MCNK it spans
http://www.pxr.dk/wowdev/wiki/index.php ... MOHD_chunk (http://www.pxr.dk/wowdev/wiki/index.php?title=WMO#MOHD_chunk" onclick="window.open(this.href);return false;) bounds for whole WMO
http://www.pxr.dk/wowdev/wiki/index.php ... MOGI_chunk (http://www.pxr.dk/wowdev/wiki/index.php?title=WMO#MOGI_chunk" onclick="window.open(this.href);return false;) bounds for group WMOs
http://www.pxr.dk/wowdev/wiki/index.php ... MOGP_chunk (http://www.pxr.dk/wowdev/wiki/index.php?title=WMO#MOGP_chunk" onclick="window.open(this.href);return false;) bounds for group WMOs
http://www.pxr.dk/wowdev/wiki/index.php ... tLK#Header (http://www.pxr.dk/wowdev/wiki/index.php?title=M2/WotLK#Header" onclick="window.open(this.href);return false;) bounds for collision and geometry of m2s
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Your WMO has to be referenced on all ADTs it spans, not only the one it centers on.
There is a geometry bounding box in WMOs and M2s and a copy of it in the WMO reference inside the ADT. Be sure that this matches your model.
http://www.pxr.dk/wowdev/wiki/index.php ... MODF_chunk (http://www.pxr.dk/wowdev/wiki/index.php?title=ADT/v18#MODF_chunk" onclick="window.open(this.href);return false;) bounds
http://www.pxr.dk/wowdev/wiki/index.php ... _sub-chunk (http://www.pxr.dk/wowdev/wiki/index.php?title=ADT/v18#MCRF_sub-chunk" onclick="window.open(this.href);return false;) reference per MCNK it spans
http://www.pxr.dk/wowdev/wiki/index.php ... MOHD_chunk (http://www.pxr.dk/wowdev/wiki/index.php?title=WMO#MOHD_chunk" onclick="window.open(this.href);return false;) bounds for whole WMO
http://www.pxr.dk/wowdev/wiki/index.php ... MOGI_chunk (http://www.pxr.dk/wowdev/wiki/index.php?title=WMO#MOGI_chunk" onclick="window.open(this.href);return false;) bounds for group WMOs
http://www.pxr.dk/wowdev/wiki/index.php ... MOGP_chunk (http://www.pxr.dk/wowdev/wiki/index.php?title=WMO#MOGP_chunk" onclick="window.open(this.href);return false;) bounds for group WMOs
thx for the reply you try hard to help people I respect that
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And you know why ?
Because everyone is tring to fly on the moon even without Nasa training and Rocket....
Spawnin model in noggit can do every noob but try to understand to how works those models (wmo/m2)
or how correctly works ADTs .... thats totaly another cup of café ....
WoWmodding with nogit is like playing in sandbox ... (import --> ctrl+C, crtl+V --> "some pose" )
No skill needed .... just "some kind of feeling for art"
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And you know why ?
Because everyone is tring to fly on the moon even without Nasa training and Rocket....
Spawnin model in noggit can do every noob but try to understand to how works those models (wmo/m2)
or how correctly works ADTs .... thats totaly another cup of café ....
WoWmodding with nogit is like playing in sandbox ... (import --> ctrl+C, crtl+V --> "some pose" )
No skill needed .... just "some kind of feeling for art"
well said friend