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Author Topic: [SOLVED] .mdx in .wmo  (Read 1148 times)

Chaos

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[SOLVED] .mdx in .wmo
« on: October 17, 2012, 06:19:39 am »
So, guys as the title says it's all about .mdx objects in a .wmo, so I got this freaking idea today about 4 hours ago 2 o'clock in the morning and this idea wasn't shaking of my freaking mind.

I thought about an playerhousing system which is build up 95 % on Noggit, the rest would be teleportquests to get there and something to eat for the characters (cause I am quite an addict in roleplaying). So I build up an house, thought "hey Chaos good job there, quite not done but have a look at it how it's in the game", so I packed it in an .mpq started my homeserver logged in and surprise, the .mdx objects were not there, or just some and with a camerapush they vanished.

So I kinda remember an bug with an older rev, or I don't actually know if that was a bug in first place (which is one of the reasons why I marked this one here as a question). So first things, first:

Is this a bug of Noggit, or if not can it be fixed otherwise?

If not I thank you for reading and I'm going to get my Katana for the ritual suicidal. (Just kiddin, but to be honest I almost crouched the stairs up 20 minutes ago).

So if it can be fixed I would be glad to hear it, if not it's still okay, cause then I don't have to work 4 hours for the next few playerhousingbuildings. And just to let you have a look at what I did I got a special picture for you with 3 ingame and 3 Noggit screens, I personally like the left ones from Noggit more.



With regards,

Chaos
« Last Edit: October 17, 2012, 04:25:18 pm by Admin »

schlumpf

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Re: [QUESTION] .mdx in .wmo
« Reply #1 on: October 17, 2012, 08:33:00 am »
This is intended behavior. The engine tries to speed up rendering. The only doodads allowed in map objects are server side game objects and doodads in the WMO itself.

  • Either change engine behavior or
  • let the WMO forget about clipping, resulting in terrain behind it getting rendered, even when not visible or
  • spawn the models on the server or
  • add the models to the WMO or
  • don't spawn models in WMOs.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Chaos

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Re: [QUESTION] .mdx in .wmo
« Reply #2 on: October 17, 2012, 04:24:52 pm »
Okay, thanks.

I'll try it out, if I am able.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Steff

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Re: [SOLVED] .mdx in .wmo
« Reply #3 on: October 18, 2012, 02:56:27 pm »
I think the easyerst way is in the moment to spawm them serverside.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
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