Forum > FuTa
[TOOL] FuTa - Adt file manipulation
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Zim4ik:
Wow, that height map 3d thing is awesome) Really nice job. good progress :o
Hanfer:
--- Quote from: "Zim4ik" ---Wow, that height map 3d thing is awesome) Really nice job. good progress :o --- End quote --- that was the only reason i did this... :D just looks good :D but im working on a algo to create wdl heightmaps from the data used there
Steff:
WDL whould be very nice. And if you do also implement WDT creation i can put my taliis folder into the archive ;)
Hanfer:
--- Quote from: "Steff" ---WDL whould be very nice. And if you do also implement WDT creation i can put my taliis folder into the archive ;) --- End quote --- Gamh is writing a tool for wdt manipulation which source i will get to put the functions into futa Source code to create adt and wdt from scratch is also already here just has to be put in place...
Steff:
It would be enough if it do just scan the map folder and mark the adts you have. Manual selection is unnecessary. Perhaps the other WDT flags
Flag Description 0x01 Use global map object definition. 0x02 CMapRenderChunk::SetVertexFormat( 2 ); (else: 1) -- Use vertex shading (ADT.MCNK.MCCV) 0x04 Decides whether to use _env terrain shaders or not: funky and if MCAL has 4096 instead of 2048(?) 0x08 Disables something. No idea what. Another rendering thing. Someone may check all them in wild life.. 0x10 if( flags & 0x02 && CMap::enableTerrainShaderVertex ) CMapRenderChunk::SetVertexFormat( 16 ); -- Cataclysm : Use vertex lighting (ADT.MCNK.MCLV) 0x20 Flips the ground display upside down to create a ceiling (Cataclysm)
http://www.pxr.dk/wowdev/wiki/index.php?title=WDT But step after step :) And perhaps if you get this all to work we can integrate this stuff into noggit.
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