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Author Topic: [QUESTION] Invisible doodads underground  (Read 6020 times)

Eluo

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Re: [QUESTION] Invisible doodads underground
« Reply #15 on: July 31, 2012, 10:19:28 pm »
Quote from: "Steff"
And hwo he should do it?
Spawn doodads at any empty  adts,and build the thing. Move it to a 0_0 position, make sure that no doodad crosses the borderline before you move it.
Extract the adt info of the placed doodads, add the doodads in the same order to a very small wmo(like a barrel or plank or sth there are very small wmos around) with the same coordinates as the ones in the text file of the moved adtSpawn the wmo and tadaa it should work!
But test it out with a few doodads first so you understand the progress. Else you'll do a lot of work and it may not work afterwards :/
The only prolem that could arise is that if the doodads of the wmo are reaching outside the bounding box of the wmo they were added to,they could start flickering. I had the same problem too :/


Infact tigurius made a python script which can be found in the tool section for this exact thing.
The only problem is ,that if you want to do it with doodads like this:


it ends looking ingame like that:


Maybe of you programmers could have a look at this. This tool + something that could increase the bounding box of the wmo would be a hell of a tool. The possibilities that could be achieved with such a program .. could be amazing. Custom battlegrounds, instances, caves, houses and other stuff could be easiey done.
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Vel

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Re: [QUESTION] Invisible doodads underground
« Reply #16 on: August 01, 2012, 04:39:53 am »
Quote from: "Norimar"
Okay I get it to open the .m2 and "Run Template: M2Template1".
Now I'm in the next point I cant get forward:

Where is this Float filter or whatever it is?

Sry but I need a first tutorial to work with programs,.. like a teacher to tell me the basics. After than I can build my expirences on this base.
This is not boundbox, it is collision.

you need a "Float Float" section

Quote from: "Norimar"
Quote from: "Vel"
M2 in 010 hex editor(+m2 template) > Float.Float
  • section
Chanced "FloatBoundingBoxRadius" from 30 or so into 900. Din't solved my problem. Also tested with VertexboxRadius and added higher values into BoundingBoxMax ; Still invisible doodads by looking on the ground : /



-2.920511
-2.454395
-0.1291694
35
35
35
35
-35
-35
-35
35
35
35
35

Maybe I misunderstood explains ... maybe ...
Maybe someone is justtoo lazy to look for and he was waiting for a screenshot ...
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Norimar

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Re: [QUESTION] Invisible doodads underground
« Reply #17 on: August 01, 2012, 10:30:49 am »
Was already in this Floats subject, but everything did nothing - just did only a screenshoot what happens after maxboundbox was added. But it's not collision, i can walk through like always,.. but also with invisible doodads. Now I placed fog there, and want to make a new instance for this part. So i have no trouble for underground areas.
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Steff

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Re: [QUESTION] Invisible doodads underground
« Reply #18 on: August 01, 2012, 02:18:14 pm »
The problem is NOT the smale bound box but that the models are UNDER the ground line. It is not supported that M2s that are not a part of a WMO are under the ground. The dissapeare then depending on the angel of the camera as fare i know. Had/hafe this also with Kaguls elfvally city under the ground. So we will try the port thing.
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Vel

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Re: [QUESTION] Invisible doodads underground
« Reply #19 on: August 02, 2012, 12:33:49 pm »
Quote from: "Steff"
that the models are UNDER the ground line. It is not supported that M2s that are not a part of a WMO are under the ground.
I have a custom m2: mine, it is underground, and also very big, but it works fine.
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Norimar

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Re: [QUESTION] Invisible doodads underground
« Reply #20 on: August 02, 2012, 03:16:54 pm »
If u want vel; i can send u the 3-4 M2 for u to edit it yourself. Maybe it works if u try it yourself?
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Eluo

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Re: [QUESTION] Invisible doodads underground
« Reply #21 on: August 02, 2012, 03:37:06 pm »
Quote from: "Vel"
Quote from: "Steff"
that the models are UNDER the ground line. It is not supported that M2s that are not a part of a WMO are under the ground.
I have a custom m2: mine, it is underground, and also very big, but it works fine.
That is because the spawncoordinates of your big m2 propably are over and not beneath the terrain.
Ergo if you want to have m2s beneath the ground you need to either modify the models itself(like change the z axis to -20 e.g.) so that the coordinates of the m2 are above the terrain level.

It's your thing to decide if it is actually worth it doing so much work. I'd say it is not.
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Vel

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Re: [QUESTION] Invisible doodads underground
« Reply #22 on: August 02, 2012, 04:27:16 pm »
Quote from: "Eluo"
Quote from: "Vel"
Quote from: "Steff"
that the models are UNDER the ground line. It is not supported that M2s that are not a part of a WMO are under the ground.
I have a custom m2: mine, it is underground, and also very big, but it works fine.
That is because the spawncoordinates of your big m2 propably are over and not beneath the terrain.
Ergo if you want to have m2s beneath the ground you need to either modify the models itself(like change the z axis to -20 e.g.) so that the coordinates of the m2 are above the terrain level.

It's your thing to decide if it is actually worth it doing so much work. I'd say it is not.

Maybe you're right, the entrance is actually on the ground.


-----


Hmm, I have an idea. But it seems like it's too complicated ...

You can create a huge (underground) m2s, but the XYZ  spawn left above ground, in this case, the model must fully work
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Norimar

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Re: [QUESTION] Invisible doodads underground
« Reply #23 on: August 02, 2012, 06:03:59 pm »
Hmm, I cant follow your Idea to set the spawn above the ground...
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Eluo

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Re: [QUESTION] Invisible doodads underground
« Reply #24 on: August 03, 2012, 02:07:22 pm »
The thing is if you load an m2 into a 3d editor environment, the m2 usually is in the middle of all the axis. As wow does not seem to have any problem of rendering models that have coordinates above the terrain level, you could modify the model itself. You simply would have to move it in your 3d editor the z axis down.

The problem with this would be that models if you try to rotate them, would behave very strangely as the rotation would be kinda strange to handle :D

To talk in pictures: (the grey shit in the middle should resemble a rock xD)


This is your normal doodad. It is in the middle of the 3d environment.



Here the rock got moved downwards in the 3d environment. It now can be spawned on terrain level and the to you visible rock would appear below the surface as the model itself has a negativ z axis.

As with the thing that Vel said it propably is possible to do this. But as i said propably not worth the work that you would have to do to achieve this.
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Norimar

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Re: [QUESTION] Invisible doodads underground
« Reply #25 on: August 03, 2012, 04:32:45 pm »
Okay this idea will be kind of suck... because the rocks are everywhere placed in on the World, so all will be set down in Z direktion.. x) Hmm nah I will make a new instance for this underground part...
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Steff

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Re: [QUESTION] Invisible doodads underground
« Reply #26 on: August 03, 2012, 09:53:28 pm »
As it is clear that you have to copy the model first eluo dont write it.
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Keta

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Re: [QUESTION] Invisible doodads underground
« Reply #27 on: August 03, 2012, 11:05:42 pm »
Quote from: "schlumpf"
Quote from: "Steff"
And hwo he should do it?
Well, I don't know. But it is the official way to fix the issue.
LIES, I TELL YOU, LIES! WHO ARE YOU, AND WHAT HAVE YOU DONE WITH SCHLUMPF?!
Schlumpf knows EVERYTHING .____.'

@OnTopic: I'm not entirely sure I understand you, but I think your gonna want to make a doodadset. Not entirely sure though

Thanks
Keta
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