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

Norimar

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[QUESTION] Invisible doodads underground
« on: July 29, 2012, 12:33:04 am »
Yeah, hey guys I created a little test in my cave to show, if it works to have a custom selfmade 'construction' under the area (polygons-map). Just same problem like ever before: By some views around the camera, sometimes some doodads disapear/  beome invisible. Colision works great but not the visibility.

Here two pictures to see the problem:



Is there any way to creat something like this, or is it still not possible without WMO's ?
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Vel

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Re: [QUESTION] Invisible doodads underground
« Reply #1 on: July 29, 2012, 01:12:18 am »
I know how to easily fix the problem on the M2s, but not on the WMOs
The problem is: small or incorrect "boundbox" radius (border area)

Also reason may be due to a slope of 90 degrees or more.

Quote from: "Norimar"
Is there any way to creat something like this, or is it still not possible without WMO's ?

mdlvis... i think

"wmo parody" giant custom m2 ingame:
[youtube:2p1vubvz]http://www.youtube.com/watch?v=Guxlhn_mXnA[/youtube:2p1vubvz]
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Norimar

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Re: [QUESTION] Invisible doodads underground
« Reply #2 on: July 29, 2012, 08:16:45 am »
Ahh, okay... can u pls write me a little description how to edit / find this please? :)
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Vel

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Re: [QUESTION] Invisible doodads underground
« Reply #3 on: July 29, 2012, 08:48:33 am »
M2 in 010 hex editor(+m2 template) > Float.Float
  • section
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Norimar

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Re: [QUESTION] Invisible doodads underground
« Reply #4 on: July 29, 2012, 09:53:20 am »
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.
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Steff

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Re: [QUESTION] Invisible doodads underground
« Reply #5 on: July 29, 2012, 01:17:49 pm »
Then read the wow dev wiki there is everything known  written about all filetypes.
And because of the templates you even dont have to need skills about hex. The templates do the converting work. You have all values of the file structur in the bottom window in a tree view and can just change them. Save > into a patch > Try. And if its notworking all again from start.
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Norimar

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Re: [QUESTION] Invisible doodads underground
« Reply #6 on: July 29, 2012, 01:54:38 pm »
Yep, already got it thanks (schlumpf's ?) helpfull words. Hes really wise.
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Norimar

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Re: [QUESTION] Invisible doodads underground
« Reply #7 on: July 30, 2012, 09:07:52 am »
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 : /

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schlumpf

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Re: [QUESTION] Invisible doodads underground
« Reply #8 on: July 30, 2012, 10:21:35 am »
You should not change those values as they are correct. The problem is rather that wow clips models being under terrain in some weird ways. The correct way to fix this is to make a WMO for the cave.
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Steff

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Re: [QUESTION] Invisible doodads underground
« Reply #9 on: July 30, 2012, 11:01:06 am »
But this is impossible in the moment. I could it not :)
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Eluo

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Re: [QUESTION] Invisible doodads underground
« Reply #10 on: July 31, 2012, 12:18:35 am »
Quote from: "schlumpf"
You should not change those values as they are correct. The problem is rather that wow clips models being under terrain in some weird ways. The correct way to fix this is to make a WMO for the cave.

Don't you remember?
Tazjin even wrote the wow devs a mail and they responded!
Anout the exact same problem xD

And they responded that they have the same issue and they couldn't solve it yet^^
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Steff

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Re: [QUESTION] Invisible doodads underground
« Reply #11 on: July 31, 2012, 11:54:58 am »
Solutin:
Place it on other map and creat a portal.
Its not 100% but this way it works. You can even place the cave on the boarder of the curretn map to lower loading times.
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schlumpf

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Re: [QUESTION] Invisible doodads underground
« Reply #12 on: July 31, 2012, 12:09:19 pm »
Quote from: "Eluo"
Quote from: "schlumpf"
You should not change those values as they are correct. The problem is rather that wow clips models being under terrain in some weird ways. The correct way to fix this is to make a WMO for the cave.

Don't you remember?
Tazjin even wrote the wow devs a mail and they responded!
Anout the exact same problem xD

And they responded that they have the same issue and they couldn't solve it yet^^
I remember the problem, which is why I answered that way. The official way to do so is using a WMO.
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Steff

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Re: [QUESTION] Invisible doodads underground
« Reply #13 on: July 31, 2012, 02:16:35 pm »
And hwo he should do it?
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schlumpf

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Re: [QUESTION] Invisible doodads underground
« Reply #14 on: July 31, 2012, 09:05:46 pm »
Quote from: "Steff"
And hwo he should do it?
Well, I don't know. But it is the official way to fix the issue.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »