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Blank WMO
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Scytheria23:
I'm struggling to understand the WMO file structure to be honest. I would prefer to use Noggit to remove the unwanted WMOs and M2s (a much cleaner method), but I'm also having trouble with some strange entry heights (on entering a modified map in-game, the camera defaults to a position high above the map and the character falls into infinity). I know this is fixable (having read about similar issues being solved), but sadly, the ADT file structure is even less fathomable to me and unfortunately those who have marked their issues as solved have not specified how they solved them.
Does anyone know of a better guide to the ADT file structure? I can see the 256 chunks clearly enough when I open one with a hex editor, but I've no idea what the rest means.
I'll keep plugging away and let you know of any progress.
Oh, and 'he' is a 'she'. :shock: Scy
schlumpf:
both file structures are quite easy to follow if you see how chunked files work: always look at 4 bytes of chunk identifier, then a 4 byte size and size bytes data. eg {'MVER', 4, {17}}.
The ADT issue you reference is an error in MFBO chunks. To fix it, iterate chunks (look at 4 byte magic and check if correct one, look at 4 byte size and skip size bytes until your find the correct magic) until the first (and only) MFBO chunk. There, interpret the data given as described in http://pxr.dk/wowdev/wiki/index.php?tit ... MFBO_chunk. To fix it without thinking about reality, let maximum be all the maximum value of a short (32767) and minimum -32767. To make the iterating easier, just look at the very end of the file, MFBO is one of the last ones, if not the last. The 256 "chunks" of an ADT refer to the 256 MCNK chunks which have sub chunks. There, it will be [{'MCNK', size, {0x80 bytes of header, [more chunks of ]}}…].
I usually link my by now 8 years old guide about this topic: http://www.ownedcore.com/forums/world-o ... iting.html -- it probably is horrible by modern standards.
I will at some point install a filter that replaces all 'he' or 'she' by 'xhe' to avoid confusion.
Scytheria23:
Many thanks for this information, Schlumpf. I feel the issue is on the brink of resolution.
The offending MFBO information is, indeed, at the very end of the file and looks like this:
OBFM $<bh:00><bh:00><bh:00> <bh:f4><bh:01><bh:f4><bh:01><bh:f4><bh:01> <bh:f4><bh:01><bh:f4><bh:01><bh:f4><bh:01> <bh:f4><bh:01><bh:f4><bh:01><bh:f4><bh:01> <bh:a6><bh:ff><bh:a6><bh:ff><bh:a6><bh:ff> <bh:a6><bh:ff><bh:a6><bh:ff><bh:a6><bh:ff> <bh:a6><bh:ff><bh:a6><bh:ff><bh:a6><bh:ff>
So, ok, I can now clearly see the three sets of numbers pertaining to the coordinates of the bounding planes. I will try changing these to the max/min values you suggested. Unfortunately, I am about to head from Shanghai to the UK and won't be able to do this for another three weeks...
Once again, your patience and helpfulness is very much appreciated. Scy
schlumpf:
That MFBO should not be three sets of numbers but rather 2 time 3x3 values. The block you pasted does not exactly look like something a hex editor would output. What editor do you use?
Have fun in the UK.
Alastor:
Open your ADTs in 010 Editor and load ADT template then remove WMOs
... Done
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