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Author Topic: [SOLVED] Problem with Deepholme's adts.  (Read 1819 times)

fearless_wind

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[SOLVED] Problem with Deepholme's adts.
« on: September 19, 2013, 05:59:24 pm »
Hello guys. I have a problem that I've been trying to fix for about a week. Cause I have no success in it, I'll ask here.

The problem:



I want to get terrain from Deepholme's adts. I've taken files from alpha cata, opened in noggit and deleted all the models and tilesets. Everything is okay in game. Then I did some texturing work. Saved. ADTs is rendered normally in Noggit, but in client I see nothing (the character disappears too) ob the edited adts.  
Does anybody know a way to fix it or at least what it can be caused by?

I tried different versions of Noggit, but other versions just corrupts these adts. I also exported heightmap with FuTa, but the mountains became too smooth.  

If this problem can't be solved, I can pay to somebody who can make working export/import heightmap tool.
« Last Edit: September 20, 2013, 01:07:39 pm by Admin »

Zim4ik

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Re: Problem with Deepholme's adts.
« Reply #1 on: September 19, 2013, 08:30:28 pm »
remake the MFBO chunk in all adt's that u edited via 010 editor
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Pan21

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Re: Problem with Deepholme's adts.
« Reply #2 on: September 19, 2013, 09:41:02 pm »
There is a tool around here somewhere... let me find where i downloaded mine
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

fearless_wind

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Re: Problem with Deepholme's adts.
« Reply #3 on: September 19, 2013, 10:17:51 pm »
I haven't hex edited anything.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

fearless_wind

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Re: [SOLVED] Problem with Deepholme's adts.
« Reply #4 on: September 20, 2013, 01:08:16 pm »
Solved by copying the terrain to clear adts. Thanks to Shelldon.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Dracbane

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Re: [SOLVED] Problem with Deepholme's adts.
« Reply #5 on: September 20, 2013, 05:53:10 pm »
Quote from: "fearless_wind"
Solved by copying the terrain to clear adts. Thanks to Shelldon.
You wouldnt expand your explanation of that would you?  Would like to know how myself.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

fearless_wind

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Re: [SOLVED] Problem with Deepholme's adts.
« Reply #6 on: September 20, 2013, 06:29:17 pm »
I've just used export/import heightmap function of FuTa. I exported the terrain from existing adts and added to clear ones. It took me an hour to do it for 100 adts one-by-one.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »