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Content creation => Modelling and Animation => Topic started by: abdalrahman9 on September 09, 2016, 06:54:38 am

Title: [QUESTION] MLIQ of WMO
Post by: abdalrahman9 on September 09, 2016, 06:54:38 am
Hello there Modcraft, i just have a few questions that i want to ask about MLIQ of a wmo. So here goes:

1: So for the heightmaps, i don't get what the first four bytes are referring to. From what i found it is trying to refer to UV map or another words texture coordinates of the vertices and the transparency. However, i don't understand how they are represented. Is each byte a specific information or every two bytes? Here is a picture to elaborate my misunderstanding:

(http://i.imgur.com/zP1ToYz.png)

2:Does anyone know what the types of the tiles are which come right after height maps? I have tried to play around with them but weird things happen when i do. Another pic for understanding:

(http://i.imgur.com/m6UiJDH.png)

If anyone knows any type of information that will be of great help. Thank you again for reading!!!
Title: Re: [QUESTION] MLIQ of WMO
Post by: schlumpf on September 09, 2016, 09:58:02 am
Short answer: nobody knows.

The heightmap seems to be an array of {int16_t; int16_t; float;}.

The "types" look more like depth values than types.
Title: Re: [QUESTION] MLIQ of WMO
Post by: abdalrahman9 on September 09, 2016, 09:36:02 pm
I see, well thanks for the reply. I will investigate more in depth and if i find anything i will reply back stating my findings! (Thanks for always answering my questions schlumpf!!)
Title: Re: [QUESTION] MLIQ of WMO
Post by: schlumpf on September 10, 2016, 01:09:14 am
Quote from: "abdalrahman9"
I see, well thanks for the reply. I will investigate more in depth and if i find anything i will reply back stating my findings! (Thanks for always answering my questions schlumpf!!)
I enjoy when people actually try to figure things out instead of blindly doing things, so whenever you have a question, ping me.
Title: Re: [QUESTION] MLIQ of WMO
Post by: happyhack on September 10, 2016, 06:15:51 pm
yo,
I did a lot of test about that stuff a long time ago, had made a txt file with all test reports and info I found out but in the end I didnt found the time to put it into the wiki... my bad. Im pretty sure i deleted that file now.
Anyway, if memory serves me well, the type was some kind of bit field.
I think the only effect i discovered were some bit was about hidding the vertice (thus each triangle including it was hidden). It was used when the liquid plane need not to be a square.
There were other flags used in blizzards WMO which didnt seem to have any effect.

Better check that though, was a long time ago, good luck !
Title: Re: [QUESTION] MLIQ of WMO
Post by: abdalrahman9 on September 18, 2016, 09:04:23 am
Well here is how far i have reached with my research!
(http://i.imgur.com/6hsKDaB.jpg)

From what i found out is that first two unint 16 in the height maps is the bitmap coordinates of the vector. This means the first unint 16 is the x coordinates and the second is y_coord. Then comes the float which is the height of the vertice which is known. Now the type was harder and have yet not understood it fully. But what i found is as happyhack said, it is used to hide tiles that don't want to be shown. Unfortunately, i have seen many different numbers used for the same purpose such as numbers 15 and 64. I haven;t found out the difference between the two yet. If i get anything else i will post back here.

Thank you again for the help you two!