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Software Development / [QUESTION:WotlK] ADT MH2O - how to manage the uvmap
« on: October 17, 2015, 10:14:07 am »
Hi, i made a little tool to set water on an adt.
As of now, everything i expected works fine, you can set liquid & liquid type chunk by chunk, define the subchunks where you want to set liquids and even specify the height of your liquid to make non planes rivers, like the waterfals in the grizzly hills and set liquid transparency.
There is still one thins i do not manage with this, it's the UV map.
According to http://www.wowdev.wiki/index.php ... Depth_data
In some case, the chunks can have an uv map, defined like so :
struct uv_map_entry {
uint16_t x;
uint16_t y;
};
I found it using 010 editor, and it match the description, an uv map is a set of two coordinates, u and v, to place a 2d texture on a 3d object.
But i do not see how uint16 can be used for the job. I've joined the 010 template updated with the right water structures since it wasn't mine in the first place.
As of now, everything i expected works fine, you can set liquid & liquid type chunk by chunk, define the subchunks where you want to set liquids and even specify the height of your liquid to make non planes rivers, like the waterfals in the grizzly hills and set liquid transparency.
There is still one thins i do not manage with this, it's the UV map.
According to http://www.wowdev.wiki/index.php ... Depth_data
In some case, the chunks can have an uv map, defined like so :
struct uv_map_entry {
uint16_t x;
uint16_t y;
};
I found it using 010 editor, and it match the description, an uv map is a set of two coordinates, u and v, to place a 2d texture on a 3d object.
But i do not see how uint16 can be used for the job. I've joined the 010 template updated with the right water structures since it wasn't mine in the first place.