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Content creation => Level Design => Topic started by: Norimar on July 29, 2012, 12:33:04 am
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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:
(http://img.webme.com/pic/e/escaria-bdk/wowscrnshot_072912_002548.jpg)
(http://img.webme.com/pic/e/escaria-bdk/wowscrnshot_072912_002543.jpg)
Is there any way to creat something like this, or is it still not possible without WMO's ?
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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.
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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Ahh, okay... can u pls write me a little description how to edit / find this please? :)
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M2 in 010 hex editor(+m2 template) > Float.Float
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Okay I get it to open the .m2 and "Run Template: M2Template1".
Now I'm in the next point I cant get forward:
(http://img.webme.com/pic/e/escaria-bdk/010m2temp.jpg)
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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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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Yep, already got it thanks (schlumpf's ?) helpfull words. Hes really wise.
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M2 in 010 hex editor(+m2 template) > Float.Float
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 : /
(http://img.webme.com/pic/e/escaria-bdk/boundbox.jpg)
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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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But this is impossible in the moment. I could it not :)
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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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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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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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And hwo he should do it?
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And hwo he should do it?
Well, I don't know. But it is the official way to fix the issue.
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And hwo he should do it?
Spawn doodads at any empty adts,and build the thing. Move it to a 0_0 position, make sure that no doodad crosses the borderline before you move it.
Extract the adt info of the placed doodads, add the doodads in the same order to a very small wmo(like a barrel or plank or sth there are very small wmos around) with the same coordinates as the ones in the text file of the moved adtSpawn the wmo and tadaa it should work!
But test it out with a few doodads first so you understand the progress. Else you'll do a lot of work and it may not work afterwards :/
The only prolem that could arise is that if the doodads of the wmo are reaching outside the bounding box of the wmo they were added to,they could start flickering. I had the same problem too :/
Infact tigurius made a python script which can be found in the tool section for this exact thing.
The only problem is ,that if you want to do it with doodads like this:
(http://imagr.eu/up/4f04cc83bf9923_Unbenannt-1.jpg)
it ends looking ingame like that:
(http://imagr.eu/up/4f04ccac3e77b1_Unbenannt-1.jpg)
Maybe of you programmers could have a look at this. This tool + something that could increase the bounding box of the wmo would be a hell of a tool. The possibilities that could be achieved with such a program .. could be amazing. Custom battlegrounds, instances, caves, houses and other stuff could be easiey done.
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Okay I get it to open the .m2 and "Run Template: M2Template1".
Now I'm in the next point I cant get forward:
(http://img.webme.com/pic/e/escaria-bdk/010m2temp.jpg)
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.
This is not boundbox, it is collision.
you need a "Float Float" section
M2 in 010 hex editor(+m2 template) > Float.Float
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 : /
(http://img.webme.com/pic/e/escaria-bdk/boundbox.jpg)
(http://imagr.eu/up/50189dee5a63a6_BBox.png)
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Maybe I misunderstood explains ... maybe ...
Maybe someone is justtoo lazy to look for and he was waiting for a screenshot ...
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Was already in this Floats subject, but everything did nothing - just did only a screenshoot what happens after maxboundbox was added. But it's not collision, i can walk through like always,.. but also with invisible doodads. Now I placed fog there, and want to make a new instance for this part. So i have no trouble for underground areas.
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The problem is NOT the smale bound box but that the models are UNDER the ground line. It is not supported that M2s that are not a part of a WMO are under the ground. The dissapeare then depending on the angel of the camera as fare i know. Had/hafe this also with Kaguls elfvally city under the ground. So we will try the port thing.
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that the models are UNDER the ground line. It is not supported that M2s that are not a part of a WMO are under the ground.
I have a custom m2: mine, it is underground, and also very big, but it works fine.
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If u want vel; i can send u the 3-4 M2 for u to edit it yourself. Maybe it works if u try it yourself?
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that the models are UNDER the ground line. It is not supported that M2s that are not a part of a WMO are under the ground.
I have a custom m2: mine, it is underground, and also very big, but it works fine.
That is because the spawncoordinates of your big m2 propably are over and not beneath the terrain.
Ergo if you want to have m2s beneath the ground you need to either modify the models itself(like change the z axis to -20 e.g.) so that the coordinates of the m2 are above the terrain level.
It's your thing to decide if it is actually worth it doing so much work. I'd say it is not.
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that the models are UNDER the ground line. It is not supported that M2s that are not a part of a WMO are under the ground.
I have a custom m2: mine, it is underground, and also very big, but it works fine.
That is because the spawncoordinates of your big m2 propably are over and not beneath the terrain.
Ergo if you want to have m2s beneath the ground you need to either modify the models itself(like change the z axis to -20 e.g.) so that the coordinates of the m2 are above the terrain level.
It's your thing to decide if it is actually worth it doing so much work. I'd say it is not.
Maybe you're right, the entrance is actually on the ground.
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Hmm, I have an idea. But it seems like it's too complicated ...
You can create a huge (underground) m2s, but the XYZ spawn left above ground, in this case, the model must fully work
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Hmm, I cant follow your Idea to set the spawn above the ground...
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The thing is if you load an m2 into a 3d editor environment, the m2 usually is in the middle of all the axis. As wow does not seem to have any problem of rendering models that have coordinates above the terrain level, you could modify the model itself. You simply would have to move it in your 3d editor the z axis down.
The problem with this would be that models if you try to rotate them, would behave very strangely as the rotation would be kinda strange to handle :D
To talk in pictures: (the grey shit in the middle should resemble a rock xD)
(http://imagr.eu/up/501bc004c75371_Unbenannt-1.jpg)
This is your normal doodad. It is in the middle of the 3d environment.
(http://imagr.eu/up/501bc02cbd21c1_Unbenannt-1.jpg)
Here the rock got moved downwards in the 3d environment. It now can be spawned on terrain level and the to you visible rock would appear below the surface as the model itself has a negativ z axis.
As with the thing that Vel said it propably is possible to do this. But as i said propably not worth the work that you would have to do to achieve this.
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Okay this idea will be kind of suck... because the rocks are everywhere placed in on the World, so all will be set down in Z direktion.. x) Hmm nah I will make a new instance for this underground part...
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As it is clear that you have to copy the model first eluo dont write it.
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And hwo he should do it?
Well, I don't know. But it is the official way to fix the issue.
LIES, I TELL YOU, LIES! WHO ARE YOU, AND WHAT HAVE YOU DONE WITH SCHLUMPF?!
Schlumpf knows EVERYTHING .____.'
@OnTopic: I'm not entirely sure I understand you, but I think your gonna want to make a doodadset. Not entirely sure though
Thanks
Keta