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Content creation => Level Design => Topic started by: Dracbane on August 17, 2013, 06:06:45 pm

Title: Changing the Z position of ADT tiles
Post by: Dracbane on August 17, 2013, 06:06:45 pm
I am currently working with the ADT converter the Will/Anthony released on here.  I have been working on the Abyssal Maw map and have run into an issue.  All of the terrain in the map is under the death line(aka you go so far down on the map you die). These converted maps will not open up in Noggit and I have tried using the Rius Zone Masher to change the Z position of the map but so far that has just caused the maps to break and wow to crash. Is there any other way to fix this issue?
Title: Re: Changing the Z position of ADT tiles
Post by: schlumpf on August 17, 2013, 06:10:06 pm
{MDDF, MODF}.pos.z
MCNK[].base.z

http://www.pxr.dk/wowdev/wiki/index.php?title=ADT (http://www.pxr.dk/wowdev/wiki/index.php?title=ADT" onclick="window.open(this.href);return false;)

Use a hex editor or write a small application. Or ask someone to write one.
Title: Re: Changing the Z position of ADT tiles
Post by: Dracbane on August 17, 2013, 06:48:52 pm
Quote from: "schlumpf"
{MDDF, MODF}.pos.z
MCNK[].base.z

http://www.pxr.dk/wowdev/wiki/index.php?title=ADT (http://www.pxr.dk/wowdev/wiki/index.php?title=ADT" onclick="window.open(this.href);return false;)

Use a hex editor or write a small application. Or ask someone to write one.

I have one of the ADTs opened up in 010 Editor atm.  I am looking throught the MCNK chuck right now but I am not seeing a reference to z.  The wiki doesnt really seem to mention the z position either in this chunk.
Title: Re: Changing the Z position of ADT tiles
Post by: schlumpf on August 17, 2013, 06:56:26 pm
Quote
Code: [Select]
/*0x068*/  Vec3f position;
Title: Re: Changing the Z position of ADT tiles
Post by: Dracbane on August 17, 2013, 07:25:51 pm
Quote from: "schlumpf"
Quote
Code: [Select]
/*0x068*/  Vec3f position;

Thanks!  Will def need to get a program to change that. Only a couple billion in each ADT :P
Title: Re: Changing the Z position of ADT tiles
Post by: schlumpf on August 18, 2013, 11:05:06 am
010editor allows to write scripts, which should be enough.
Title: Re: Changing the Z position of ADT tiles
Post by: Dracbane on August 18, 2013, 03:15:03 pm
Quote from: "schlumpf"
010editor allows to write scripts, which should be enough.
Yeah, I am going to attempt to write a script in there. Never having done so could end interestingly lol
Title: Re: Changing the Z position of ADT tiles
Post by: Gurluas on August 20, 2013, 12:30:19 am
did you have any success?, I have the same issue with Vashj'ir.
Title: Re: Changing the Z position of ADT tiles
Post by: Dracbane on August 24, 2013, 07:30:10 am
Quote from: "Gurluas"
did you have any success?, I have the same issue with Vashj'ir.

Sorry about the delay in the reply.  If I ever get a day or two off work that I can sit down and try to learn what I am doing and make it, I will share it.  Not sure when that will be though.  Off season at work should start soon.....I hope....
Title: Re: Changing the Z position of ADT tiles
Post by: Gurluas on August 26, 2013, 08:22:25 pm
I hope so, good luck! This would mean a lot to me :)
Title: Re: Changing the Z position of ADT tiles
Post by: Dracbane on August 26, 2013, 10:14:20 pm
Quote from: "Gurluas"
I hope so, good luck! This would mean a lot to me :)

I think it would help a good number of people.  I know Vashjir and Abyssal Maw have this issue, and I think a few other Cata+ maps might also.  I also want to use it on one of the dungeons from wrath.  It has a massive zone(partial) beneath it that I want to do something with.
Title: Re: Changing the Z position of ADT tiles
Post by: PhilipTNG on August 27, 2013, 08:41:40 am
XDD, I just made them all 100 and now it looks like a really bad puzzle, doodads seemd to have dissapeared, they aren't beneath me either, I looked with a no clip hack just to make sure..

(http://puu.sh/4bYdy.jpg)

I reckon that even if they were prefectly aligned, the objects probably still wouldn't be there.
Title: Re: Changing the Z position of ADT tiles
Post by: schlumpf on August 27, 2013, 08:58:23 am
MDDF uses a different coordinate system than MCNK, iirc. Instead of z, you set y or x, thus that acid is close to the center of the whole map.

You probably want to use += instead and change the axis for MDDF.
Title: Re: Changing the Z position of ADT tiles
Post by: PhilipTNG on August 27, 2013, 09:55:10 am
Quote from: "schlumpf"
MDDF uses a different coordinate system than MCNK, iirc. Instead of z, you set y or x, thus that acid is close to the center of the whole map.

You probably want to use += instead and change the axis for MDDF.

Schlump, you're the greatest! ^_^ You've done so much for the modding community and I don't think most people even realize it.  >.<   ;)
Title: Re: Changing the Z position of ADT tiles
Post by: schlumpf on August 27, 2013, 10:02:16 am
*axis

stupid auto correct when in shower
Title: Re: Changing the Z position of ADT tiles
Post by: PhilipTNG on August 28, 2013, 12:25:23 am
alrighty managed to move the terrain up and are all "together" where as my previous image just made it look like an out of place puzzle.

(http://puu.sh/4cx7P.jpg)
(http://puu.sh/4cx92.jpg)
(http://puu.sh/4cxtM.jpg)

Thanks goes to Dracbane telling me what needed to be changed.

I guess Doodads and possibly wmo positions would be next on the todo list.

@schlump, how does the ground clutter 'NoDXT' stuff work? or is that bound to a tileset?


-----Update-----

Got doodads.

(http://puu.sh/4cA4I.jpg)
(http://puu.sh/4cAe8.jpg)
(http://puu.sh/4cAi5.jpg)
Title: Re: Changing the Z position of ADT tiles
Post by: Gurluas on August 28, 2013, 05:19:24 am
So, how exactly did you do it? :3
Title: Re: Changing the Z position of ADT tiles
Post by: PhilipTNG on August 28, 2013, 06:05:41 am
Quote from: "Gurluas"
So, how exactly did you do it? :3

You don't want to know. LOL... boy the methods I used would make any person laugh their ass off!!  I just took the most basic route possible since I'm not a programmer or anything of the sort.  Mouse/Keyboard Macro recorder.. lol.  I recorded the act, then replayed it back several times and did it to each file, yes this took a long time to do, but meh.. it's done. haha.
Title: Re: Changing the Z position of ADT tiles
Post by: Dracbane on August 28, 2013, 06:19:36 am
Quote from: "AnthonysToolbox"
-----Update-----

Got doodads.

(http://puu.sh/4cA4I.jpg)
(http://puu.sh/4cAe8.jpg)
(http://puu.sh/4cAi5.jpg)

Man you rock! I wish I had some time off work to try and work on this and help you out.
Title: Re: Changing the Z position of ADT tiles
Post by: schlumpf on August 28, 2013, 09:12:18 am
Quote from: "AnthonysToolbox"
@schlump, how does the ground clutter 'NoDXT' stuff work? or is that bound to a tileset?


id into groundeffectdoodads.dbc per layer per monk
Title: Re: Changing the Z position of ADT tiles
Post by: PhilipTNG on August 28, 2013, 11:40:16 am
Quote from: "schlumpf"
Quote from: "AnthonysToolbox"
@schlump, how does the ground clutter 'NoDXT' stuff work? or is that bound to a tileset?


id into groundeffectdoodads.dbc per layer per monk

In the shower again I see. ^_^, and thankya very much.