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Content creation => Level Design => Topic started by: Valkryst on July 07, 2014, 04:01:23 am
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Hey,
My friend has been doing a lot of worldeditng for a server we're working on and I only recently began to populate the areas he's creating. After a bit of work and then a few hours of trial-and-error to solve this bug I've come up with nothing.
I have two NPCs in two separate buildings that are set on way-points to walk around the buildings. When they walk in certain areas they simply fall through the building and start walking on the ground beneath it.
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I've tried using varying coordinates on each way-point node. I've tried using Z coordinates that were way above floor-level in the buildings as well. I've tried pretty much everything I can think of using way-points basically.
I've tried the above with and without mmaps. I thought they would solve this issue,but they sadly didn't.
I've tested everything in two different edited areas in two different buildings with two different NPCs.
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I'm using the latest version of Trinity as of the 16th of last month. The mmaps were compiled on Windows 8.1 x64 (I doubt that changes anything) and the server is running on Debian 7 x32.
If you need any more information just say so. I have no clue what to type.
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If anyone has some ideas, solutions, suggestions, etc... I'm all ears. Thanks for any replies and sorry if this is in the wrong section, but I have only ever seen this issue with worldedited buildings.
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You need clean areaids and created maps for server. This need a fixed extractor.
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Maybe this helps you viewtopic.php?f=10&t=7382 (http://modcraft.io/viewtopic.php?f=10&t=7382)
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You need clean areaids and created maps for server. This need a fixed extractor.
I'm not entirely sure what you're referring to. Would this be done with Noggit and some modified dbc, maps, vmaps, mmaps, etc... programs?
Maybe this helps you viewtopic.php?f=10&t=7382 (http://modcraft.io/viewtopic.php?f=10&t=7382)
That does look like the exact same issue. I have been thinking that the mmaps and vmaps generators didn't include our custom patches. Do you happen to have the compiled modified .exe's you used for the solution still?
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I think I still have extractors that read custom mpq called 'Patch-M' somewhere but I think it would be more useful teach you how to do for your customs mpq.
I hope you use custom build of TrinityCore otherwhise I can't help you.
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I think I still have extractors that read custom mpq called 'Patch-M' somewhere but I think it would be more useful teach you how to do for your customs mpq.
I hope you use custom build of TrinityCore otherwhise I can't help you.
By custom build do you mean compiling from the official Trinity project on github? If so then the answer is yes, I do compile the core myself.
If you don't mind showing me how to do it I'd be willing to learn and possibly write a guide on how to do it if I learn the process well-enough.
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https://github.com/TrinityCore/TrinityC ... em.cpp#L94 (https://github.com/TrinityCore/TrinityCore/blob/master/src/tools/map_extractor/System.cpp#L94" onclick="window.open(this.href);return false;)
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https://github.com/TrinityCore/TrinityCore/blob/master/src/tools/map_extractor/System.cpp#L94
Ah, so I just need to add the names of the patches we're using then recompile and run the extractor? Got it. Thanks.
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After going over the code I found that the two patches we us, patch-4.mpq & patch-5.mpq, were already included in the list. Because the NPCs were still falling through the ground I concluded that the two patches weren't being included in the mmaps generation because their extensions were .mpq instead of .MPQ. After changing the extenstions on both patch-4 and patch-5 to .MPQ from .mpq, compiling the latest tools, running the mmaps generator again, and then testing them on my server I still find that the two NPCs are still falling through the buildings.
Is there anything else to check out or try?
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Did you save your work once with noggit 1.3?
Earlyer versions dont generate the needed data right.
Backupnyour files before!
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Did you save your work once with noggit 1.3?
Earlyer versions dont generate the needed data right.
Backupnyour files before!
From what I know, no. The person doing all of our worldbuilding has been using a mix of Noggit 1.2 and Noggit 1.3 for worldbuilding and he has been mostly using Noggit 1.2.
Would the data be generated correctly if he loaded everything into Noggit 1.3, saved it there, and then packed it all into an MPQ or would this require an entire restart of the worldbuilding with Noggit 1.3 only?
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Ok, this is what I did:
1. Edited the code of:
src tools map_extractor System.cpp
src tools vmap4_extractor vmapexport.cpp
src tools mesh_extractor MPQManager.cpp
System.cpp
(http://s11.postimg.org/l5bupblyr/System_cpp_line_103.png)
vmapexport.cpp
(http://s11.postimg.org/y0juc3183/vmapexport_cpp_line_128.png)
(http://s11.postimg.org/tg29aw6wj/vmapexport_cpp_line_352.png)
MPQManager.cpp
(http://s11.postimg.org/8ghk5nfub/MPQManager_cpp_line_32.png)
2. Compile the tools
3. Run custom mapextractor.exe, then custom vmaps4.exe in WoW directory (you need custom Map.dbc and adt files in your patch)
(Check if detected the custom patch)
(http://s11.postimg.org/rkavlzsoj/CMD.png)
4. Move generated files to core folder and use mmaps_generator.exe (the only tool we didn't edit code because get information from the previously data extracted with custom mapextractor.exe, vmap4extractor.exe and vmap4assembler.exe)
Now npcs shouldn't fall through buildings and won't be able to cast through walls.
IMPORTANT NOTES:
-Make sure mmap.enablePathFinding is ON (file: 'worldserver.conf' at your Core folder)
-If in step 3 the tool can't detect your maps make sure everything is written correctly and that there is no other Map.dbc overwriting yours custom. I suggest to either edit the code to make only detect your custom patch or to create another Data folder with your custom patch and the minium MPQs required to make tools working.
Hope this helps you!
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Thanks for the detailed instructions Kiun! It took a few hours, but I got through it all and tested the results. Sadly, it didn't work. Steff did mention that the map needs to be saved in Noggit 1.3, so that must be the last issue to resolve before this whole process works. I'll give it another shot when I get the new worldedited patch and see how that goes.
Thanks again.
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Better months later than never, but my friend finally finished building the zone and saved it using Noggit3 (or so he says).
I've regenerated the mmaps, vmaps, etc... but the original problem persists. The NPCs still fall through the buildings when walking on certain areas in one case and all areas in another.
Does anyone have any other ideas for me to try?