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Author Topic: [QUESTION] VMap collision for spells  (Read 1833 times)

Evilfairy

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[QUESTION] VMap collision for spells
« on: December 31, 2012, 07:24:06 pm »
Hey, I've only just come back to WoW modding after a long time and I'm trying to implement server-side collision checks for my map. I have altered Warsong Gulch's terrain and divided the map by spawning a large number of trees, however none of the objects I've placed (both trees and other objects) block line of sight when checked by the server. My process is as follows:

  • Create a new MPQ archive containing world/maps/pvpzone03/
  • Save the archive as patch-b.MPQ
  • Backup and alter common-2.MPQ to remove the ADT's inserted into patch-b (e.g. removing World/maps/pvpzone03/pvpzone03_27_30.adt from common-2.MPQ)
  • Run my modified (loads patch-b.MPQ) vmap extractor and then assemble vmaps
  • Replace original common-2.MPQ
  • Launch server and client

Now here's the part I don't get; the server is recognising my custom map files because height collisions work just fine. I can blink around without falling through the floor. It's the collision with trees and other objects that doesn't work at all.

There are a few spots where line of sight is broken but after some testing I've found that I don't think those are related to my current files. Another thing I've found is that the indoor check at the start is still being run and will dismount you if you go halfway down the lane and then back up again on a mount

Please help me out, this is incredibly frustrating and the ability to use line of sight is really important for the mod we're making

Let me know if I need to upload anything else (sorry for non-hyperlinks, spam detection)

thanks
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

stoneharry

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Re: [QUESTION] VMap collision for spells
« Reply #1 on: December 31, 2012, 07:44:05 pm »
What emulator? Not sure about trinity/mangos but I'm pretty sure they require yet another implementation to get that sort of collision working.

With ArcEmu, mmaps (movement maps) are required to get that sort of collision to work.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Evilfairy

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Re: [QUESTION] VMap collision for spells
« Reply #2 on: December 31, 2012, 08:06:11 pm »
Quote from: "stoneharry"
What emulator? Not sure about trinity/mangos but I'm pretty sure they require yet another implementation to get that sort of collision working.

With ArcEmu, mmaps (movement maps) are required to get that sort of collision to work.

It's the latest TrinityCore revision. Are you sure that that's correct? We're not looking for pathfinding (yet), but rather just using objects such as trees (which when tested elsewhere will block line of sight) to block line of sight on the modified map

Switching to ArcEmu is not out of the question, though

EDIT: I also just realised this is in completely the wrong forum... how I managed that I do not know
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Ascathos

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Re: [QUESTION] VMap collision for spells
« Reply #3 on: December 31, 2012, 09:09:33 pm »
Quote from: "Evilfairy"
Quote from: "stoneharry"
What emulator? Not sure about trinity/mangos but I'm pretty sure they require yet another implementation to get that sort of collision working.

With ArcEmu, mmaps (movement maps) are required to get that sort of collision to work.

It's the latest TrinityCore revision. Are you sure that that's correct? We're not looking for pathfinding (yet), but rather just using objects such as trees (which when tested elsewhere will block line of sight) to block line of sight on the modified map

Switching to ArcEmu is not out of the question, though

EDIT: I also just realised this is in completely the wrong forum... how I managed that I do not know
Trinity Core has MMaps on Branchs - they contribute (beside VMaps) to this. May or may not be what you search for, but the last kinks are being fixed currently.

EDIT: Also, moved this.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Evilfairy

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Re: [QUESTION] VMap collision for spells
« Reply #4 on: January 01, 2013, 10:05:31 am »
Slight update

When attempting to open the adt files that I altered in NoggIt in Taliis, I get errors like these: (still can't post links, see attach)

There is too much text so it fills the command prompt, but it's like that as far as I can see

When opening the "original" ADT, it loads fine with no errors at all

Any advice?
« Last Edit: January 01, 1970, 01:00:00 am by Admin »