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Content creation => Level Design => Topic started by: larrylaffer on January 29, 2013, 04:16:12 pm
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Hello,
We are having an issue with vmap4 on custom maps.
We extracted the maps from the custom patchs, but the NPC falls to the underfloor from any WMO.
It happens only if the NPC is inside the WMO of a custom map.
Some Info about this matter (edited 05-feb-2013):
-The NPCs only falls if is inside of an WMO of a Custom Map (blizzlike maps that we did notmodify doenst have any issue). They fall once you interact with them (by attacking or talking) passing the floor and ground. If you dont interact with them, they stand still. If the NPCs fly, it doenst fall to the ground, however once you kill him, the body will do.
-We use TrinityCore Emulator, last revision (4.19 i think) for 3.3.5a WOTLK Server , with vmaps and mmaps for that version.
-This issue started with vmaps3... older revisions worked fine, but we cannot use those now because there are not compatible with our current version of TrinityCore.
-Our custom Maps are made in Noggit SDL 1.2 (the raw ADT and WDT are made in Thalis), but it also fails with other revisions of Noggit. We tried to add the wmos from noggith and also with the cryetictool "FileInfo" and "LoadInfo" commands. We saved our maps both with noggit and thalis in order to test if the ADT is corrupt.
-We extract the Vmaps by adding all our custom ADTs,WDTs and DBC files into a custom MPQ file called "patch-4" (this MPQ is solely used to extract the vmaps). The extractor reads this mpq (and all the blizzard mpqs) and create the files for the vmaps. Then we upload those to the server side. And of course, the vmaps and mmaps are activated in the configuration.
-We tried to change the IDs of our custom maps several times (both in the dbc and the DB), recreating the vmaps with each try.
-We tried to use low IDs for the WMO objects in the ADT (i.e., instead of using a large number generated by noggit, like 200000000, we used something short like 10000)
-We tried to load blizzard NPCs with a low GUIDs,
-We tried to load a raw blizzard server with nothing custom but only one map. We created the vmaps for this custom map, and activate them (but no the mmaps). However, the NPCs keep falling underground from inside the WMO of the custom map, but no of the blizzlike maps.
-We have only two custom maps that works fine (with or without vmaps and mmaps).IThey only have one WMO underground. Both maps use the same ADT model (we used the same ADT for creating two maps in different WDTs, but each have a different WMO). This ADT model is extracted from a blizzlike map. What i mean is that we took some random ADT, rename it, put a WMO underground with noggit, and then we assign the ADTs to a new WDT.
I am not sure if the problems are the WMO itself, the ADTs, or the vmaps
Here's a custom ADT (with his WDT) wich WMO present the issue:
http://www.mediafire.com/?vcyuo4y57v8htb2 (http://www.mediafire.com/?vcyuo4y57v8htb2" onclick="window.open(this.href);return false;)
If someone can give it a look to find the error, we would be gratefull.
Most Regards.
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You do know that you also have to re-create maps right ? Both should be extracted and assembled.
Also, did you make sure that your converter is extracing your custom content as well ?
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new map new areas - new maps, new vmaps and mmaps
(http://i.imgur.com/6tVhy1v.jpg)
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Ascathos, Yes, we created the maps, excracted them, and then the vmaps using vmaps4.
However the NPCs insides WMO on the map falls under floor.
The converter reads the customs content, cuz it reads patch numbers like patch-3, patch-4, patch-5, etc.
What we do is rename our patch from "patch-x" to "patch-3", for example, in order to extract the vmaps.
We are not sure if the problem is the WMO, the vmaps or the mmaps.
Akriso, we create new maps, new vmaps and gps work perfect, say us custom area etc.... but if i put a wmo(similar castle) into these custom maps the npcs fall down....
Regards.
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Why do I have NPCs are normally on WMO? (The platform for one of the boss battles) if you made new maps and did merge with the old patch the game client, so then NPCs can not fall down (if you have not switched off accidentally vmaps / mmaps in config server).
I like just to put the names of the new patches for the new maps and dBc in the source code extractor.
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Akriso, I dont quite understand what do you mean with merging the old patch with the game client...
The source code extractor that we use already reads patchs like "patch-3", "patch-4", etc. So we rename our custom patchs (that have the custom maps and dbc) with those names in order to extract the files from custom content.
What do we just do, is extract the maps, vmaps and mmaps from the custom patchs. Upload the files extracted into the Server Data Folder, and then execute the client side with the custom patchs.
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If extractor read your patches, I have no idea what the problem is, because it works for me.
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Eng:
Maybe you have 0 in your conf file
Esp:
Como decia Akriso, puede que por un error tengais la opcion de los mmaps o vmaps desactivada en el archivo config de worldserver.
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The vmaps are correctly activated in the config file, that's not the problem.
Akriso, it works fine to you? Do you have custom maps with WMO, made with noggit, and they have vmaps?
If that so tell me what version of extractor are you using, or what steps do you do in order to get the vmaps working.
and also, tell me what emulator are you using, we are using the last version of Trinity Core
Regards
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Larry, you didnt solved it the last time it happened??
I think Soldan had this problem time ago and he solved it, may you can ask him.
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Larry, you didnt solved it the last time it happened??
I think Soldan had this problem time ago and he solved it, may you can ask him.
Nope.. i didnt solved it...
Soldan doenst have the solution either (we worked in the project together and he also didnt understand why doenst work...)
We even tried to create a brand new server with no custom code and apply the vmaps of the custom maps in there... but with no avail.
This whole problem started with vmaps3.... before that, all worked fine. Now we cannot apply older versions of vmaps with our current version of Trinity Core.
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When I ran my own project with a friend, we had the same problem when it came to making a custom instance with one WMO...
It worked, we changed the map a bit and then it stopped working (NPCs falling through the floor). My friend (the project mapper) managed to fix it, he told me what he did, and I told you some time ago Larry, but unfortunatly, said solution didn't take effect. :/
Now, ironically, when we end up working in the same project, along with the friend that I had my project with the same problem occurred - the only thing is, this time there doesn't seem to be any solution :S.
If anyone seems to have any incentive to how to fix this problem, please share it with us :)
P.D: It IS possible to fix, I've seen it with my own eyes XD
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That you want to say is this?
(http://i50.tinypic.com/vdekhj.png)
Pd: Is a custom map in a custom continent.
Pd2: If I misunderstood sorry.
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That you want to say is this?
(http://i50.tinypic.com/vdekhj.png)
Pd: Is a custom map in a custom continent.
Pd2: If I misunderstood sorry.
Nope, in that case the NPC is outside the WMO.
Our problem is that the NPC falls underground when they are inside of a WMO on a custom map.
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Now?
(http://i47.tinypic.com/10h6iar.png)
Inside and in the second floor.
[In the first floor is working too]
Regards.
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Now?
[Inside and in the second floor.
[In the first floor is working too]
Regards.
Yeah, like that, however the NPC falls once you interact with him / attacks you
Regards.
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but the NPC falls to the underfloor from any WMO.
However the NPCs insides WMO on the map falls under floor.
however the NPC falls once you interact with him / attacks you
Why did that take multiple posts and was not in the first post? It is really annoying if one has to ask again and again, only to get the actual problem.
A proper first post should have included
- We have a WMO with an NPC inside, that falls down into void as soon as he moves due to interaction, attacking.
- Screenshots / video of the problem for people with little imagination and to show how exactly the problem happens.
- Our server is a TrinityCore server at revision ####.
- What you have done to create vmaps. (i.e. add WMO, add ADT to MPQ, add MPQ to extractor list, run extractor with no existing vmaps, copy files, restart server.).
- Whether you have vmaps or mmaps.
- Maybe more information that appeared in replies.
I really hate to see threads where people ask for help, while they don't provide enough information on what they want to have help for. It wastes other people's time.
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but the NPC falls to the underfloor from any WMO.
However the NPCs insides WMO on the map falls under floor.
however the NPC falls once you interact with him / attacks you
Why did that take multiple posts and was not in the first post? It is really annoying if one has to ask again and again, only to get the actual problem.
A proper first post should have included
- We have a WMO with an NPC inside, that falls down into void as soon as he moves due to interaction, attacking.
- Screenshots / video of the problem for people with little imagination and to show how exactly the problem happens.
- Our server is a TrinityCore server at revision ####.
- What you have done to create vmaps. (i.e. add WMO, add ADT to MPQ, add MPQ to extractor list, run extractor with no existing vmaps, copy files, restart server.).
- Whether you have vmaps or mmaps.
- Maybe more information that appeared in replies.
I really hate to see threads where people ask for help, while they don't provide enough information on what they want to have help for. It wastes other people's time.
As a slight addition, maps, vmaps and mmaps can be used simultaneous and should be used completely.
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but the NPC falls to the underfloor from any WMO.
However the NPCs insides WMO on the map falls under floor.
however the NPC falls once you interact with him / attacks you
Why did that take multiple posts and was not in the first post? It is really annoying if one has to ask again and again, only to get the actual problem.
A proper first post should have included
- We have a WMO with an NPC inside, that falls down into void as soon as he moves due to interaction, attacking.
- Screenshots / video of the problem for people with little imagination and to show how exactly the problem happens.
- Our server is a TrinityCore server at revision ####.
- What you have done to create vmaps. (i.e. add WMO, add ADT to MPQ, add MPQ to extractor list, run extractor with no existing vmaps, copy files, restart server.).
- Whether you have vmaps or mmaps.
- Maybe more information that appeared in replies.
I really hate to see threads where people ask for help, while they don't provide enough information on what they want to have help for. It wastes other people's time.
I added information in the first post, from now on i will use this method, replying only to inform that some info was added/edited
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I added information in the first post, from now on i will use this method, replying only to inform that some info was added/edited
That's not what I suggested or wanted. Editing the original post and replying that something changed is horrible and against all conventions in forums.
My point was that, if you want help, you should specify everything relevant upfront, and not require to squeeze out every piece of information. You want help, people want to help you, then why don't you make it easier for them to help by giving out information from the beginning? Nobody can help without information and it is pretty frustrating.
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I added information in the first post, from now on i will use this method, replying only to inform that some info was added/edited
That's not what I suggested or wanted. Editing the original post and replying that something changed is horrible and against all conventions in forums.
My point was that, if you want help, you should specify everything relevant upfront, and not require to squeeze out every piece of information. You want help, people want to help you, then why don't you make it easier for them to help by giving out information from the beginning? Nobody can help without information and it is pretty frustrating.
Is not like i wanted to hide information in this matter, i just posted what i did had at the moment and what i thought was enough.
Some of the information that i was questioned about i dindt had it at the moment, or i dindt thought that was needed because i dindt know that it was relevant in the matter.
Regards
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Here's a custom ADT (with his WDT) wich WMO present the issue:
http://www.mediafire.com/?vcyuo4y57v8htb2 (http://www.mediafire.com/?vcyuo4y57v8htb2" onclick="window.open(this.href);return false;)
If someone can give it a look to find the error, we would be gratefull.
Most Regards
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does anybody have solution for prevent failing npc thrue the floor?
Got same issuse with falling npc's thrue the floor, my mobs falls from air structure "necropolis" wmo to the ground.
regenerating mmaps and vmaps gives no effect, only maiking mobs "fly" partially solwing this but after killing mob corpse falls to the ground.
using mangos zero core and vanilla 1.12.1 en-us client.
thanks stan
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I have no vmaps at all (for custom zone) and all the npcs stay normally.
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Hi, an issue with these vmaps4 too.
In my custom maps, vmo/m2 arent taken into account.
No LoS and blink moves us under buildings/trees, on the ground, like they were no wmo/m2.
My vmaps files for these maps are week. (1, 2ko)
When ignoring vmaps for others maps, same symptoms.
That issues come when I use NoggId to add a m2/mwo.
If just saving an existing adt there is no problem.
When I add just one model none of all models in the adt are taken into account.
Someone got an idea ?
Realy need your help, stuck in that for two weeks, trying everything.
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edited
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If saving a tile yields a different result than adding something and saving the tile, all I can say is: Do _not_ use that add function of noggit. It is a complete mess, and completely broken.
Saving the tile does the exactly same in both cases.