Forums WoW Modding Discussion Retro-Porting [Archive] Cata zones to WOTLK Azeroth _env terrain shaders crashing

[Archive] Cata zones to WOTLK Azeroth _env terrain shaders crashing

[Archive] Cata zones to WOTLK Azeroth _env terrain shaders crashing

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rektbyfaith
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05-09-2016, 11:10 PM
#1
Archived author: Salt • Posted: 2016-05-09T23:10:01+00:00
Original source

So I attached some cata zones to the original 3.3.5a Azeroth, but the textures are really funky[Image: WoWScrnShot_051016_010046.thumb.jpg.ed8c...b0b0a8.jpg]

It's because the WDT flag 0x4 _env terrain shaders is not enabled, but enabling it causes my other zones to crash probably because it's not supported. Any way around this maybe?
rektbyfaith
05-09-2016, 11:10 PM #1

Archived author: Salt • Posted: 2016-05-09T23:10:01+00:00
Original source

So I attached some cata zones to the original 3.3.5a Azeroth, but the textures are really funky[Image: WoWScrnShot_051016_010046.thumb.jpg.ed8c...b0b0a8.jpg]

It's because the WDT flag 0x4 _env terrain shaders is not enabled, but enabling it causes my other zones to crash probably because it's not supported. Any way around this maybe?

rektbyfaith
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05-10-2016, 06:20 AM
#2
Archived author: Skarn • Posted: 2016-05-10T06:20:58+00:00
Original source

I see big alpha read as small alpha.
rektbyfaith
05-10-2016, 06:20 AM #2

Archived author: Skarn • Posted: 2016-05-10T06:20:58+00:00
Original source

I see big alpha read as small alpha.

rektbyfaith
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05-10-2016, 12:28 PM
#3
Archived author: Salt • Posted: 2016-05-10T12:28:47+00:00
Original source

Quote: 6 hours ago, Skarn said:

I see big alpha read as small alpha.
How can I do that? I'm not knowledgeable on ADT's or texturing. Maybe some tools like FuTa or would I have to hex edit?

uint32_t do_not_fix_alpha_map : 1; // "fix" alpha maps in MCAL (4 bit alpha maps are 63*63 instead of 64*64). Note that this also means that it *has* to be 4 bit alpha maps, otherwise UnpackAlphaShadowBits will assert.

That's the error I'm getting btw, I can't make much sense of the explanation though. Are alpha maps actual files or are they defined within an ADT?
rektbyfaith
05-10-2016, 12:28 PM #3

Archived author: Salt • Posted: 2016-05-10T12:28:47+00:00
Original source

Quote: 6 hours ago, Skarn said:

I see big alpha read as small alpha.
How can I do that? I'm not knowledgeable on ADT's or texturing. Maybe some tools like FuTa or would I have to hex edit?

uint32_t do_not_fix_alpha_map : 1; // "fix" alpha maps in MCAL (4 bit alpha maps are 63*63 instead of 64*64). Note that this also means that it *has* to be 4 bit alpha maps, otherwise UnpackAlphaShadowBits will assert.

That's the error I'm getting btw, I can't make much sense of the explanation though. Are alpha maps actual files or are they defined within an ADT?

rektbyfaith
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05-10-2016, 01:56 PM
#4
Archived author: Skarn • Posted: 2016-05-10T13:56:33+00:00
Original source

They are a part of ADT. Basically, it is 1-3 grayscale images (per every paintable texture layer) stored in the ADT to define where you have the texture and where you do not (roughly speaking). There are quite many ways it can be presented in the client. I will tell you 3 types now. In some old zones sometimes you have unflagged alphamaps that are 63*63 image per every chunk. Last row and column of pixels is filled with shit. Usually just copied last line. It looks like nothing related to the screenshots that were provided. Usual (small) alpha is 32*64 (it has less columns and one pixel of 64x64 map used in Noggit kinda gets sretched to the second one, so the image looses the quality). The do not fix thing we talked about before is also usually presented based on the same small alpha principle but also crippled by not having one row and column of pixels at all. Big alpha is one true 64x64 map. I do not claim this 100% correct, I could have forgotten something since the last time I had a look into it.

Okay, enough of theory. You image seems to be either small alpha that was saved as big alpha or big alpha saved as small alpha. Try exporting alphamaps with FuTa and show them here, so we can tell you more.
rektbyfaith
05-10-2016, 01:56 PM #4

Archived author: Skarn • Posted: 2016-05-10T13:56:33+00:00
Original source

They are a part of ADT. Basically, it is 1-3 grayscale images (per every paintable texture layer) stored in the ADT to define where you have the texture and where you do not (roughly speaking). There are quite many ways it can be presented in the client. I will tell you 3 types now. In some old zones sometimes you have unflagged alphamaps that are 63*63 image per every chunk. Last row and column of pixels is filled with shit. Usually just copied last line. It looks like nothing related to the screenshots that were provided. Usual (small) alpha is 32*64 (it has less columns and one pixel of 64x64 map used in Noggit kinda gets sretched to the second one, so the image looses the quality). The do not fix thing we talked about before is also usually presented based on the same small alpha principle but also crippled by not having one row and column of pixels at all. Big alpha is one true 64x64 map. I do not claim this 100% correct, I could have forgotten something since the last time I had a look into it.

Okay, enough of theory. You image seems to be either small alpha that was saved as big alpha or big alpha saved as small alpha. Try exporting alphamaps with FuTa and show them here, so we can tell you more.

rektbyfaith
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05-10-2016, 02:57 PM
#5
Archived author: Salt • Posted: 2016-05-10T14:57:37+00:00
Original source

I see, that gives me a rough idea how it works. Just need some hands-on experience to clarify completely [Image: biggrin.png]

Anyway here are some of the alpha maps, though I'm not 100% sure if it's part of the Twilight Highlands or a small portion Wetlands/Loch Modan etc. If that even matters.

My guess would be that they're big alpha read as small, because the newer zones use big right? And my other zones are just the untouched 3.3.5a original Azeroth which are small alpha I suppose.

Here's one ADT alphamap (3 layers)

[Image: Azeroth_41_38_layer_2.thumb.png.3285483c...f7ea61.png]

[Image: Azeroth_41_38_layer_1.thumb.png.ed848f2b...163922.png][Image: Azeroth_41_38_layer_3.thumb.png.2c1a9572...3303b5.png]

Pardon the placement of these pics, they're not cooperating. I didn't know if you meant inject in the post or ADT, but I'll do both lol to save the time asking, though it's pretty obvious you meant the ADT.

And here are some more alphamaps

Alphamaps.zip
rektbyfaith
05-10-2016, 02:57 PM #5

Archived author: Salt • Posted: 2016-05-10T14:57:37+00:00
Original source

I see, that gives me a rough idea how it works. Just need some hands-on experience to clarify completely [Image: biggrin.png]

Anyway here are some of the alpha maps, though I'm not 100% sure if it's part of the Twilight Highlands or a small portion Wetlands/Loch Modan etc. If that even matters.

My guess would be that they're big alpha read as small, because the newer zones use big right? And my other zones are just the untouched 3.3.5a original Azeroth which are small alpha I suppose.

Here's one ADT alphamap (3 layers)

[Image: Azeroth_41_38_layer_2.thumb.png.3285483c...f7ea61.png]

[Image: Azeroth_41_38_layer_1.thumb.png.ed848f2b...163922.png][Image: Azeroth_41_38_layer_3.thumb.png.2c1a9572...3303b5.png]

Pardon the placement of these pics, they're not cooperating. I didn't know if you meant inject in the post or ADT, but I'll do both lol to save the time asking, though it's pretty obvious you meant the ADT.

And here are some more alphamaps

Alphamaps.zip

rektbyfaith
Administrator
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05-10-2016, 03:12 PM
#6
Archived author: Skarn • Posted: 2016-05-10T15:12:57+00:00
Original source

Switch you FuTa to grayscale mode and reinject those images. See what happens. If it does not work from the first time, try fresh adts - FuTa for transfering alphamaps and heightmaps, fileinfo/loadinfo for models. All the software should be in WoWDevKit.
rektbyfaith
05-10-2016, 03:12 PM #6

Archived author: Skarn • Posted: 2016-05-10T15:12:57+00:00
Original source

Switch you FuTa to grayscale mode and reinject those images. See what happens. If it does not work from the first time, try fresh adts - FuTa for transfering alphamaps and heightmaps, fileinfo/loadinfo for models. All the software should be in WoWDevKit.

rektbyfaith
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05-10-2016, 03:57 PM
#7
Archived author: Salt • Posted: 2016-05-10T15:57:07+00:00
Original source

Oh one quick question, if you set it to greyscale mode and save does that do the same thing as importing the greyscale alphas?
rektbyfaith
05-10-2016, 03:57 PM #7

Archived author: Salt • Posted: 2016-05-10T15:57:07+00:00
Original source

Oh one quick question, if you set it to greyscale mode and save does that do the same thing as importing the greyscale alphas?

rektbyfaith
Administrator
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05-10-2016, 03:58 PM
#8
Archived author: Skarn • Posted: 2016-05-10T15:58:04+00:00
Original source

No. Extract, import back.
rektbyfaith
05-10-2016, 03:58 PM #8

Archived author: Skarn • Posted: 2016-05-10T15:58:04+00:00
Original source

No. Extract, import back.

rektbyfaith
Administrator
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05-10-2016, 04:00 PM
#9
Archived author: Salt • Posted: 2016-05-10T16:00:48+00:00
Original source

Alright, I'll get to work then, I'll post the result as soon as it's done. Thanks for the help so far.
rektbyfaith
05-10-2016, 04:00 PM #9

Archived author: Salt • Posted: 2016-05-10T16:00:48+00:00
Original source

Alright, I'll get to work then, I'll post the result as soon as it's done. Thanks for the help so far.

rektbyfaith
Administrator
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05-17-2016, 01:43 PM
#10
Archived author: Salt • Posted: 2016-05-17T13:43:51+00:00
Original source

The re-import didn't appear to have changed much, and even causes a crash in one of the ADT's. I've been away this weekend so today I started on the fresh ADT's. I don't know which tools are the best for creating these kinds of ADT's, but Taliis seemed okay.

I suppose the format must be WOTLK.

I can inject the heightmaps, greyscale alphamaps and doodads/objects. There's also something with area ID's, but there doesn't seem to be an import in any of the tools for that. I looked it up and it's apparently something you can paint in Noggit. How can I export/import those, with perhaps a tool? I'd rather not use Noggit since it is intended for creating rather than copying. And is there anything else I'm missing like water or shadows? Just naming things you can edit with Talliis.
rektbyfaith
05-17-2016, 01:43 PM #10

Archived author: Salt • Posted: 2016-05-17T13:43:51+00:00
Original source

The re-import didn't appear to have changed much, and even causes a crash in one of the ADT's. I've been away this weekend so today I started on the fresh ADT's. I don't know which tools are the best for creating these kinds of ADT's, but Taliis seemed okay.

I suppose the format must be WOTLK.

I can inject the heightmaps, greyscale alphamaps and doodads/objects. There's also something with area ID's, but there doesn't seem to be an import in any of the tools for that. I looked it up and it's apparently something you can paint in Noggit. How can I export/import those, with perhaps a tool? I'd rather not use Noggit since it is intended for creating rather than copying. And is there anything else I'm missing like water or shadows? Just naming things you can edit with Talliis.

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