[DiscordArchive] could it be because some mesh span across multiple tile boundaries ?
[DiscordArchive] could it be because some mesh span across multiple tile boundaries ?
Archived author: jackpoz • Posted: 2023-05-15T16:41:50.479000+00:00
Original source
could it be because some mesh span across multiple tile boundaries ?
Archived author: jackpoz • Posted: 2023-05-15T16:42:08.569000+00:00
Original source
I don't know vmap enough but I wonder if that makes sense to you ?
Archived author: Heisenberg • Posted: 2023-05-15T16:43:42.183000+00:00
Original source
we handle large models by placing it in all adjacent cells https://github.com/TrinityCore/TrinityCo...er.cpp#L94
[Embed: TrinityCore/TileAssembler.cpp at master · TrinityCore/TrinityCore]
TrinityCore Open Source MMO Framework (master = 10.1.0.49570, 3.3.5 = 3.3.5a.12340) - TrinityCore/TileAssembler.cpp at master · TrinityCore/TrinityCore
https://github.com/TrinityCore/TrinityCo...embler.cpp
Archived author: Heisenberg • Posted: 2023-05-15T16:44:37.098000+00:00
Original source
and i did the same
Archived author: Heisenberg • Posted: 2023-05-15T16:48:40.407000+00:00
Original source
unfortunately tc lacks software that will allow me to visualize VMAP data so i had a very big loop with float x and y. and i went from lowest to highest by adjusting both x and y by a small value (i believe it was 0.05f), then rounded it to 2 decimal places and saved. then did this again with tilled approach and that's how i verified height\area functions are working
Archived author: Heisenberg • Posted: 2023-05-15T16:52:19.013000+00:00
Original source
and i didn't look closely to this but if the number of meshes with 'area' or liquid data is low we can go even further and divide it to height\raycast, area and liquid meshes. this obviously will increase the size but will make retriving liquid\area data even faster