Forums WoW Modding Support Archives TrinityCore Discord Archives [DiscordArchive] could it be because some mesh span across multiple tile boundaries ?

[DiscordArchive] could it be because some mesh span across multiple tile boundaries ?

[DiscordArchive] could it be because some mesh span across multiple tile boundaries ?

rektbyfaith
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05-15-2023, 04:41 PM
#1
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 ?
rektbyfaith
05-15-2023, 04:41 PM #1

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 ?

rektbyfaith
Administrator
0
05-15-2023, 04:42 PM
#2
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 ?
rektbyfaith
05-15-2023, 04:42 PM #2

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 ?

rektbyfaith
Administrator
0
05-15-2023, 04:43 PM
#3
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
rektbyfaith
05-15-2023, 04:43 PM #3

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

rektbyfaith
Administrator
0
05-15-2023, 04:44 PM
#4
Archived author: Heisenberg • Posted: 2023-05-15T16:44:37.098000+00:00
Original source

and i did the same
rektbyfaith
05-15-2023, 04:44 PM #4

Archived author: Heisenberg • Posted: 2023-05-15T16:44:37.098000+00:00
Original source

and i did the same

rektbyfaith
Administrator
0
05-15-2023, 04:48 PM
#5
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
rektbyfaith
05-15-2023, 04:48 PM #5

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

rektbyfaith
Administrator
0
05-15-2023, 04:52 PM
#6
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
rektbyfaith
05-15-2023, 04:52 PM #6

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

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