[DiscordArchive] ^Is there a special order that you have to follow?
[DiscordArchive] ^Is there a special order that you have to follow?
Archived author: Krutok • Posted: 2024-03-19T10:29:40.992000+00:00
Original source
^Is there a special order that you have to follow?
Archived author: Tea • Posted: 2024-03-19T10:40:46.029000+00:00
Original source
ok so the first video there is no pathfinding issue
Archived author: Tea • Posted: 2024-03-19T10:40:54.146000+00:00
Original source
its a different bug
Archived author: Tea • Posted: 2024-03-19T10:41:18.198000+00:00
Original source
creatures that shoot with bows switch to melee weapons display when waiting for next attack
Archived author: Tea • Posted: 2024-03-19T10:42:42.762000+00:00
Original source
second one just works for me
Archived author: Krutok • Posted: 2024-03-19T11:22:06.358000+00:00
Original source
Had to regenerate the maps, vmaps and mmaps.... accidentally deleted them in the wrong folder and now it doesn't work anymore. I think there is a certain sequence that you have to adhere to when creating.
Archived author: Tea • Posted: 2024-03-19T11:23:44.993000+00:00
Original source
the only requirements are
* maps + vmaps before mmaps
* vmap extractor before vmap assembler
it doesnt matter if you run maps before or after vmaps
Archived author: Krutok • Posted: 2024-03-19T11:39:59.567000+00:00
Original source
under linux using this command line: (1 for only kalimdor map) ```./mapextractor && ./vmap4extractor && ./vmap4assembler && ./mmaps_generator 1```
Archived author: shelby • Posted: 2024-03-19T12:04:37.300000+00:00
Original source
About that, the problem is that intersectPoint don't call the WModelAreaCallback if we're too high (but still in the WMO bounding box) and even if you call it manually, every model/part inside the WMO have his own bounding box and in that case, the bounding box of the model where the floor of the WMO is isnt high enough. I'm not sure why we use intersect point in WorldModel::GetLocationInfo instead of calling intersectRay so we do a ray casting going down from our point, for each model inside the GroupModel. I'm also not sure why we need to check the bounds of each model inside the GroupModel since we already check we are in the overall WMO bounding box in ModelInstance::intersectPoint.