Forums WoW Modding Support Archives TrinityCore Discord Archives [DiscordArchive] ^Is there a special order that you have to follow?

[DiscordArchive] ^Is there a special order that you have to follow?

[DiscordArchive] ^Is there a special order that you have to follow?

rektbyfaith
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0
03-19-2024, 10:29 AM
#1
Archived author: Krutok • Posted: 2024-03-19T10:29:40.992000+00:00
Original source

^Is there a special order that you have to follow?
rektbyfaith
03-19-2024, 10:29 AM #1

Archived author: Krutok • Posted: 2024-03-19T10:29:40.992000+00:00
Original source

^Is there a special order that you have to follow?

rektbyfaith
Administrator
0
03-19-2024, 10:40 AM
#2
Archived author: Tea • Posted: 2024-03-19T10:40:46.029000+00:00
Original source

ok so the first video there is no pathfinding issue
rektbyfaith
03-19-2024, 10:40 AM #2

Archived author: Tea • Posted: 2024-03-19T10:40:46.029000+00:00
Original source

ok so the first video there is no pathfinding issue

rektbyfaith
Administrator
0
03-19-2024, 10:40 AM
#3
Archived author: Tea • Posted: 2024-03-19T10:40:54.146000+00:00
Original source

its a different bug
rektbyfaith
03-19-2024, 10:40 AM #3

Archived author: Tea • Posted: 2024-03-19T10:40:54.146000+00:00
Original source

its a different bug

rektbyfaith
Administrator
0
03-19-2024, 10:41 AM
#4
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
rektbyfaith
03-19-2024, 10:41 AM #4

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

rektbyfaith
Administrator
0
03-19-2024, 10:42 AM
#5
Archived author: Tea • Posted: 2024-03-19T10:42:42.762000+00:00
Original source

second one just works for me
rektbyfaith
03-19-2024, 10:42 AM #5

Archived author: Tea • Posted: 2024-03-19T10:42:42.762000+00:00
Original source

second one just works for me

rektbyfaith
Administrator
0
03-19-2024, 11:22 AM
#6
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.
rektbyfaith
03-19-2024, 11:22 AM #6

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.

rektbyfaith
Administrator
0
03-19-2024, 11:23 AM
#7
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
rektbyfaith
03-19-2024, 11:23 AM #7

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

rektbyfaith
Administrator
0
03-19-2024, 11:39 AM
#8
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```
rektbyfaith
03-19-2024, 11:39 AM #8

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```

rektbyfaith
Administrator
0
03-19-2024, 12:04 PM
#9
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.
rektbyfaith
03-19-2024, 12:04 PM #9

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.

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