Forums WoW Modding Support Archives WoWModding Support Archives [DiscordArchive] Release when?

[DiscordArchive] Release when?

[DiscordArchive] Release when?

rektbyfaith
Administrator
0
11-16-2022, 08:54 PM
#1
Archived author: Foe • Posted: 2022-11-16T20:54:14.676000+00:00
Original source

Release when?
rektbyfaith
11-16-2022, 08:54 PM #1

Archived author: Foe • Posted: 2022-11-16T20:54:14.676000+00:00
Original source

Release when?

rektbyfaith
Administrator
0
11-16-2022, 08:57 PM
#2
Archived author: Titi • Posted: 2022-11-16T20:57:50.780000+00:00
Original source

in 2006
rektbyfaith
11-16-2022, 08:57 PM #2

Archived author: Titi • Posted: 2022-11-16T20:57:50.780000+00:00
Original source

in 2006

rektbyfaith
Administrator
0
11-16-2022, 08:57 PM
#3
Archived author: Foe • Posted: 2022-11-16T20:57:57.209000+00:00
Original source

Shit that's soon
rektbyfaith
11-16-2022, 08:57 PM #3

Archived author: Foe • Posted: 2022-11-16T20:57:57.209000+00:00
Original source

Shit that's soon

rektbyfaith
Administrator
0
11-16-2022, 09:12 PM
#4
Archived author: Titi • Posted: 2022-11-16T21:12:18.119000+00:00
Original source

got the WDL generation working well, outer vertices are 100% accurate and inner are like up to 1% off, shouldn't be noticeable in game.
The holes algorythm works very well too, pretty proud of that as nobody has ever worked on it before.

Now i'm working on organising the feature to make it convenient to use and not impact performance too much.

For example full WDL generation from all tiles is a big no in most cases as the performance cost of loading and reading all tiles is abysmal.
My current idea is going to be only read from ADT data only for tiles marked for saving (like "save changed tiles"), all the others will be saved from pre loaded existing WDL data if possible (if there is not, then full generation will be required)
[Image: image.png?ex=690c6672&is=690b14f2&hm=ccb...bc8d4935b&]
rektbyfaith
11-16-2022, 09:12 PM #4

Archived author: Titi • Posted: 2022-11-16T21:12:18.119000+00:00
Original source

got the WDL generation working well, outer vertices are 100% accurate and inner are like up to 1% off, shouldn't be noticeable in game.
The holes algorythm works very well too, pretty proud of that as nobody has ever worked on it before.

Now i'm working on organising the feature to make it convenient to use and not impact performance too much.

For example full WDL generation from all tiles is a big no in most cases as the performance cost of loading and reading all tiles is abysmal.
My current idea is going to be only read from ADT data only for tiles marked for saving (like "save changed tiles"), all the others will be saved from pre loaded existing WDL data if possible (if there is not, then full generation will be required)
[Image: image.png?ex=690c6672&is=690b14f2&hm=ccb...bc8d4935b&]

rektbyfaith
Administrator
0
11-16-2022, 09:13 PM
#5
Archived author: Titi • Posted: 2022-11-16T21:13:46.840000+00:00
Original source

tell me if you can think of some edge cases i'm not thinking of
rektbyfaith
11-16-2022, 09:13 PM #5

Archived author: Titi • Posted: 2022-11-16T21:13:46.840000+00:00
Original source

tell me if you can think of some edge cases i'm not thinking of

rektbyfaith
Administrator
0
11-16-2022, 09:16 PM
#6
Archived author: Titi • Posted: 2022-11-16T21:16:52.565000+00:00
Original source

so it should be seamless and the user shouldn't have to click a "generate WDL" button, it should be auto generated when saving, except if there was no existing WDL data for the map
rektbyfaith
11-16-2022, 09:16 PM #6

Archived author: Titi • Posted: 2022-11-16T21:16:52.565000+00:00
Original source

so it should be seamless and the user shouldn't have to click a "generate WDL" button, it should be auto generated when saving, except if there was no existing WDL data for the map

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