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WOD: _env shader problem on ADT

By elireth123
in Level Design

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greetings MCNET

Currently I have a problem with a flag of the WDT and I'm not sure how to fix it.

I have managed to turn a modified map of WOLTK and make it work successfully in WOD (Thanks to Ghaster and PhilipTheNoobModder) but I've found a new problem (which I expected).

The problem: I managed to change 2 ADT Elwynn Forest and modify successfully. The problem is that, if activated in the WDT flag "0x4 _env shader" the ADT brought from WOLTK immediately make crash.

If the flag is not activated, the other "ADT" begin to have strange textures and cube-shaped or even cause crash

Here some pictures:

The modification made:

WoWScrnShot_071416_050402.jpg.3cb6d6a35d

The error:

WoWScrnShot_071416_011750.thumb.jpg.3cbbWoWScrnShot_071416_011757.thumb.jpg.a178WoWScrnShot_071416_011814.thumb.jpg.6f44

I've been reading and found a post that has to do with small and big data being read in the ADT.

Is there any way to activate env shader in the ADT converts?

 

Sorry for my English and thanks.

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New world uses big alpha. Old world uses small alpha. You need to somehow convert small to big alpha (it is possible in theory) and it will work fine. There are can only be one type of alpha on one map.

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55 minutes ago, Skarn said:

New world uses big alpha. Old world uses small alpha. You need to somehow convert small to big alpha (it is possible in theory) and it will work fine. There are can only be one type of alpha on one map.

So for the moment there is no method to make this possible. What a pity. It was modifying some classic maps for roleplay server.

I keep trying, but I guess no one else is investigating this.

What is the theory behind this conversion of which you speak?

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Sorry for the double post

I was thinking. Perhaps this problem can not be solved now, but if I could move data from the "ADT" woltk maybe I could at least "fix" things up a bit.

So I ask the veterans in this:

Is it possible to transfer data from M2, WMO (positions in the world), holes and height of the map to another ADT (the same adt. Example: WOLTK 31_49 to 31_49 WOD) in WOD?

This obviously should be done in 010 editor. I do not have much experience with it, but if possible (although currently do not know how. greatly appreciate it if someone teaches me) at least would facilitate edit classic maps in small portions (in my case, just 2 adt).

Thank you for reading

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Add me on Skype, we will try something.

The theory is that smal alpha is 2048 pixels for chunk and big alpha is 4096 pixels for chunk. The conversion is possible as Noggit does the same thing. When you are editing stuff it edits them as 64x64 pixmap while on saving it gets converted to small alpha (32x64) pixmap. Correct me if I am wrong, experienced guys, please.

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1 hour ago, Adspartan said:

If you want to check the code in noggit (for uncompressed (2048) :

 

And yes you're right Skarn.

I'd like to help you but I'm stuck on a problem and I'm busy today, sorry.

 

 

 

Do not worry, when you have time just come by here and see what we can do. This will surely help a lot in the future to others who try to get their hands on WOD.

Thanks for the code, I'll look when I get home.

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