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Old 08-18-2004, 01:31 AM
Wiz
Dragon
 
Join Date: Feb 2002
Posts: 583
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Quote:
Originally Posted by fathernitwit
well,

I have a program to generate a good (i hope) quadtree from a .wld file... and then write it out into the .map format... man, i forgot how much work a quadtree really is... damned cube-triangle intersection!


I dont know about the other version (zone2map), but mine is spitting out pretty big files... theres ~2Mb of pure vertex and face data in the zone files (that I looked at), so I dont see how they could be any smaller than that...

Does anybody have any clue if 'they' were trimming the data somehow?

Anyways, eqemu will read in the map file, and reproduce the quadtree. Once it is loaded, it pisses off spawns, im not sure exatly how, but the zone is pretty much empty with a few exceptions, and once I saw all the MOBs piled up in one place, unable to move.

I am looking at the mob aggro code now.. it dosent seem to use this map at all... and whatever is using it, is broken... so I might just change the way it works...

I am not 100% convinced that the way that it is set up right now actualy works, or works very well.. it seems to just find the 'tallest' object in the current quadtree node, and sees if it can see over it... dosent make a lot of sense to me.

The way I am looking at doing it is a ray from the MOB (head) to the target (head/center, something), and seeing if that line intersects any of the faces in the node that the MOB is in and the node that the target is in.
Contact me in IRC. I'm pretty much the expert on map files nowadays, and have written a lot of stuff with them.
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