#71 Region Maps AKA Water Maps

Closed
opened 4 years ago by image · 5 comments
image commented 4 years ago

need support for .wtr maps to limit sea based creatures/server recognition of client in water/out of water (without dependence on client)

need support for .wtr maps to limit sea based creatures/server recognition of client in water/out of water (without dependence on client)
image commented 3 years ago
Collaborator

Delayed by Issue #198

Delayed by Issue #198
image commented 3 years ago
Collaborator
        struct // Size=0x8d
        {
            bool  getRandomPoint(class Vector3<float> &);// Offset=0x0 Size=0x7d
            class Vector3<float> m_center;// Offset=0x8 Size=0xc
            float m_fRadius;// Offset=0x14 Size=0x4
            enum __unnamed
            {
                INDEX_INVALID=65535,
                INDEX_LEAF=65534,
                INDEX_MAX=65533
            };
        };
        struct Node// Size=0x14
        {
            class Plane plane;// Offset=0x0 Size=0x10
            unsigned short auChildIndex[2];// Offset=0x10 Size=0x4
            void  Node();// Offset=0x0 Size=0x3
        };


        struct // Size=0x10
        {
            class Vector3<float> m_norm;// Offset=0x0 Size=0xc
            float m_fDist;// Offset=0xc Size=0x4
        };

``` struct // Size=0x8d { bool getRandomPoint(class Vector3<float> &);// Offset=0x0 Size=0x7d class Vector3<float> m_center;// Offset=0x8 Size=0xc float m_fRadius;// Offset=0x14 Size=0x4 enum __unnamed { INDEX_INVALID=65535, INDEX_LEAF=65534, INDEX_MAX=65533 }; }; struct Node// Size=0x14 { class Plane plane;// Offset=0x0 Size=0x10 unsigned short auChildIndex[2];// Offset=0x10 Size=0x4 void Node();// Offset=0x0 Size=0x3 }; struct // Size=0x10 { class Vector3<float> m_norm;// Offset=0x0 Size=0xc float m_fDist;// Offset=0xc Size=0x4 }; ```
image commented 3 years ago
Collaborator

water map testing is coming along well, qeynos harbor and queens colony are the test bed:

https://cdn.discordapp.com/attachments/603677936582918189/762658357877932062/eq2emu_qeynosharbor_inandoutofwater.mp4

Water creatures can be prohibited from land

EQ2 contains two 'water types'. Water Regions and Water Volumes. Water Regions can be found as primarily ocean space (like surrounding bodies of water in antonica, queens colony, etc.). Water volumes are canals/rivers, small bodies of water within areas like Qeynos Harbor aqueducts

NOTE: If you are in EXTREMELY SHALLOW water, like feet barely in and you are told out of water, use /loc to establish your loc and /move X Y Z -- try reducing your Y by 1.0 or less. This is a minor issue since its not really even water that is used for anything but cosmetic, but there is probably a collision radius on the player box or some other element involved. TODO:

water map testing is coming along well, qeynos harbor and queens colony are the test bed: https://cdn.discordapp.com/attachments/603677936582918189/762658357877932062/eq2emu_qeynosharbor_inandoutofwater.mp4 Water creatures can be prohibited from land EQ2 contains two 'water types'. Water Regions and Water Volumes. Water Regions can be found as primarily ocean space (like surrounding bodies of water in antonica, queens colony, etc.). Water volumes are canals/rivers, small bodies of water within areas like Qeynos Harbor aqueducts NOTE: If you are in EXTREMELY SHALLOW water, like feet barely in and you are told out of water, use /loc to establish your loc and /move X Y Z -- try reducing your Y by 1.0 or less. This is a minor issue since its not really even water that is used for anything but cosmetic, but there is probably a collision radius on the player box or some other element involved. TODO: - [x] Need a way to identify water-based creatures (either DB or model type check) - model type check for now - [x] Need a way to identify flying based creatures (either DB or model type check) - model type check for now - [x] Test a few other zones like Antonica to see the result - tutorial_island02, enchanted lands, commonlands, qeynos harbor, feerrott, village of shin, nektulos... etc. - [x] Build region maps for most zones (some will likely fail cause some NEWER zones do not load correctly) - [x] Model Viewer changes to support region maps to be uploaded http://cutpon.com:3000/devn00b/EQ2EMu/commit/0dae7dccb7c2327062f54055b5c6dbaed31cf851 - [x] World server changes to support region maps to be uploaded http://cutpon.com:3000/devn00b/EQ2EMu/commit/9290bceb606a389d659b66a5652fbcfc2746525e - [x] Upload all new region maps http://cutpon.com:3000/devn00b/EQ2EMu/commit/282b7832493193e53976a06778c19dac52d340ba
image commented 3 years ago
Collaborator

Future region map explorers don't hate me for the outcome of this. Just based on water regions it seems there are potentially 4 different ways to traverse the BSP trees dependent on what it is.

This is a very rough implementation, there WILL be regions that are probably not working correctly (aka not properly in water or you find yourself on land and it says you are in water)..

Future region map explorers don't hate me for the outcome of this. Just based on water regions it seems there are potentially 4 different ways to traverse the BSP trees dependent on what it is. This is a very rough implementation, there WILL be regions that are probably not working correctly (aka not properly in water or you find yourself on land and it says you are in water)..
image commented 3 years ago
Collaborator

Water maps are now in!

As an added note, there is a GM command "/spawn details inwater" to establish if you are in or out of water/'liquid'

NOTE: If you are in EXTREMELY SHALLOW water, like feet barely in and you are told out of water, use /loc to establish your loc and /move X Y Z -- try reducing your Y by 1.0 or less. This is a minor issue since its not really even water that is used for anything but cosmetic, but there is probably a collision radius on the player box or some other element involved.

Water maps are now in! As an added note, there is a GM command "/spawn details inwater" to establish if you are in or out of water/'liquid' NOTE: If you are in EXTREMELY SHALLOW water, like feet barely in and you are told out of water, use /loc to establish your loc and /move X Y Z -- try reducing your Y by 1.0 or less. This is a minor issue since its not really even water that is used for anything but cosmetic, but there is probably a collision radius on the player box or some other element involved.
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