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Noggit, only save one Map Tile?

By Funkybeatz
in Modeling

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1. saving isn't bugged. There's a system of saving all ADTs which are neighbours of ADTs you have edited. It was implemented to (help) avoid model duplication bugs.

2. that neighbour ADTs are saved doesn't mean that they are somehow modified, if you haven't really touched them. So whats a deal anyway?

3. nothing, and noone, prevents you from simply deleting unwanted ADTs from your Noggit's project's folder, or from simply not placing them into your game client's custom patch.

 

So there's no actual need for saving just one ADT. It would be useful when someone edits multiple ADTs and then realizes that he wants to keep some of them unchanged, but that can also be done - by using backup versions of those ADTs, for example from your game client's patch ;). Since model duplication bugs were fixed, I think it (maybe) could be possible to return saving only one ADT function, for not saving unwanted changes and avoid hassle I've described in this last paragraph, though.

English YT tutorial channel. Check it out if you preffer videos over walls of text.:
https://www.youtube.com/AmarothEng

I am now completely retired from modding. I am still reading PMs and reacting to them, however, I am not keeping up to date with what is going on in the community and my ability to help you is becoming very limited - I no longer remember some things, I don't have tools installed anymore, and I don't know what is up to date nowadays.

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There is an actual need...

I'm working with 3 to 4 People on one Map, synced with a Cloud (ADTs are stored in a Folder which WoW is loading) and when I work on Maptile 0_1 and an other Person on 0_2 we can't save only the ADT we're working on.
So one Work is definitely lost, except we work with a long Distance between the ADTs...

That's the Problem why I'm asking ;).

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Even with this function is editing neighbouring ADTs in multiple people quite risky, especially when it comes to any sort of terrain edits. I can't recommend doing so at all. I would never actually work on any kind of map with anyone else, only if it was a really big map, where this wouldn't be an issue anyway. By saving ADTs one by one you are also very likely to forget some. When that happens, you won't have to just do everything on that ADT again, you will also need to fix any gaps in terrain or sharp lines in textures and similiar stuff, which makes this even more annoying. Trust me, I remember days where saving just one ADT I was on the only option, and I hated it with my whole being, because this was happening to me all the time.

So overall, saving just one ADT (or multiple ADTs, but one by one) is a very bad idea. I am not a Noggit dev, so I don't really determine wheter it should be implemented even while being very questionable overall anyway. What might work would be locking some ADTs so changes done to them won't be saved.

English YT tutorial channel. Check it out if you preffer videos over walls of text.:
https://www.youtube.com/AmarothEng

I am now completely retired from modding. I am still reading PMs and reacting to them, however, I am not keeping up to date with what is going on in the community and my ability to help you is becoming very limited - I no longer remember some things, I don't have tools installed anymore, and I don't know what is up to date nowadays.

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18 hours ago, Funkybeatz said:

You're right, but with a organized Team it's possible and for our Aims it's a perfect way.

Well, I will look into the Source where I can change it for my purpose.

//DONE:

Work's fine, no M2/WMO duplication at the moment ;)

I fixed all the duplications a while ago, if you notice a situation where they still will duplicate, please message me (PM or in skype, i think we still have us in skype :P )

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57 minutes ago, Kaev1695989297 said:

I fixed all the duplications a while ago, if you notice a situation where they still will duplicate, please message me (PM or in skype, i think we still have us in skype :P )

I am aware of that, but I don't know if saving neighbour ADTs is still needed to make this fix work or not. I hope it is not. In that case, that whole system of saving ADTs which are neighbours of edited ADTs should be removed anyway, as it now produces just masses of unneeded files when blizzlike maps are being edited. And it gets into way of projects like Funkybeatz's one as well.

20 hours ago, Amaroth said:

What might work would be locking some ADTs so changes done to them won't be saved.

Especially if saving of neighbours is no longer needed, this might be a neat feature for the future. Sometimes, for various reasons, we simply don't want to make any edits to some ADTs and being able to simply lock them to ensure they won't get saved and thus edited in any way would be simple to implement, yet useful. Even possibility to actually block them from even being LOADED might be usefull, too, when some ADTs crashes a Noggit but we still want to attempt some edits around them.

English YT tutorial channel. Check it out if you preffer videos over walls of text.:
https://www.youtube.com/AmarothEng

I am now completely retired from modding. I am still reading PMs and reacting to them, however, I am not keeping up to date with what is going on in the community and my ability to help you is becoming very limited - I no longer remember some things, I don't have tools installed anymore, and I don't know what is up to date nowadays.

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26 minutes ago, Amaroth said:

I am aware of that, but I don't know if saving neighbour ADTs is still needed to make this fix work or not. I hope it is not. In that case, that whole system of saving ADTs which are neighbours of edited ADTs should be removed anyway, as it now produces just masses of unneeded files when blizzlike maps are being edited. And it gets into way of projects like Funkybeatz's one as well.

Adspartan will get back the "Save only Current ADT" in the future ;). (Source: #modcraft IRC Chat)

I tested it now in different Ways, there are no duplicates. Also it could be a possibility to do the "Remove Duplicate Models" routine at saving only 1 ADT (Not tested) for 100% safety.

Even if you spawn a M2 (UniqueID: 740) on ADT 1_2 an lay it over to 1_1 and just save ADT 1_2, close Map, reopen the Map an place a M2 on ADT 1_1 it gets a UniqueID of 741. So I expect no duplicates in the future.

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You will end up with issues of having the same UID used twice, rather than duplication. Also objects on ADT borders will be missing collision on one of them. In the end, just have someone save all tiles once a week or so and stuff will be fine again.

To avoid UID-duplication, you can have a non-synced 63_63 ADT in the folder with a different (large) UID per designer. That way, Noggit will use that one as smallest rather than the same for everyone.

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52 minutes ago, wungasaurus said:

You will end up with issues of having the same UID used twice, rather than duplication. Also objects on ADT borders will be missing collision on one of them. In the end, just have someone save all tiles once a week or so and stuff will be fine again.

To avoid UID-duplication, you can have a non-synced 63_63 ADT in the folder with a different (large) UID per designer. That way, Noggit will use that one as smallest rather than the same for everyone.

Ok, got it! Then I will quickly create a "Save All Loaded" Function and assign every Teammember a unique Range of UIDs :).

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