ADT/v23: Difference between revisions

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Line 39: Line 39:
  int indexX
  int indexX
  int indexY
  int indexY
  DWORD
  uint32_t flags
  int areaId
  int areaId
  WORD
  WORD
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  uint uniqueId
  uint uniqueId
  DWORD[] // name / doodadsets?
  DWORD[] // name / doodadsets?
==AFBO: Flight BOx information==
==AFBO: Flight BOx information==
*size: 0x48
*size: 0x48

Revision as of 16:04, 26 July 2015

This is another temporary version on the way to Cataclysm after ADT/v22. It now has more chunks. (well, there are now more chunks in the leaked files.)

Do not bother implementing until final version is there. This is not used in current clients.

There might be some changes in the chunks below. I have not yet checked them but only added new ones!

This document may not list all chunks.

AHDR: HeaDeR

  • size: 0x40
DWORD // 22
DWORD vertices_x // 129
DWORD vertices_y // 129
DWORD chunks_x // 16
DWORD chunks_y // 16
DWORD[10]

AVTX: VerTeX

  • size: may be variable. Its based on the header. header.vertices_x*header.vertices_y + (header.vertices_x-1)*(header.vertices_y-1) * 4 bytes (float).

A large collection of floats. Again with inner[(header.vertices_x-1)*(header.vertices_y-1)] and outer[header.vertices_x*header.vertices_y] vertices.

Important: These are NOT mixed as in the ADT/v18s, but have the 129*129 field first, then the 128*128 one.

float outer[129][129];
float inner[128][128];

for example. Same should apply for the normals.

ANRM: NoRMals

  • size: may be variable. Its based on the header. header.vertices_x*header.vertices_y + (header.vertices_x-1)*(header.vertices_y-1) * 3 bytes.

Like ADT/v18, these are triples of chars being a vector. 127 is 1.0, -127 is -1.0.

ATEX: TEXtures

  • size: variable

Used for texture filenames. This is an array of chunks. There are as many chunks as there are textures used in this ADT tile.

ADOO: DOOdad

  • size: variable

Used for M2/WotLK and WMO filenames. Both are in here. Again, an array of chunks with a chunk for every filename.

ACNK: ChuNK

  • size: variable

This one is a bit like the MCNK one. There is an header for it, if the size is bigger than 0x40. If it has an header, its like this:

int indexX
int indexY
uint32_t flags
int areaId
WORD
DWORD[4] lowdetailtextureingmap
WORD
DWORD[7]

ALYR: LaYeR

  • size: 0x20 or more.

This will include the alpha map if flags&0x100.

int textureID // as in ATEX
int flags
DWORD[6]

AMAP: alpha MAP

  • optional. size: variable (?)

most likely like the old one. Always 4BitRLE compressed.

ASHD: SHaDow map

  • optional. size: 0x200 (?)

most likely like the old one.

ACDO: Chunk - Definitions of Objects

  • optional. size: 0x38

Doodads and WMOs are now both defined here.

int modelid // as in ADOO
float position[3]
float rotation[3]
float scale[3]
float
uint uniqueId
DWORD[] // name / doodadsets?

AFBO: Flight BOx information

  • size: 0x48

This again is just a list of two planes in shorts.

short[3][3] maximum;
short[3][3] minimum;

ACVT: (Chunk?) VerTex shading

  • size: may be variable. Its based on the header. header.vertices_x*header.vertices_y + (header.vertices_x-1)*(header.vertices_y-1) * 4 bytes. Like AVTX.

This now is over the whole ADT as the heightmap instead being a subchunk of the ACNK chunk. These are color values defined with 4 bytes: RGBA.