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Object that is not showing in Noggit. How can I remove it?

When I tested my map, I noticed an object without texture/model chilling around in the air. Im pretty sure I havent placed it there O.o What could have caused this and  more important: How to remove it? Its not showing in noggit and I havent found a way to select and remove it via GM commands.

WoWScrnShot_051817_183844.jpg

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It's an object which uses a non-existing model. In your situation I would open up the ADT directly with a Hex Viewer and see if any of the object names in the table are invalid - and for you to then correct it to something that IS valid. It should show up in Noggit then.

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I have never done anything with hex. How can i Figure out wether something is invalid or not?

Edit: None of the items in the list is an invalid one and I really dont understand any of the hexa code. I experimented alot and for the code to still work You only can exchange words of same length. Otherwise the adt is broken. Its possible to make objects invisible by exchanging their written path (e.g. world/wmo/azeroth/stormwind/zClassic/cathedral.wmo) with dots. The object will be exchanged BUT! InGame it will be exchange by a cube! Its possibly somewhere in the code but not as a text but as numbers and letters? i dont understand it D: It took hours to build the map and I really dont want to start new because of the stupid cube!

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There's a 010-Editor ADT-Template out there which can show you all informations. I think you can remove models with it too. @Skarn gave it to me once, maybe he uploaded it somewhere.

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I think I might have figured out what caused the problem.

I used the adt structer script and it, if I analyzed it corretly , tells me that there is an object 0 taht is represented by just a dot and not a path. But I havent figrured out yet how to remove it without crashing the whole adt. If I just remove it, al the data shifts and noggit cant load the adt anymore ToT I really never worked with hex e.g. Its pretty nervwrecking after hours of try and error.

Dings.PNG

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I think you also have to edit the actual count, otherwise it wants to load e.g. 101 objects when there are only 100.

EDIT: I usually don't give private support, but feel free to add me in skype so we can figure this out together. Would be sad to lose all your hard work. You can find my name on my profile here. :)

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Just swap the model with something else that Noggit is capable of rendering. Then load it in Noggit and remove.

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Well, also note that the 400B indicates how many characters are in the m2 table. Because you're adding 20 characters in my example below (spells/errorcube.m2), you want to change it to 540B.

Hopefully the following will work:

Replace

40 0B 00 00 00 77

with

54 0B 00 00 73 70 65 6C 6C 73 2F 65 72 72 6F 72 63 75 62 65 2E 6D 32 0A 00 77

This "character count" is also why you were getting errors when you changed the total characters being loaded.

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Thanks ToT The block is finally gone and because I dont want to have the same struggle again I decided to make a Anti-Block copy of my adt xD In case one appears, I just excahnge the adt by my copy! Its easier to go a few steps back than to look for the fault for hours.

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On 20. 5. 2017 at 10:22 AM, Skarn said:

Just swap the model with something else that Noggit is capable of rendering. Then load it in Noggit and remove.

Stop confusing people with fixing this in hex guys. Most of those who cannot figure out what Skarn wrote on their own are intimidated by 010 and this is just way easier. And for them, even quicker. I myself have never used 010 for fixing this crap.

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Sorry, it's just me suggesting that. I've never touched Noggit so I wouldn't know if it's capable of fixing this issue.

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Noggit? No, it is not. But you can swap invisible/broken model with some existing and visible model to make that thing display in Noggit and then just delete it. Done.

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