Forums WoW Modding Support Archives WoWModding Support Archives [DiscordArchive] I converted my model, but the client crashes with the error: 0x008369E7 read 0x00000000

[DiscordArchive] I converted my model, but the client crashes with the error: 0x008369E7 read 0x00000000

[DiscordArchive] I converted my model, but the client crashes with the error: 0x008369E7 read 0x00000000

rektbyfaith
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05-26-2023, 12:29 PM
#1
Archived author: Krutok • Posted: 2023-05-26T12:29:35.559000+00:00
Original source

I converted my model, but the client crashes with the error: 0x008369E7 read 0x00000000

wiki says: Texture_unit_lookup_table is not present in M2

For models that use multitexturing, this maps given texture unit numbers into actual texture unit numbers (0 or 1).

Values of -1 seem to mean environment mapping.

One model is of special interest, Creature/KelThuzad/KelThuzad.m2, which is the only one that has an nTexUnits of 3, and has three texture units specified for some of its submeshes. Sure enough, two of those maps to 0 and 1, and one maps to -1.

More confusion thanks to my favorite "weird" model, World/Generic/Gnome/Passive Doodads/GnomeMachine/GnomeSubwayGlass.m2, which is the translucent, environment mapped glass tunnel in the Deeprun Tram. It only has a single value in this block, -1, which is used for the single texture layer in both render operations in the model. This and the magic with rendering flags/blend modes make up the neat transparent-reflective glass effect, but confuse me even more about how envmapping and such is handled. (and where it seems to get the bluish color from - is it in the model (no color blocks in this particular model), the wmo, a solid background color, or simply the result of the blending used?)

As a side note, on my (dated) system WoW does every texture unit in a single pass.

How can I fix this?
rektbyfaith
05-26-2023, 12:29 PM #1

Archived author: Krutok • Posted: 2023-05-26T12:29:35.559000+00:00
Original source

I converted my model, but the client crashes with the error: 0x008369E7 read 0x00000000

wiki says: Texture_unit_lookup_table is not present in M2

For models that use multitexturing, this maps given texture unit numbers into actual texture unit numbers (0 or 1).

Values of -1 seem to mean environment mapping.

One model is of special interest, Creature/KelThuzad/KelThuzad.m2, which is the only one that has an nTexUnits of 3, and has three texture units specified for some of its submeshes. Sure enough, two of those maps to 0 and 1, and one maps to -1.

More confusion thanks to my favorite "weird" model, World/Generic/Gnome/Passive Doodads/GnomeMachine/GnomeSubwayGlass.m2, which is the translucent, environment mapped glass tunnel in the Deeprun Tram. It only has a single value in this block, -1, which is used for the single texture layer in both render operations in the model. This and the magic with rendering flags/blend modes make up the neat transparent-reflective glass effect, but confuse me even more about how envmapping and such is handled. (and where it seems to get the bluish color from - is it in the model (no color blocks in this particular model), the wmo, a solid background color, or simply the result of the blending used?)

As a side note, on my (dated) system WoW does every texture unit in a single pass.

How can I fix this?

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