[DiscordArchive] wowdev wiki asmr stream when?
[DiscordArchive] wowdev wiki asmr stream when?
Archived author: Morfium • Posted: 2024-09-11T17:53:12.732000+00:00
Original source
wowdev wiki asmr stream when?
Archived author: TheHideout • Posted: 2024-09-11T17:54:11.159000+00:00
Original source
sounds straightforward thanks
Archived author: Morfium • Posted: 2024-09-11T17:55:24.846000+00:00
Original source
Now I really wanna read the novel Alastor is writing down.
Archived author: tester • Posted: 2024-09-11T17:55:58.425000+00:00
Original source
in reality he walked away and just left his cat on his keyboard
Archived author: A2 • Posted: 2024-09-11T18:08:42.961000+00:00
Original source
Model start with MD21 chunk present for anything higher than <:wod:706559049864577086> for models where you want to keep the texture combiner used for blending different UV maps together with its respectable textures and during downporting process you need to then watch out for data payload at 0x130h because the Multiconvertor will overwrite it so you need to move either Animations/GlobalSequences/ModelName out of the way from there most likely to the EOF <:010Editor:972133436523421767> <:010Template:972133435831353364> <:010Script:972133435776843786>
Make sure to use Reversed slashes instead of normal slashes
remove any chunks from .anim files notably AFM2 but AFSA and AFSB can appear too but since they are in a structure of MAGIC[4] Then ChunkSize you know exactly how many bytes to remove <:010Editor:972133436523421767> <:010Template:972133435831353364> <:010Script:972133435776843786>
Sometimes when model has way too many vertex groups used per mesh you need to use M2Redux to convert the model and export it from Blender after that you will end up with _LOD files and 00.skin you will rename 00.skin to 03.skin and then use LOD files as 00 / 01 / 02 variations they will be by one higher so you decrement and it will be ok after that make sure that each submesh in .skin files have in the BoneCount field at value that is greater than zero <:M2Redux:972133436896706600>
Archived author: A2 • Posted: 2024-09-11T18:08:59.843000+00:00
Original source
If the M2 comes with empty internal name you can generate new one yourself by placing it also to the EOF <:010Editor:972133436523421767> <:010Template:972133435831353364> <:010Script:972133435776843786>
But you should also check for nTexCoordsCombos or tex_unit_lookup_table does not matter how you call it if the table has some nAmount higher than one with its offset also higher than some value you should make sure to write some data into the if the structure is actually missing which can happen usually its in a manner of <:010Editor:972133436523421767> <:010Template:972133435831353364> <:010Script:972133435776843786>
if(nVertices==0)
```C
if(nTexCoordCombos>0){
WriteInt(0x88, 0x0);
};
if(ofsTexCoordCombos>0){
WriteInt(0x8C, 0x0);
};
```
else
```C
if( ( nTexCoordCombos == 1 ) && ( ofsTexCoordCombos >= FileSize() ) ){
WriteInt( FileSize(), 0x0 );
};```
Since the nTexCoordCombos uses as value int16 it will be enough to write in int32 which will leave 2 more empty bytes at the end of file which can hold null byte termination active to avoid other issues
But some models notably shoulders can also have higher amount of animations then then it gets out of bounds for set bone sequences during runtime so you should make sure that shoulder models have only stand animation which is the only they need <:010Editor:972133436523421767> <:010Template:972133435831353364> <:010Script:972133435776843786>
Archived author: A2 • Posted: 2024-09-11T18:09:00.668000+00:00
Original source
On top of that some models have have wrong BoneCombo data which makes the model's shadow get extruded to the infinity and beyond within limits of the system one way to fix it is to cycle thru every Bone and checking the said bone has some sequences in case it does not have any you should null its BoneCombo alt name is also bone_lookup_table <:010Editor:972133436523421767> <:010Template:972133435831353364> <:010Script:972133435776843786>
Also make sure that particles are in correct type numbers You need to watch for Emitter_type>3/Particly_type>2/Head_or_Tail>2 if any of those passes set them to some default value in case of the Emitter_type wrong value will also crash you <:010Editor:972133436523421767> <:010Template:972133435831353364> <:010Script:972133435776843786>
Sometimes when you will mod the file via <:WBS:1278161950697590784> then it can make bone weights not add up to 255 from its 4 values so you better do a check for each vertex that they do add up to 255 exactly <:010Editor:972133436523421767> <:010Template:972133435831353364> <:010Script:972133435776843786> but this issue should be rather fixed now in latest version of WBS <:WBS:1278161950697590784>
Archived author: A2 • Posted: 2024-09-11T18:15:37.944000+00:00
Original source
In short steps downporting should first of all take care of
1. Fixing TXID
2. Deleting MD21 <:010Editor:972133436523421767>
3. Fixing Alt Mapping / TextureCombiner <:010Editor:972133436523421767> <:010Script:972133435776843786>
4. if the VertexGrtoups are not > 64 if yes then M2Redux and LOD roshade <:M2Redux:972133436896706600>
5. Converting to WOTLK via Multiconvertor <:Multiconvertor:972133435734896711>
6. Fixing Slashes <:010Editor:972133436523421767> <:010Script:972133435776843786>
7. Removing AFM2, AFSA, AFSB <:010Editor:972133436523421767> <:010Script:972133435776843786>
8. Deleting LODs
9. Fixing Skin BoneCount <:010Editor:972133436523421767> <:010Script:972133435776843786>
10. Fixing M2 Internal Names <:010Editor:972133436523421767> <:010Script:972133435776843786> <:WBS:1278161950697590784>
11. Error: 8369E7 Fix (nTexUnitLookupTable Missing) <:010Editor:972133436523421767> <:010Script:972133435776843786>
12. Error: 832CF0 Fix (CM2Model::SetBoneSequence) <:010Editor:972133436523421767> <:010Script:972133435776843786>
13. BoneCombo Shadow Fix <:010Editor:972133436523421767> <:010Script:972133435776843786>
14. Particle Emitter/Particly/HeadorTail Fix <:010Editor:972133436523421767> <:010Script:972133435776843786>
15. If BoneWeight<255 then you need to change BoneInflucess to add to 255 <:010Editor:972133436523421767> <:010Script:972133435776843786> <:WBS:1278161950697590784>
Archived author: Jyria • Posted: 2024-09-11T18:18:52.549000+00:00
Original source
Someone pin this^
Archived author: Thiesant • Posted: 2024-09-11T18:19:13.120000+00:00
Original source
someone make a bot with !howto