[DiscordArchive] So for creatures you would want a higher size then say items?
[DiscordArchive] So for creatures you would want a higher size then say items?
Archived author: Cronus • Posted: 2024-10-08T17:20:49.685000+00:00
Original source
So for creatures you would want a higher size then say items?
Archived author: A2 • Posted: 2024-10-08T17:21:29.221000+00:00
Original source
It is just archive with predefined table of items it contains there is no point in making the table be 128k files if you give it 600 files and ship it
Archived author: A2 • Posted: 2024-10-08T17:22:01.878000+00:00
Original source
I am personally using maximum size only and only for the mega ultra chonki patch that contains all downported models and textures
Archived author: A2 • Posted: 2024-10-08T17:22:10.406000+00:00
Original source
Which is 20GB in size and has 260k+ files
Archived author: Cronus • Posted: 2024-10-08T17:26:33.657000+00:00
Original source
about this how would one fix the texture combiner address? does m2mod move the offset of it?
Archived author: A2 • Posted: 2024-10-08T17:28:50.791000+00:00
Original source
```C++
uint lName = ReadUInt(0x8);
uint ofsName = ReadUInt(0xC);
uint nGlobalSequences = ReadUInt(0x14); //4d 0x4h bytes single block
uint ofsGlobalSequences = ReadUInt(0x18);
uint nAnimations = ReadUInt(0x1C); //64d 0x40h bytes single block
uint ofsAnimations = ReadUInt(0x20);
uint MAXSIZE=32768; //Creating buffer for carrying the data
uchar buff[MAXSIZE];
uint DynaFileSize = FileSize(); //I was using just FileSize before but I ended up in bogus space so I used var with edits on fly
uchar FourBytesZero[4] = {0x0, 0x0, 0x0, 0x0}; // just empty four bytes
void BlockMove(uint64 pos, uint len){ //Position, Lenght
ReadBytes(buff, pos, len); // self explanatory
WriteBytes(buff, DynaFileSize, len);
}; // ReadBytes( uchar buffer[], int64 pos, int n )
if(ofsAnimations == 0x130){ //304d 0x130h
WriteBytes(FourBytesZero, DynaFileSize, 4); DynaFileSize+=4; // I like adding 4 zero bytes at start and end to make isolation //from experiences i noticed that wow sometimes doenst like when stuff touch too much
ofsAnimations = (DynaFileSize);
BlockMove(0x130, (64 * nAnimations) ); // here I move thing from point X with lenght Y
WriteInt(0x20, DynaFileSize); DynaFileSize+=(64*nAnimations); // after move I write new offset and chance filesize so I know here I am
WriteBytes(FourBytesZero, DynaFileSize, 4);
};
if(ofsGlobalSequences == 0x130){
WriteBytes(FourBytesZero, DynaFileSize, 4); DynaFileSize+=4;
ofsGlobalSequences = (DynaFileSize);
BlockMove(0x130, (4 * nGlobalSequences) );
WriteInt(0x18, DynaFileSize); DynaFileSize+=(4*nAnimations);
WriteBytes(FourBytesZero, DynaFileSize, 4);
};
if(ofsName == 0x130){
WriteBytes(FourBytesZero, DynaFileSize, 4); DynaFileSize+=4;
ofsName = (DynaFileSize);
BlockMove(0x130, lName);
WriteInt(0xC, DynaFileSize); DynaFileSize+=lName;
WriteBytes(FourBytesZero, DynaFileSize, 4);
};
FileSave();```
Archived author: Hausa • Posted: 2024-10-08T17:28:54.225000+00:00
Original source
idk why you is having issues, ive had those weps ported for a long while now, but i didnt use m2mod
Archived author: A2 • Posted: 2024-10-08T17:29:01.060000+00:00
Original source
Do this only if there is 8 bytes of MD21 removed
Archived author: A2 • Posted: 2024-10-08T17:29:07.752000+00:00
Original source
and model was not converted to LK yet
Archived author: Hausa • Posted: 2024-10-08T17:34:50.122000+00:00
Original source
<@232231873680506882>
Desktop.zip