wungasaurus

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Everything posted by wungasaurus

  1. Wow does not support caves made out of terrain. You need to do the same as blizzard and make holes and put a wmo cave there.
  2. Have you tried watermarking your stuff, encrypting your stuff, and being even more elitist about your edits so you don't document them?
  3. Cameras are in the m2: https://wowdev.wiki/M2#Cameras There might be some camera modifiers in lua though, but I wouldn't know about those being used in login.
  4. You should probably start by using a hex editor that has support for editing files with semantics, like 010 editor. There you can just select the size field and enter the file size as number, without converting to hex yourself. 12.8mb is not the accurate size, you will need the size in bytes. the *FID chunks are documented on the wiki and follow the MD21 chunk in legion m2s. They contain ids of the .skin, .anim and .phys files for the model.
  5. The MD21 chunk size should be the file size before adding the chunk header (or the file size -8), in bytes. Then copy the original *fid chunks.
  6. https://wowdev.wiki/M2#Legion > The file might be chunked https://wowdev.wiki/Chunk > uint32_t magic; uint32_t size; char data; The size of the MD21 chunk shall be equivalent to the file size of the converted file. A "full tutorial" would probably be legion -> wod: remove all chunks but MD21, remove chunk header wod -> legion: let entire file be contained in a MD21 chunk. Add files removed in legion -> wod conversion.
  7. So you decided to not help others by neither saying what you did, nor telling people what part of the wiki is badly understandable. "Thanks."
  8. The wiki describes it though? What part of the wiki don't you understand? Without knowing that we can't improve it. Also, the size shall be equivalent to the MD20 data size. Also, since you did not edit according to the wiki but the broken way of "just removing", the *FID chunks will be broken and you probably will have to copy them from the original again.
  9. That's because the "àÍ" is the size of the data, and not just random noise. If the size changed you need to change that chunk size as well.
  10. Of course. Still, people like schlumpf are still sharing things without any requirements or interest in personal profit. Telling people that you're amazing and have things that everyone else does not is just a dick move to the public in that situation. If you really want to make money, go ahead, but please don't annoy us with it. We don't give a shit about your personal profit. Greed will never lead to a higher truth.
  11. You might get more interaction from reverse engineers if you post this on a talk page on the wiki. Or add what you already found to the wiki.
  12. There are no changes to texture file formats since vanilla. You can just copy files.
  13. Did you not see my reply? Did investigating that not result in something?
  14. "There is no documentation or tools so I will do it but keep it for myself." Honestly, fuck you people. I wish I could ban you from reading the wiki so you're stuck with doing absolutely everything yourself
  15. SpellVisualAnim*? swapping .anim will swap all occurrences, so unlikely what you want. The ids in filenames are animid as in AnimationData, and if the model has multiple versions of that the second number is the variation id. Swapping between models will fuck things up.
  16. If there are no replies within a day, it was either completely trivial or non trivial!
  17. While I don't know which DB it actually is, • animationdata is mostly useless and most edits don't do shit • you want to change how an animation looks: tough luck, have fun with broken m2 converters and a lot of pain. • if you want to change the animation played on a spell, you want to look at the terms animkit, spellvisual. Iirc spell references visual references precast animkit
  18. Issue here is exactly what he said though: there is such a shitload of things to do that the amount of people knowing how to change those animations are somewhat close to 0-2. chances of a full tutorial are 0, replies for your topic are 0.1. try posting on more than one site, try an irc or so. Wanting answers on non-trivial things is hard.
  19. Try a different converter. The png one was always quite good for me.
  20. The two last things named have been available in mop.
  21. Why not provide the details about what you have changed and what others have found out to help you so far? Ugh, I hate when people take an interesting problem off-site to not share solutions.
  22. You have either selected the wrong compiler or not installed and set it up correctly.
  23. You don't show the error, just the notification that there was some. Please look at the error.
  24. The last step is an incredibly bad idea: you're deleting random data in the file, which may even be the reason for your pitchfork disappearing. I suggest one of two different ways to fix that issue, the first being a untested guess, the second being guaranteed to work and not break things: • instead of modifying the data, modify the size of the string to zero: Set both FileNameX_length fields to 0. • instead of modifying existing data, point to correct data: you can do this in two ways: – find some byte in the model that's 0 (e.g. the 6th byte of pretty much every m2). Set both FileNameX_offset fields to that value. – at the end of the file, add a Byte being 0x00. Set both FileNameX_offset fields to the file size - 1, i.e. the just added byte.
  25. Yes, there likely is nothing wrong with the structure of it. The issues I described come from having a non-matching .skin content wise. Only the issue with vertices being wrong would be structural.