Koward

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Tutorial Comments posted by Koward


  1. It contains various chunks. The list is on the wiki.

    Also, you can't simply does what OP said. The animation sequences are a bit different. Setting 2 bytes to 00 at (begin of sequence offset) + 0x1E in each sequence should do the trick.

    I written a command line converter tool that handle them pretty well. I'm fixing some bugs with Stan84 right now, it should be ready soon. Allowing retroporting AND "up-porting".

    what wiki do you mean? I can't find the thing you speak of in the second paragraph in the wiki linked on top

    Well, the WoWDev wiki : http://www.pxr.dk/wowdev/wiki/index.php?title=M2/WotLK#Animation_sequences

    I did put this as a note because I'm not 100% sure it's true (I have not checked the source, it's all empirical, I'm not a schlumpf-like reverse engineering warmachine, unfortunately).

    My remark on the wiki :

    --Koward (talk) 09:50, 18 December 2015 (UTC) In M2 v274 (Legion), it looks like blend_time has been divided in two uint16_t, and for standard animations the old blend_time is duplicated in both fields (ex : uint32 150 becomes two uint16 150). Maybe start and end blend_time values ? See Creature/GennGreymane/GennGreymane.m2 .


  2. It contains various chunks. The list is on the wiki.

    Also, you can't simply does what OP said. The animation sequences are a bit different. Setting 2 bytes to 00 at (begin of sequence offset) + 0x1E in each sequence should do the trick.

    I written a command line converter tool that handle them pretty well. I'm fixing some bugs with Stan84 right now, it should be ready soon. Allowing retroporting AND "up-porting".