A little tutorial from me, about Legion M2. At the build 20810 or higher, M2 change. You just need to remove in hexa with 010 Editor this :After that, you've this : Change M2 version (12 to 10)And you get a working model for WoD. 1
Elrena 131 Posted December 21, 2015 Thank you! I'm glad to see more people working on WoD/Legion Share this comment Link to comment Share on other sites
Skarn 469 Posted December 21, 2015 When I have time, I will write a script to do it faster. Thanks for this information. Share this comment Link to comment Share on other sites
Skarn 469 Posted December 21, 2015 What? They are removed. People have to generate listfile. Without retroporting WoD modding is not possible. For example, you need to convert models to 3.3.5a to create maps in order to convert them back to WoD. How else would we do it if we have no retro-porting. Share this comment Link to comment Share on other sites
wungasaurus 120 Posted December 21, 2015 The data this guide removes is the data for the models to work without file names. Removing it instead of adapting tools to use it is exactly the wrong way.The only reason this can work is that we still know the file names from the list files. In a precious alpha build there were actually models that crashed the client as there were no file names and the MD21 files weren't pushed yet (death skeletons mainly). So in order to fix a Legion alpha build before this one, one actually had to add what you guys are removing here in order to be able to play when a worgrn died next to you.I'm not sure if this will make it into Legion, but there isn't much left to completely drop file names as well as the hashes currently used for listfiles, finally forcing people to adapt, and as of what I know not even the two big datamining sites adapted yet. It it would be a glorious day. Share this comment Link to comment Share on other sites
Skarn 469 Posted December 21, 2015 MD21 is just magic that indicates the new chunked file format. For now it contains nothing, then follows the usual MD20. So, for now it can be removed. But you are right, not adapting tools is the wrong way and it leads to nowhere. But what can we do? We have two problems: lack of programmers and some people who keep sources for old public tools private (even not those made by them personally). The first one is more or less solvable, but the second one is one of the reasons this community exists, we try to solve it. Thanks for your point though Share this comment Link to comment Share on other sites
wungasaurus 120 Posted December 21, 2015 If you think it contains nothing, look at the end of those files. Share this comment Link to comment Share on other sites
Koward 39 Posted December 22, 2015 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". Share this comment Link to comment Share on other sites
Skarn 469 Posted December 22, 2015 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".Keep it up, man. I really love seeing someone caring about making tools. That's exactly what our little community needs now, besides promotion campaign and other important things. Share this comment Link to comment Share on other sites
wungasaurus 120 Posted December 23, 2015 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 Share this comment Link to comment Share on other sites
Смердокрыл 191 Posted December 27, 2015 For example, you need to convert models to 3.3.5a to create maps in order to convert them back to WoD. How else would we do it if we have no retro-porting.Best option would be a new version of noggit Share this comment Link to comment Share on other sites
Skarn 469 Posted December 27, 2015 For example, you need to convert models to 3.3.5a to create maps in order to convert them back to WoD. How else would we do it if we have no retro-porting.Best option would be a new version of noggitImpossible, I guess. I have a litttle hope on Neo though. Noggit is quite messy in the code, so it is even hard to make it work on 3.3.5a properly. Though, if someone tries to do it, I will be glad. Share this comment Link to comment Share on other sites
Смердокрыл 191 Posted December 27, 2015 (edited) Impossible, I guess. I have a litttle hope on Neo though. Noggit is quite messy in the code, so it is even hard to make it work on 3.3.5a properly. Though, if someone tries to do it, I will be glad.Is there any way to, maybe.. ehm.. like.. steal the official blizz map editor? Edited December 27, 2015 by Смердокрыл Share this comment Link to comment Share on other sites
Skarn 469 Posted December 27, 2015 Sure, get employed as a level designer. Steal a copy for us, make it public, get sued for violating the agreement you signed when applying for a job. Sounds like a nice working plan for us, what about you? Share this comment Link to comment Share on other sites
MR.Farrarie 98 Posted January 1, 2016 what is the benifit for you ? Share this comment Link to comment Share on other sites
wungasaurus 120 Posted January 1, 2016 what is the benifit for you ?People will finally have to adapt to changes which will bring the community forward. Share this comment Link to comment Share on other sites
MR.Farrarie 98 Posted January 2, 2016 (edited) but we have now enough problems and legion models look awsome cant waitt to see Sargeras model or kil'jaeden I work in wod and its hard to convert some creatures really dont want another problemsand if that happen many people will leave and that will kill the community Edited January 2, 2016 by MR.Farrarie Share this comment Link to comment Share on other sites
Koward 39 Posted January 6, 2016 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 topWell, the WoWDev wiki : http://www.pxr.dk/wowdev/wiki/index.php?title=M2/WotLK#Animation_sequencesI 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 . Share this comment Link to comment Share on other sites
XodusArt2 2 Posted December 10, 2016 Nice, but you can't reimplement these files to Legion, or you lose many, many geosets. Share this comment Link to comment Share on other sites
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