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Content creation => Modelling and Animation => Topic started by: Vesageough on January 09, 2015, 03:34:24 am

Title: [QUESTION] M2/skin: identifying submeshes
Post by: Vesageough on January 09, 2015, 03:34:24 am
Hello,

I want to modify some submesh textureUnit in a .skin file with 010Editor.
But first, I need to know which submesh is what.
How should I do? I've tried to convert the .m2 to .m2i with M2Mod Redux, but this custom .m2 file crashes.
Maybe I could load it in WoW Model Viewer, but how?
Title: Re: [QUESTION] M2/skin: identifying submeshes
Post by: abdalrahman9 on January 09, 2015, 06:30:11 am
You could use pymodeleditor to check for the sub meshes. If you open the program, you will be able to see a button called edit geoset and check the meshes there.
Title: Re: [QUESTION] M2/skin: identifying submeshes
Post by: Vesageough on January 09, 2015, 08:05:34 am
Thanks for the info.
I've already tried pymodeleditor, but I have the following error:
Quote
Qt: Untested Windows version 6.2 detected!
Traceback (most recent call last):
  File "D:!DownloadsWoWtools!modelpymodeleditorpymodeleditorpymodeleditor.py", line 188, in openM2
    self.m2 = M2File(openname)
  File "D:!DownloadsWoWtools!modelpymodeleditorpymodeleditorm2.py", line 1131, in __init__
    self.cameras                = ReadBlock(f,hdr.cameras,Camera,self.anim_files)
  File "D:!DownloadsWoWtools!modelpymodeleditorpymodeleditorwowfile.py", line 31, in ReadBlock
    temp = func().unpack(f,animfiles)
  File "D:!DownloadsWoWtools!modelpymodeleditorpymodeleditorm2.py", line 904, in unpack
    self.TransPos       = AnimBlock().unpack(f,DATA_VEC9,animfiles)
  File "D:!DownloadsWoWtools!modelpymodeleditorpymodeleditorm2.py", line 323, in unpack
    temp = AnimSub().unpack(f,DATA_INT)
  File "D:!DownloadsWoWtools!modelpymodeleditorpymodeleditorm2.py", line 244, in unpack
    temp, = struct.unpack("i",f.read(4))
struct.error: unpack requires a string argument of length 4

I use Windows 8.1 x64
I've tried with:
- Python 2.6.6 + PyOpenGL 3.0.1 win32 + PyQt 4.8.3 x86
- Python 2.7.9 + PyOpenGL 3.1.0 win32 + PyQt 4.11.3 x32
- Python 2.6.6 amd64 + PyOpenGL 3.0.1 amd64 + PyQt 4.11.3 x64

I've tried with a custom Draenei Female .m2 (3.3 Mb) then with an original darkhound .m2 (201 kb)
Title: Re: [QUESTION] M2/skin: identifying submeshes
Post by: Soldan on January 09, 2015, 12:42:33 pm
Put it in a patch, load the patch with WMV - and then go to "Show Model Control".

It will list all the geosets from 0 - limit.
Title: Re: [QUESTION] M2/skin: identifying submeshes
Post by: Vesageough on January 09, 2015, 09:26:40 pm
By patch, you mean .mpq file? Or CASC file? Or putting directories in the drectory "World of WarcraftData" ?
Title: Re: [QUESTION] M2/skin: identifying submeshes
Post by: Vesageough on January 10, 2015, 04:05:41 am
Ok, I've found a way, by using an ol backup of my WoW files. Now I can use WoW Model Viewer 0.7.0.6 and use the local data dir with the option "use local files". Thanks.
Title: Re: [QUESTION] M2/skin: identifying submeshes
Post by: Vesageough on January 10, 2015, 11:05:51 am
And it even works with HD models! I just have to remove _HD in the file names of the .m2 and .skin.
Of course, textures are all wrong, but at least, I have the submesh list!

It seems there is a limit, as I only saw 56 submeshes in WMV and there are 95 in 010 Editor!
Or is there a way to show all the submeshes? Maybe by exporting?
Title: Re: [QUESTION] M2/skin: identifying submeshes
Post by: Rangorn on January 10, 2015, 03:35:56 pm
What skinfile do you open ? The .00skin or the others ?

You have to count submeshes in the 00skin
Title: Re: [QUESTION] M2/skin: identifying submeshes
Post by: Vesageough on January 10, 2015, 04:30:47 pm
Ok, that's interresting, but yes, I edit 01.skin files because it is the one used at log screen and when you zoom closer to a model ingame.
In fact, in WMV, in model control, I switch to view 2, but the geosets list does not update.

Is there a way to do so?