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Content creation => Modelling and Animation => Topic started by: GanjaNoodle on July 13, 2015, 04:23:01 pm

Title: [QUESTION] Capes in ItemDisplayInfo
Post by: GanjaNoodle on July 13, 2015, 04:23:01 pm
I was curious about the capes, and didn't really understand the ItemDisplayInfo. I know that it doesn't use a model but a submesh on the character models. in the DBC most of the time all columns are 0 except the sound and textures so how does the client know which submesh the cape is for then? Or that it's even a cape to begin with?
Title: Re: [QUESTION] Capes in ItemDisplayInfo
Post by: Alastor on July 13, 2015, 05:03:44 pm
Cape isnt part of skin files from submeshes of char

Cape is external model

(http://i.imgur.com/sEYEoyk.jpg)
Title: Re: [QUESTION] Capes in ItemDisplayInfo
Post by: schlumpf on July 13, 2015, 05:24:37 pm
It is a sub mesh, you are correct. The defining part would be geosetGroup[0] for capes, iirc.
Title: Re: [QUESTION] Capes in ItemDisplayInfo
Post by: GanjaNoodle on July 13, 2015, 05:35:37 pm
Quote from: "schlumpf"
It is a sub mesh, you are correct. The defining part would be geosetGroup[0] for capes, iirc.

Yeah I was pretty confused because all the cape map contained was textures. Okay.. so it's all in the DBC. Thanks for the info :D