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[WIP] LK to BC M2 converter in C (aka The Endless Nightmare)

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PhilipTNG:

--- Quote from: "spik96" ---How did you manage to make your bones face the wrong way ? x)
You used unsigned int instead of int or something like that ?
If there are easy stupid mistakes I can avoid.. Better don't fall in the same holes ><"
--- End quote ---
I really don't remember, I kind of screwed up and forgot to end a line somewhere so it kept going and ended up adding values to the bone's data as it was storing it XD, but not just that, if you don't do the translation and rotation correctly, the bones can sometimes just point straight up as well., and the data's in Float, not Int.

I believe it was the Particle's Opacity data that is different between BC and LK.  in LK, it's an Int16 value 0-32767, in BC, it's a uint8 value, 0-255.  Also I think it was the colors as well, in BC, it's a uint8 value as well for RGB, 0-255. However in LK, it's capacity is still 0-255 HOWEVER.. it's now a float value, so all you need to do is convert the float value you store to a uint8 and it should be fine.  If you look at items that existed between LK and BC with particles, you'll see what I mean.

Kaev:

--- Quote from: "PhilipTNG" ---Kind of like all those guys that said Kaev was an ambitious dreamer with a goal he'd never reach... boy were they wrong XD.
--- End quote ---
I know that my post will be off topic, but fck that.
It was just possible, because i wrote Cromon a message in skype. Kudos to Cromon for nearly everything related to Neo. Without him, i would still be an ambitious dreamer with a goal that i would never reach, because i'm way too lazy to finish something like that. :P
Sadly my mainboard broke yesterday. I think after i got my new one, i'll finally finish the GO and creature editors that i started.

Don't want to be 100% off topic:
Best luck with the converter. Sadly i have no experience with M2 models or anything related at all, otherwise i would help out a bit.

spik96:
Thanks everyone. I have finals to study right now so the code don't grow as much as I want it to but during summer I will try to be more active on this. I have some algorithms on paper I really want to implement and if they work I don't see why we could not have Wotlk animated models (without .anim files atm) in TBC (beside, maybe, limits due to technical size of types but I have not taken them into account yet).

EDIT : I implemented animation conversion. The output structure should be correct, but I can't check as I don't have reference data. If you want, the values for each bone are currently printed when you use the program for debugging. This is the hardest thing I've ever seen, really. I can't believe how some things don't make any sense.

spik96:
I thought my Interpolation ranges and timestamps were correct but there seems to be some difference and at the moment I don't find their logic, AT, ALL. They are not just Anim Start Timestamp + WotLK Timestamp, and the ranges are not just indices. It seems there is no documentation at all about their special behaviours (what happens when there is 0 timestamp ? or 1 ? How do you define a range for an anim with 1 ts ?).

It seems I'm the first to ever work on this.
If anyone has any information about it, that would be massively useful.
Oh god I wish I had the Burning Crusade source or BC Model Viewer source. I would then see how it interprets timeranges and copy that..

Method:
1.12.1 is way more fun than TLK in my opinion, and especially now more than ever with Nostralius it's getting good traction.

Others may disagree, but this software is something every 1.12.1 player kinda wants. and I'm glad someone is finally working on it. Some of us don't like flying, or group finders, or achievements. If this gets completed then we'll finally be able to unlock the possibility of TLK content in vanilla, and then we can get the best of both worlds and none of the crap.

We just want the old rusted out WoW for what it is, with *a few* of the parts we liked from the present.

It is the main link between the new and the old.

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