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[TOOL][WIP] M2 Importer/Exporter 3ds max plugin

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Steff:
I also use only max :)
I dont get warm with blender.

hornobster:

--- Quote from: "Garthog" ---LOD means level of detail yep. It's the file that the object looks better when you get closed !
--- End quote ---
so modelname01.skin is more detailed than modelname00.skin or the opposite?
thanks for the info anyway :D

Now I'm working on attachments which will be displayed as little cubes and then linked with the correct bone... but how many bytes is it big? because there's that ABlock at the end, and I don't know its dimension... someone should add it to the wiki :P

schlumpf:
Actually, I'm not sure about it being LOD. It should be though.

Animation blocks are documented at the top. Also, they all have the same size except for what they point to.

hornobster:

--- Quote from: "schlumpf" ---Actually, I'm not sure about it being LOD. It should be though.

Animation blocks are documented at the top. Also, they all have the same size except for what they point to.
--- End quote ---
I found they are 20 bytes long... add it to the wiki please :P

UPDATE:
Added attachments import.
64-bit: http://www.mediafire.com/?xd5rlw2qq47b459
32-bit: http://www.mediafire.com/?a7d583swh3jg3db

They will be shown as little cubes (0.1 size) and the name changes depending on the id...
They aren't linked to their bone yet since there are no bones at the moment xD

I found some interesting things using it :P
for example the bloodelf male has 2 demolishervehicle attachments in his left hand xD
attachments IDs 9 and 10 might be related to HipSheath or somehing to do with waist... who knows?
also I noticed that the importer found some duplicate attachments... I mean 2 or more attachments with the same ID... is it normal?? how can WoW recognise the difference?

in addition, I didnt know that character models contained all the models for shirts, boots, gloves, cloaks, leggings and kilts, all the hair styles... they're all together.. I guess they are registered in the Submeshes block and when they're not needed WoW applies a completely transparent texture...


Another thing I noticed is that attachment position is NOT relative to the bone pivot as stated in the wiki.. it is linked with that bone and shares its rotation and translation but the position is absolute not relative...

Tigurius:
http://pxr.dk/wowdev/wiki/index.php?tit ... animations

and LOD was something about Bone Level of Detail or so.

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