I haven't really looked at how you did it, but knowing the data structures and the significant differences in the data is it feasible to turn it into something that we can use as a generic platform for handling conversions?
New Update ! Compatible with WoD character models and the program can now also convert to Classic ! (1.x)So I guess it's LKBCCL now, but let's keep the name it will be easier.There is even help showing in the terminal when you do something wrong ! Quote from: "sshroud"I haven't really looked at how you did it, but knowing the data structures and the significant differences in the data is it feasible to turn it into something that we can use as a generic platform for handling conversions?Not just the significant differences. All differences. A single thing could make the client crash and if you ever had a WoW Error you know WoW errors are NOT easy to understand (I don't at all, in fact x) ).And that's the problem. We don't have a nice documentation about these formats. There is a big lack of knowledge.
It's certainly finicky, but don't you require to full knowledge of the 3.3.5 .m2 format for writing to the 1.12.1 .m2 format? (Which could then be potentially reversible?)
I use CMake to organize a bit the code structure, but if you don't know how it works you can still take all the includes (.h files), all the source (.c files), put them in one folder then compile the main with your favorite compiler I use Linux's GCC but any converter should work.I don't think the Night elf glow is considered a light. My converter removes the Death Knight geoset but the standard Night elf eyes should be fine. Note its texture is hardcoded, however.