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[TOOL] LKBC M2 Converter v0.4
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spik96:
** THIS PROJECT IS DEAD AND REPLACE BY JM2CONVERTER WHICH IS MORE POWERFUL, SEE GITHUB **
Hi Modcraft ! Now is the time to release the tool I've been working on for a couple of months.
##What it is : World of Warcraft M2 model converter from version 08 (_Wrath of the Lich King_) to 07-04 (_The Burning Crusade_). Written in ANSI C, documented with Doxygen, made with love and tears.
##How to use it : This is a command line tool. Put the executable file in the same folder than your WotLK model, then run it in a terminal. The output will be <model name>_BC.m2.
###Example (Windows version) Original model : PandarenStag.m2
--- Code: ---lkbc_converter.exe PandarenStag.m2 --- End code --- ==> a new file, PandarenStag_BC.m2, should have appeared in your folder. Note : if you can't understand this, I recommend you to not bother with this program and learn basic knowledge like how to open a terminal, how to navigate in it... Drag&Drop in Explorer may also work. Untested.
##Things that should work : * Creatures, with their animations * Static objects like trees or crates * Objects with animations like fountains or waterfalls * Interface m2 files
##What's yet to be implemented : * Ribbons * Particles Note : I tried to make it so the converter will still produce a model, you'll just not be able to see the effects.
This is still heavy work in progress. ##Frequently Asked Questions : ###Can we convert Warlords of Draenor character models ? A bit buggy but theoritically yes. But : * There are geosets supported by LK and not by BC. As a result, if you don't delete them in Blender, they will always show. Examples : "Catch-like" belt, Death Knights glowing eyes. * Remember you don't have to decimate character models meshes if you convert to BC because there a lot of unused sets. Haircuts (those added with the barbershop in LK) for example. * You will have to resize textures to the size of those of classic models. That's a huge loss in quality, but there is nothing we can do about it. Character texture size is hardcoded in the client. If you don't reduce them, you'll get a WoW Error or, if you're lucky, messy faces. * Don't forget the DBC Editing. You can't use LK DBCs.
###Can we use it on creatures or only with static objects ? This converted is aimed at converting creatures, something that had never been done previously by any LKBC conversion tool. Not all of them are working perfectly, but the code is getting better every day.
###My model is not working ! Check you're not using a model which has unsupported features, like particles or ribbons. But errors can happen elsewhere too. You can report your problem in the issue section on Github ;) ! Don't forget to add the name of your model and the nature of the problem.
##Credits : Original idea and structures by Stan84. Thanks to Stan84, PhilipTNG, Schlumpf and all the people who contributed to [wiki:2tqnq0t6]M2[/wiki:2tqnq0t6]&[wiki:2tqnq0t6]M2/WotLK[/wiki:2tqnq0t6] pages.
##Download : (READY-TO-USE FILES ARE IN THE "BINARIES" SECTION) https://github.com/Koward/LKBC_Converter/releases Available for Windows and Linux !
abdalrahman9:
Hey there, now i am not that into BC but its cool to see something like this. I just wanted to comment on the following:
--- Quote from: "spik96" ---##Frequently Asked Questions : ###Can we convert Warlords of Draenor character models ? Not yet. I don't know if we'll ever be able to. It would be the pinnacle of this project.
--- End quote --- Can't you just convert it from WOD to WOTLK and then from WOTLK to BC with this converter? Or am i missing something
spik96:
--- Quote from: "abdalrahman9" ---Hey there, now i am not that into BC but its cool to see something like this. I just wanted to comment on the following:
--- Quote from: "spik96" ---##Frequently Asked Questions : ###Can we convert Warlords of Draenor character models ? Not yet. I don't know if we'll ever be able to. It would be the pinnacle of this project.
--- End quote --- Can't you just convert it from WOD to WOTLK and then from WOTLK to BC with this converter? Or am i missing something --- End quote ---
You're missing the AnimIDs. They are a lot of animations in these new models with IDs&Flags&Whatever meaning nothing to a little BC client from 8 years ago. Like Monk animations ! I don't handle this problem yet. Note this problem could also occur on non character models. I have ideas, however, but it will take a little more time. This is really a pre-release so yeah bugs can (and will) happen. I just consider it in a useful-enough state to be shared with the world.
EDIT : I made some tests and the conversion is not possible at the moment for most HD character models, and none is possible with the current public version. If it's possible, I will try to fix it for the next update.
PhilipTNG:
Good Job Spik!! Well done man, glad you came out of this ordeal with your sanity intact!!
--- Quote from: "abdalrahman9" ---Can't you just convert it from WOD to WOTLK and then from WOTLK to BC with this converter? Or am i missing something --- End quote --- There's a reason why there isn't a text or video guide on how to convert LK to TBC. And why it took us a crazy long time to figure out how to get stuff to show up ingame in the first place.
The data format is quite different, just because it says M2, doesn't mean it's using the same data structure. Take for instance, in LK and beyond, you have anim files and skin files. in BC, the data for these files were originally a part of the M2 file, meaning these extra files didn't exist in BC and Vanilla. So they have to be merged back into the M2 file to work in BC, but you also need to set up the offsets to the data, you can't simply append the data to the end of the file, It has to be added in a specific order and you have to set up the callout address in the header so the client knows how to handle them.
In LK and beyond, various data structures use 2 location jump offsets before it gets to the actual data it's using. in BC, it used 1, So if that doesn't make sense, think of it this way, there will be hundreds of things that use 2 callouts, and to make it work in bc, you need to compromise those hundreds of offsets to a single offsets for each section.
For particles for example, for any of the particle options, it will generally give you a jump offset to another location that has another jump offset that points to the data it's supposed to use. in BC, there's only one jump offset that goes tot he data it's supposed to use, Each particle has 10-12 of these that you must do compromises on, to make it so the first jump ends up at the last area and not the second jump because there's no usable data there. That's kind of why you can't simply make a tutorial or a guide on how to convert.
abdalrahman9:
Ow i see, i guess there was more to it than i thought. Thanks for the reply you two!
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