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Content creation => Modelling and Animation => Topic started by: Vesageough on January 26, 2015, 05:03:33 pm

Title: [TUTORIAL] Here is how WoD .skin works.
Post by: Vesageough on January 26, 2015, 05:03:33 pm
Hello,

After looking at Rangorn posts, I've found how the WoD .skin files work.

010 Editor Templates updated (.WoD skin + M2 light, with mesh and texture info only):
http://www.mediafire.com/download/nx8os47rd17bs30/WoD_010_Editor_Templates_6.0.3.zip

How to use 010 Editor Templates:
http://www.sweetscape.com/010editor/manual/OptionsTemplates.htm
http://www.sweetscape.com/010editor/manual/Running.htm

They used a trick to go over the 65536 limit of the StartTriangle field.
Now, there is also a Level field. It is set to 0, then, when StartTriangle resets from 65000+ to 0+, Level is set to 1.

Mesh part IDs: http://www.pxr.dk/wowdev/wiki/index.php?title=M2/WotLK/.skin#Mesh_part_ID

1. submesh:
- ID: Mesh part ID
- Level: 0
- startTriangle: (startTriangle + nTriangles) of previous Submesh.
- nTriangles: number of triangles.

2. if ((startTriangle + nTriangles) of previous Submesh) > 65535:
- ID: Mesh part ID
- Level: 1
- startTriangle: ((startTriangle + nTriangles) of previous Submesh) - 65536. (resets)


ex:
1.
- ID: 13
- Level: 0
- startTriangle: 64272
- nTriangles: 1356
= 64272 + 1356 = 65628

2.
- ID: 14
- Level: 1
- startTriangle: 92 (65628 - 65536) (resets)
- nTriangles: 1083
Title: Re: [TUTORIAL] Here is how WoD .skin works.
Post by: Rangorn on January 27, 2015, 09:06:21 am
Thanks for doing this !


I hope people will check this before asking always the same questions.
Title: Re: [TUTORIAL] Here is how WoD .skin works.
Post by: Vesageough on February 03, 2015, 04:54:55 am
Added new 010 Editor .skin template and updated the tutorial in the first post.