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Author Topic: [QUESTION] WOD Characters HD Skin files  (Read 2614 times)

Rangorn

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[QUESTION] WOD Characters HD Skin files
« on: April 09, 2014, 04:01:58 am »
I have exported all the files for the Orc HD Model.

1 m2, all anims, and the 4 skin
As you can see, the orc model look like this :
[spoiler:3vv549wm][/spoiler:3vv549wm]

After intensive work, i think the problem come from the skin files.
Especially the last geosets of the model.

Orc and other HD Models have a large number of triangles
Orc Model : 23428 triangles = 23428*3 = 70284 indices.

The problem is here, The start triangles offset, is only 2 bytes ! his maximum is FF FF (65535).
I made a little schema about this thing :
http://www.hostingpics.net/viewer.php?i ... llshit.png

On modelviewer the geosets with this problem(72 73 74 75 76 and 77)are bullshit, something like that :
http://puu.sh/81y0S.jpg

I'm pretty sure, theses geosets are the missing part on the screen.


This is very annoying, i'm looking for a solution, but i think we can't do something for that :(
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

relaxok

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Re: [QUESTION] WOD Characters HD Skin files
« Reply #1 on: April 09, 2014, 07:55:03 am »
Some of us were discussing this earlier today.

Since the submeshes are arranged in order, probably the newer client just adds maxof(uint16) to the given value once the index values 'wrap around'.  The last several submeshes on e.g. TaurenMale_HD are all cloaks when you do this.

It's likely not possible to support all the geometry above index 65535 in older clients without a tricky client patch, but maybe someone will find a hacky way that is good enough for most purposes.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
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Zim4ik

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Re: [QUESTION] WOD Characters HD Skin files
« Reply #2 on: April 09, 2014, 11:42:37 am »
dont really think that that is possible without reverse engi
« Last Edit: January 01, 1970, 01:00:00 am by Admin »