Well it'd seem weird to me that the guy that upped them did it wrong since he already added a few items IG (although i'm not exatly if he has to do the same things, but whatever), and he used "Lktocatam2"
Anyway, I just tried to do it myself and manually, so I changed "uint version" to 272 and "uint lName" to 27, to match those of the base m2, but I got an error #132 again.
So I looked a bit more, and I noted something strange. There's a whome section in the new m2 that isn't in the original one :
"int16 _AnimationLookup[474]" just before the "struct Bones" which I can expand. In it, it's like this :
int16 _AnimationLookup[0]
int16 _AnimationLookup[1]
int16 _AnimationLookup[2]
int16 _AnimationLookup[3]
...
int16 _AnimationLookup[473]
and each and every one of their value is -1, except for int16 _AnimationLookup[0] which has a value of 0.
I tried deleting this whole section, as it isn't in the original .m2 file, and it got me back to my forst problem : no wow-error, but the item straight up not appearing.
So, any idea ?
PS : As for the export from Blender, when i'm done removing vertices, I select all (A), then export as obj, using those options :
Apply Modifiers
Include Edges
Write Normals
Include UVs
Write Materials
Objects as OBJ Objetcs
Path Mode : Auto
Scale : 1.00
Forward : -Z forward
UP : Y Up
Edit : Ok so, I used the LktoCataM2 script for BOTH the .m2 and the .skin file (while the guy that helped me only used it for the .m2, and I got this :
http://www.noelshack.com/2016-34-1472164677-skrine.pngWhich is ... Better than nothing, I guess.
It may not be in the right direction because of Z axis and shit (even tho I was sure to have chose the right ones) but what bugs me is the texture .... I didn't include à .BLP nor changed anything about it (used the base one to see if it was working in blender, and chose the base path for it in ObjToM2, aka : ItemobjectcomponentsShield )
So well...
Stuck again