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  • ...faces, materials, texture names, animations and properties of one model. [[M2]] files don't have a chunked format like most other WoW formats (except in ....anim_files|.anim]], [[M2/.skin|.skin]], [[PHYS|.phys]], [[BONE|.bone]], [[M2/.skel|.skel]] which may vary depending on the client version.
    110 KB (15,007 words) - 17:40, 16 March 2024
  • 81 KB (5,249 words) - 13:36, 27 July 2022
  • ...ng Cataclysm, but kept the substitution paths around in the event an older M2 was loaded by the client. ...<tt>0</tt>, with one large exception: if flag <tt>0x08</tt> is set in the M2, the value in <tt>M2Batch->shader</tt> is actually an index offset inside t
    16 KB (1,831 words) - 21:30, 29 December 2022
  • These files replace some blocks from the [[M2]] MD20 data. The chunks doing that have a fixed header followed by raw data ...(does not even have an AFID chunk). Note that it appears that the child [[M2/.skel]]s still have <tt>SK*1</tt> chunks, so apparently only <tt>*FID</tt>
    2 KB (320 words) - 21:30, 15 September 2020
  • An <tt>M2</tt> is rendered as a series of <tt>M2Element</tt>s which are constructed a * <tt>m2->alpha</tt> is overall model opacity, which can be manipulated by things li
    12 KB (2,040 words) - 03:58, 29 June 2023
  • #REDIRECT [[M2]]
    16 bytes (2 words) - 17:22, 24 April 2016
  • ...ing relative to the .skin-files of course. The vertices are still in the [[M2]] itself since they are the same for all views. This is a lookup table to select a subset of vertices from the [[M2#Vertices|global vertex list]] used by this skin.
    38 KB (5,246 words) - 04:01, 7 August 2023
  • Static Pointer for M2 Array 1 as for WoW 2.4.1 // 2008 By Malu05 ==M2 Offsets 2.4.1==
    3 KB (529 words) - 01:02, 23 February 2016
  • #REDIRECT [[M2/.skin]]
    22 bytes (3 words) - 17:24, 24 April 2016
  • #REDIRECT [[M2#.anim_files]]
    28 bytes (4 words) - 23:20, 25 April 2016
  • When trying to render M2 geometry on screen, there are a few things to remember. Rather than shootin ...render geometry and textures on screen. Consider it a general approach to M2 rendering.
    2 KB (368 words) - 22:55, 22 December 2016
  • 20 KB (1,553 words) - 23:21, 25 May 2016

Page text matches

  • #REDIRECT [[M2]]
    16 bytes (2 words) - 17:22, 24 April 2016
  • #REDIRECT [[M2#.anim_files]]
    28 bytes (4 words) - 23:20, 25 April 2016
  • #REDIRECT [[M2/.skin]]
    22 bytes (3 words) - 17:24, 24 April 2016
  • These files replace some blocks from the [[M2]] MD20 data. The chunks doing that have a fixed header followed by raw data ...(does not even have an AFID chunk). Note that it appears that the child [[M2/.skel]]s still have <tt>SK*1</tt> chunks, so apparently only <tt>*FID</tt>
    2 KB (320 words) - 21:30, 15 September 2020
  • ...de>into submeshColor.a</code>). If [[M2#Colors|M2Color]] is not present in M2 file, this values is <code>vec4(1.0, 1.0, 1.0, 1.0)</code><br> ...M2TextureWeight]]. If [[M2#Transparency|M2TextureWeight]] doesnt exists in M2 file, this value is <code>1.0</code><br>
    7 KB (895 words) - 12:33, 4 September 2017
  • Right click on a WMO or M2 model in the scene:
    164 bytes (32 words) - 00:31, 5 November 2018
  • ...// as of 18179, only used as boolean whether to attach to parent's [[M2#Attachments|Base attachment]]
    526 bytes (56 words) - 03:10, 20 July 2016
  • Static Pointer for M2 Array 1 as for WoW 2.4.1 // 2008 By Malu05 ==M2 Offsets 2.4.1==
    3 KB (529 words) - 01:02, 23 February 2016
  • ** models: [[M2]], [[M3]] ....anim_files|.anim]], [[M2/.skin|.skin]], [[PHYS|.phys]], [[BONE|.bone]], [[M2/.skel|.skel]]
    3 KB (426 words) - 22:41, 17 April 2024
  • *[[WDT]], [[ADT]], [[WMO]], [[WDL]] and Legion+ [[M2]] files follow a chunked structure similar to [https://en.wikipedia.org/wik
    521 bytes (78 words) - 17:23, 24 April 2016
  • When trying to render M2 geometry on screen, there are a few things to remember. Rather than shootin ...render geometry and textures on screen. Consider it a general approach to M2 rendering.
    2 KB (368 words) - 22:55, 22 December 2016
  • ...// the parent model's [[M2#Attachments|attachment]], -1 for model's base position | 4 || Attachment ID || Integer || the parent model's [[M2#Attachments|attachment]], -1 for model's base position
    2 KB (239 words) - 16:46, 5 February 2018
  • This is storing bounding boxes for all models (m2). It was added in Cataclysm to help with streaming data.
    711 bytes (85 words) - 13:53, 21 March 2020
  • ...type 2 (see [[M2#Texture_Types|this]]). Texture must be in the same dir as M2 file of creature is. ...type 2 (see [[M2#Texture_Types|this]]). Texture must be in the same dir as M2 file of creature is.
    7 KB (866 words) - 08:39, 14 April 2019
  • Defines sequences of M2-camera-cinematics. As far as I know there are no sequences in there, so all
    888 bytes (100 words) - 21:51, 1 October 2017
  • Static Pointer for M2 Array 1 as for WoW 2.4.1 // 2008 By Malu05 Static Pointer for M2 Array 1 as for WoW 3.0.3 // 2008 By Malu05
    3 KB (331 words) - 13:12, 20 May 2014
  • | 0.11.0 || 3925 || [[MDX]] / [[M2]] || Switch from [[MDX]] to [[M2]]
    3 KB (367 words) - 21:00, 5 April 2024
  • An <tt>M2</tt> is rendered as a series of <tt>M2Element</tt>s which are constructed a * <tt>m2->alpha</tt> is overall model opacity, which can be manipulated by things li
    12 KB (2,040 words) - 03:58, 29 June 2023
  • ...BC]] holds information about every type of models ([[WMO]] too). Models ([[M2]]) are listed as .MDX as always.
    2 KB (297 words) - 19:25, 5 April 2022
  • *'''Placement information for the [[M2]]. Reference: [[ADT#MLDD_.28Legion.2B.29|MLDD]] *'''Defines bounding box and radius for visibility detection for M2 from MLDD. Reference: [[ADT#MLDX_.28Legion.2B.29|MLDX]]
    6 KB (911 words) - 22:19, 15 November 2022
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