M2: Difference between revisions
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== Lights == | == Lights == | ||
*'''nLights records of 0x9C bytes starting at ofsLights, followed by data referenced in these records.''' | *'''nLights records of 0x9C bytes starting at ofsLights, followed by data referenced in these records.''' | ||
struct M2Light | |||
{ | { | ||
uint16_t type; // Types are listed below. | |||
int16_t bone; // -1 if not attached to a bone | |||
C3Vector position; // relative to bone, if given | |||
[[M2/WotLK#Standard_animation_block|M2Track]]<C3Vector> ambient_color; | |||
[[M2/WotLK#Standard_animation_block|M2Track]]<float> ambient_intensity; | |||
[[M2/WotLK#Standard_animation_block|M2Track]]<C3Vector> diffuse_color; | |||
[[M2/WotLK#Standard_animation_block|M2Track]]<float> diffuse_intensity; | |||
[[M2/WotLK#Standard_animation_block|M2Track]]<float> attenuation_start; | |||
[[M2/WotLK#Standard_animation_block|M2Track]]<float> attenuation_end; | |||
[[M2/WotLK#Standard_animation_block|M2Track]]<uchar> unknown; // enabled? | |||
} lights[]; | |||
Two light types: | Two light types: | ||
{| style="background:#FCFCFC; color:black" | {| style="background:#FCFCFC; color:black" |
Revision as of 01:32, 11 August 2015
M2 files (also called MDX) contain model objects. Each M2 file describes the vertices, faces, materials, texture names, animations and properties of one model. M2 files don't have a chunked format like most other WoW formats.
Models are used for doodads (decoration objects), players, monsters and really everything in the game except for Terrain and WMOs.
This file describes their structure in the second expansion "Wrath of the Lich King". It is up to date for build 8820 and most likely following ones. It has been made by Xayo and schlumpf. All structures have been overlooked by schlumpf. Enjoy it.
--schlumpf_ 00:50, 23 August 2008 (CEST)
Header
The header has mostly the layout of number-offset pairs, containing the number of a particular record in the file, and the offset. These appear at fixed places in the header. Record sizes are not specified in the file.
The header can be 0x130 or 0x138 bytes big.
Offset | Type | Name | Description |
---|---|---|---|
0x000 | char[4] | Magic | "MD20" |
0x004 | uint32 | Version | For Cataclysm this is 263 < version < 272. Files get handled differently depending on this! |
0x008 | uint32 | lName | Length of the model's name including the trailing \0 |
0x00C | uint32 | ofsName | Offset to the name, it seems like models can get reloaded by this name.should be unique, i guess. |
0x010 | uint32 | GlobalModelFlags | 1: tilt x, 2: tilt y, 4:, 8: add another field in header, 16:, 32: load .phys data (MoP+); (no other flags as of 3.1.1); list at M2/WotLK/flags; *(p+0x11) & 1 is camera related. |
0x014 | uint32 | nGlobalSequences | |
0x018 | uint32 | ofsGlobalSequences | A list of timestamps. |
0x01C | uint32 | nAnimations | |
0x020 | uint32 | ofsAnimations | Information about the animations in the model. |
0x024 | uint32 | nAnimationLookup | |
0x028 | uint32 | ofsAnimationLookup | Mapping of global IDs to the entries in the Animation sequences block. |
0x02C | uint32 | nBones | |
0x030 | uint32 | ofsBones | Information about the bones in this model. |
0x034 | uint32 | nKeyBoneLookup | |
0x038 | uint32 | ofsKeyBoneLookup | Lookup table for key skeletal bones. |
0x03C | uint32 | nVertices | |
0x040 | uint32 | ofsVertices | Vertices of the model. |
0x044 | uint32 | nViews | Views (LOD) are now in .skins. |
0x048 | uint32 | nSubmeshAnimations | |
0x04C | uint32 | ofsSubmeshAnimations | Submesh color and alpha animations definitions. |
0x050 | uint32 | nTextures | |
0x054 | uint32 | ofsTextures | Textures of this model. |
0x058 | uint32 | nTransparency | |
0x05C | uint32 | ofsTransparency | Transparency of textures. |
0x060 | uint32 | nUVAnimation | |
0x064 | uint32 | ofsUVAnimation | |
0x068 | uint32 | nTexReplace | |
0x06C | uint32 | ofsTexReplace | Replaceable Textures. |
0x070 | uint32 | nRenderFlags | |
0x074 | uint32 | ofsRenderFlags | Blending modes / render flags. |
0x078 | uint32 | nBoneLookupTable | |
0x07C | uint32 | ofsBoneLookupTable | A bone lookup table. |
0x080 | uint32 | nTexLookup | |
0x084 | uint32 | ofsTexLookup | The same for textures. |
0x088 | uint32 | nTexUnits | |
0x08C | uint32 | ofsTexUnits | And texture units. Somewhere they have to be too. |
0x090 | uint32 | nTransLookup | |
0x094 | uint32 | ofsTransLookup | Everything needs its lookup. Here are the transparencies. |
0x098 | uint32 | nUVAnimLookup | |
0x09C | uint32 | ofsUVAnimLookup | |
0x0A0 | Vec3F[2] | VertexBox | min/max( [1].z, 2.0277779f ) - 0.16f seems to be the maximum camera height |
0x0B8 | float | VertexRadius | |
0x0BC | Vec3F[2] | BoundingBox | |
0x0D4 | float | BoundingRadius | |
0x0D8 | uint32 | nBoundingTriangles | |
0x0DC | uint32 | ofsBoundingTriangles | Our bounding volumes. Similar structure like in the old ofsViews. |
0x0E0 | uint32 | nBoundingVertices | |
0x0E4 | uint32 | ofsBoundingVertices | |
0x0E8 | uint32 | nBoundingNormals | |
0x0EC | uint32 | ofsBoundingNormals | |
0x0F0 | uint32 | nAttachments | |
0x0F4 | uint32 | ofsAttachments | Attachments are for weapons etc. |
0x0F8 | uint32 | nAttachLookup | |
0x0FC | uint32 | ofsAttachLookup | Of course with a lookup. |
0x100 | uint32 | nEvents | |
0x104 | uint32 | ofsEvents | Used for playing sounds when dying and a lot else. |
0x108 | uint32 | nLights | |
0x10C | uint32 | ofsLights | Lights are mainly used in loginscreens but in wands and some doodads too. |
0x110 | uint32 | nCameras | Format of Cameras changed with version 271! |
0x114 | uint32 | ofsCameras | The cameras are present in most models for having a model in the Character-Tab. |
0x118 | uint32 | nCameraLookup | |
0x11C | uint32 | ofsCameraLookup | And lookup-time again. |
0x120 | uint32 | nRibbonEmitters | |
0x124 | uint32 | ofsRibbonEmitters | Things swirling around. See the CoT-entrance for light-trails. |
0x128 | uint32 | nParticleEmitters | |
0x12C | uint32 | ofsParticleEmitters | Spells and weapons, doodads and loginscreens use them. Blood dripping of a blade? Particles. |
0x130 | uint32 | nUnknown | This field is getting added in models with the 8-flag only. If that flag is not set, this field does not exist! |
0x134 | uint32 | ofsUnknown | It has a array out of shorts. Its related to renderflags. |
Skeleton and animation
Global sequences
- nGlobalSequences 32-bit unsigned integers starting at ofsGlobalSequences.
A list of timestamps that act as upper limits for global sequence ranges.
struct M2Loop { uint32_t timestamp; } loops[];
Standard animation block
- Many values that change with time are specified using blocks like the following.
Please see this for information.
Global Sequences
If a block has a sequence >= 0, the block has a completely separate max timestamp. This is the value in the model's ofsGlobalSequences table; index into that table with this sequence value and use that as the block's max timestamp. Blocks that use these global sequences also only have one track, so at the same time as clipping the current timestamp to the max time above, interpolated value should always be taken from track 0 in the block.
This appears to be frequently used by models that don't have more conventional animations (login screen animations, items/weapons with animated effects, etc).
-- Rour, additionally, these sequences can be longer or shorter than whatever animation is running for a given model, so I recommend taking a global scene timestamp and then clipping that value into the given max timestamp range. Otherwise animations will appear to reset when the regular animation loops, which is not good.
Interpolation
- If the interpolation type is 0, then there is usually only one value and the block always returns that value.
- If the interpolation type is 1, then the block linearly interpolates between keyframe values (lerp for vectors/colours, slerp for quaternions).
- If the interpolation type is 2, then hermite interpolation is used (instead of linear).
- If the interpolation type is 3, then bezier interpolation is used (instead of linear).
Animation sequences
- nAnimations 0x40-byte records starting at ofsAnimations.
List of animations present in the model.
struct M2Sequence { uint16_t animation_id; // Animation id in AnimationData.dbc uint16_t sub_animation_id; // Sub-animation id: Which number in a row of animations this one is. uint32_t length; // The length (timestamps) of the animation. I believe this actually the length of the animation in milliseconds. float moving_speed; // This is the speed the character moves with in this animation. uint32_t flags; // See below. int16_t probability; // This is used to determine how often the animation is played. For all animations of the same type, this adds up to 0x7FFF (32767). uint16_t _padding; uint32_t _unknown[2]; // These two are connected. Most of the time, they are 0. But if there is data in one, there is data in both of them. uint32_t blend_time; // The client blends (lerp) animation states between animations where the end and start values differ. This specifies how long that blending takes. Values: 0, 50, 100, 150, 200, 250, 300, 350, 500. CAaBox bounds; float bound_radius; int16_t next_animation; // id of the following animation of this AnimationID, points to an Index or is -1 if none. uint16_t aliasNext; // id in the list of animations. Used to find actual animation if this sequence is an alias (flags & 0x40) } sequences[];
Flags
One thing I saw in the source is that "-1 animationblocks" in bones wont get parsed if 0x20 is not set.
The client loads .anim files if (flags & 0x130 ) == 0. The .anim file to use is "%s%04d-%02d.anim" % (model_filename_without_extension, anim.id, anim.sub_anim_id).
Flag | Description |
---|---|
0x01 | Sets 0x80 when loaded. (M2Init) |
0x02 | |
0x04 | |
0x08 | |
0x10 | apparently set during runtime in CM2Shared::LoadLowPrioritySequence for all entries of a loaded sequence (including aliases) |
0x20 | Looped animation. |
0x40 | has next / is alias (client skips these following next, until an animation without 0x40 is found. |
0x80 | Blended animation (if either side of a transition has 0x80, lerp between end->start states, unless end==start by comparing bone values) |
0x100 | sequence stored in model ? |
-- Rour, some animations rely on blending to look right. The MoP mage CM shoulders only animate half of their movement and rely on lerping back to the start position to look correct.
Animation Lookup
- nAnimationLookup in 16-bit shorts starting at ofsAnimationLookup.
Lookup table for Animations in AnimationData.dbc.
struct { uint16_t animation_id; // Index at ofsAnimations which represents the animation in AnimationData.dbc. -1 if none. } animation_lookups[];
Bones
- nBones records of 0x58 bytes starting at ofsBones. (M2Array<M2CompBone>)
struct M2CompQuat { short val[4]; // maps to C4Quaternion. See Quaternion values and 2.x. }; struct M2CompBone { int32_t key_bone_id; // Back-reference to the key bone lookup table. -1 if this is no key bone. uint32_t flags; // Only known flags: 0x8 - billborded and 0x200 - transformed; since MoP: 0x400: allow physics to influence this bone. at runtime, also checks for &x1 &x2 &x4 &x8 &x10 &x20 &x40 &x80 &x200 &x400 int16_t parent_bone; // Parent bone ID or -1 if there is none. uint16_t submesh_id; //| Mesh part ID uint16_t _unknown[2]; M2Track<C3Vector> translation; M2Track<M2CompQuat> rotation; // compressed values, see Quaternion values and 2.x. M2Track<C3Vector> scale; C3Vector pivot; // The pivot point of that bone. } bones[];
The bone indices in the vertex definitions seem to index into this data.
The billboarding bit is used for various things:
- Light halos around lamps must always face the viewer
- The cannonball stack model (in the Deadmines or Booty Bay), where each cannonball is a crude hemisphere, they always face the viewer to create the illusion of actual cannonballs.
Bone Lookup Table
- nBoneLookupTable 16-bit integers starting at ofsBoneLookupTable. (values: 0 to nBones-1)
Lookup table for bones that transform geometry. Referenced in the various geoset definitions.
struct { uint16_t bone; } bone_lookup[];
Key-Bone Lookup
- nKeyBoneLookup 16-bit shorts starting at ofsKeyBoneLookup.
Its a lookup table for key skeletal bones like hands, arms, legs, etc. nKeyBoneLookup is 27 for the most models. At static models it is mostly 1.
struct { uint16_t bone; // -1 if none } key_bone_lookup[];
Official list:
- 00 "ArmL"
- 01 "ArmR"
- 02 "ShoulderL"
- 03 "ShoulderR"
- 04 "SpineLow"
- 05 "Waist"
- 06 "Head"
- 07 "Jaw"
- 08 "IndexFingerR"
- 09 "MiddleFingerR"
- 10 "PinkyFingerR"
- 11 "RingFingerR"
- 12 "ThumbR"
- 13 "IndexFingerL"
- 14 "MiddleFingerL"
- 15 "PinkyFingerL"
- 16 "RingFingerL"
- 17 "ThumbL"
- 18 "$BTH"
- 19 "$CSR"
- 20 "$CSL"
- 21 "_Breath"
- 22 "_Name"
- 23 "_NameMount"
- 24 "$CHD"
- 25 "$CCH"
- 26 "Root"
- 27 "Wheel1"
- 28 "Wheel2"
- 29 "Wheel3"
- 30 "Wheel4"
- 31 "Wheel5"
- 32 "Wheel6"
- 33 "Wheel7"
- 34 "Wheel8"
Geometry and rendering
Vertices
- nVertices entries of 48 bytes per vertex (at ofsVertices)
struct M2Vertex { C3Vector pos; uint8 bone_weights[4]; uint8 bone_indices[4]; C3Vector normal; C2Vector tex_coords[2]; // two textures, depending on shader used };
Models, too, use a Z-up coordinate systems, so in order to convert to Y-up, the X, Y, Z values become (X, -Z, Y).
-- Rour, the WoW vertex shaders all follow the same pattern, "Diffuse_XX_YY" (or sometimes XX, YY and Env). The particular vertex shader that is used chooses which set of texture coordinates to use. So Diffuse_T1 sends T1 texcoords to the fragment shader. Where Diffuse_T1_T2 sends both (for textures 0 and 1) but Diffuse_T1_T1 sends the same coords for both textures. Etc.
Views (LOD)
Since there is no ofsViews anymore, this data is now stored in .skin files. More information about them here: M2/WotLK/.skin.
Render flags
- nRenderFlags (uint16, uint16) pairs starting at ofsRenderFlags
struct M2Material { uint16_t flags; uint16_ blending_mode; // apparently a bitfield } materials[];
- Flags:
Flag | Meaning |
---|---|
0x01 | Unlit |
0x02 | Unfogged? |
0x04 | Two-sided (no backface culling if set) |
0x08 | ? (probably billboarded) |
0x10 | Disable z-buffer? |
0x80 | ??? (seen in WoD) |
0x400 | ??? (seen in WoD) |
0x800 | prevent alpha for custom elements. if set, use (fully) opaque or transparent. (litSphere, shadowMonk) (MoP+) |
- Blending mode
Value | Mapped to | Meaning |
---|---|---|
0 | 0 | Combiners_Opaque (Blend disabled) |
1 | 1 | Combiners_Mod (Blend enabled, Src = ONE, Dest = ZERO, SrcAlpha = ONE, DestAlpha = ZERO) |
2 | 1 | Combiners_Decal (Blend enabled, Src = SRC_ALPHA, Dest = INV_SRC_ALPHA, SrcAlpha = SRC_ALPHA, DestAlpha = INV_SRC_ALPHA ) |
3 | 1 | Combiners_Add (Blend enabled, Src = SRC_COLOR, Dest = DEST_COLOR, SrcAlpha = SRC_ALPHA, DestAlpha = DEST_ALPHA ) |
4 | 1 | Combiners_Mod2x (Blend enabled, Src = SRC_ALPHA, Dest = ONE, SrcAlpha = SRC_ALPHA, DestAlpha = ONE ) |
5 | 4 | Combiners_Fade (Blend enabled, Src = SRC_ALPHA, Dest = INV_SRC_ALPHA, SrcAlpha = SRC_ALPHA, DestAlpha = INV_SRC_ALPHA ) |
6 | 4 | Used in the Deeprun Tram subway glass, supposedly (Blend enabled, Src = DEST_COLOR, Dest = SRC_COLOR, SrcAlpha = DEST_ALPHA, DestAlpha = SRC_ALPHA ) |
7 | ? | New in WoD, needs research! Example model: World\Expansion05\Doodads\Shadowmoon\Doodads\6FX_Fire_Grassline_Doodad_blue_LARGE.m2 |
*Blend values are taken from D3D11 debugging of the client
Unknown new block
If this block is present (globalflags&8) and the "shading" flags of a textureunit wont be &0x8000, blending modes wont get mapped to the values above but to the ones in this block.
Instead of Mapping[renderflags->blendingmode] it will be UnknownBlock[textureunit->Shading].
As shading is not &0x8000 and (in their code) needs to be above 0, this may only touch Diffuse_T1.
Texture unit lookup table
- nTexUnits 16-bit integers starting at ofsTexUnits.
struct { uint16_t unit; // -1, 0, or 1. see below } texture_units[];
For models that use multitexturing, this maps given texture unit numbers into actual texture unit numbers (0 or 1).
Values of -1 seem to mean environment mapping.
One model is of special interest, Creature/KelThuzad/KelThuzad.m2, which is the only one that has an nTexUnits of 3, and has three texture units specified for some of its submeshes. Sure enough, two of those map to 0 and 1, and one maps to -1.
More confusion thanks to my favorite "weird" model, World/Generic/Gnome/Passive Doodads/GnomeMachine/GnomeSubwayGlass.m2, which is the translucent, environment mapped glass tunnel in the Deeprun Tram. It only has a single value in this block, -1, which is used for the single texture layer in both render operations in the model. This and the magic with rendering flags/blend modes make up the neat transparent-reflective glass effect, but confuse me even more about how envmapping and such is handled. (and where it seems to get the bluish color from - is it in the model (no color blocks in this particular model), the wmo, a solid background color, or simply the result of the blending used?)
As a side note, on my (dated) system WoW does every texture unit in a single pass.
Colors and transparency
Submesh Animations
- nSubmeshAnimations records starting at ofsSubmeshAnimations, followed by data referenced in these records.
struct M2Color { M2Track<C3Vector> color; // vertex colors M2Track<fixed16> alpha; // 0 - transparent, 0x7FFF - opaque. Normaly NonInterp } colors[];
This block is the M2 equivalent to the GEOA chunk in MDX files, it represents the vertex color and visibility animations for meshes. Referenced from the Texture Unit blocks in the *.skin. If a texunit belonging to a submesh has a value of -1 then the submesh doesnot use this block. Contains a separate timeline for transparency values. If no animation is used, the given value is constant.
Transparency
- nTransparency AnimationBlocks at ofsTransparency, followed by data referenced in these records.
struct M2TextureWeight { M2Track<fixed16> weight; } textureWeights[];
Specifies global transparency values in addition to the values given in the Color block. I assume these are multiplied together eventually.
Transparency lookup table
- nTransLookup 16-bit integers starting at ofsTransLookup.
struct { uint16_t transparency; } transparency_lookup[];
Contains indices into the Transparency block. Used by the texture unit definitions in the LOD block.
Textures
- Textures are defined globally in a list, additionally, a lookup table is given, referenced during rendering, to select textures.
- First is a list of nTextures texture definition records, 16 bytes per record, starting at ofsTextures.
After it comes a string block with the texture filenames, which seems to have the same structure like the MOTX-Chunk in WMOs(see WMO), the "empty aligtments" are just the zeros were non "0 - hardcoded" type textures point too.
struct M2Texture { uint32_t type; // see below uint32_t flags; // see below uint32_t lenFilename; // for non-hardcoded textures (type != 0), this still points to a zero-sized string uint32_t ofsFilename; } textures[];
Texture Types
Texture type is 0 for regular textures, nonzero for skinned textures (filename not referenced in the M2 file!) For instance, in the NightElfFemale model, her eye glow is a type 0 texture and has a file name, the other 3 textures have types of 1, 2 and 6. The texture filenames for these come from client database files:
- DBFilesClient\CharSections.dbc
- DBFilesClient\CreatureDisplayInfo.dbc
- DBFilesClient\ItemDisplayInfo.dbc
- (possibly more)
Value | Meaning |
---|---|
0 | - NONE - -- Texture given in filename |
1 | Skin -- Body + clothes |
2 | Object Skin -- Item, Capes ("Item\ObjectComponents\Cape\*.blp") |
3 | Weapon Blade -- Used on several models but not used in the client as far as I see. Armor Reflect? |
4 | Weapon Handle |
5 | (OBSOLETE) Environment (Please remove from source art) |
6 | Character Hair |
7 | (OBSOLETE) Character Facial Hair (Please remove from source art) |
8 | Skin Extra |
9 | UI Skin -- Used on inventory art M2s (1): inventoryartgeometry.m2 and inventoryartgeometryold.m2 |
10 | (OBSOLETE) Tauren Mane (Please remove from source art) -- Only used in quillboarpinata.m2. I can't even find something referencing that file. Oo Is it used? |
11 | Monster Skin 1 -- Skin for creatures or gameobjects #1 |
12 | Monster Skin 2 -- Skin for creatures or gameobjects #2 |
13 | Monster Skin 3 -- Skin for creatures or gameobjects #3 |
14 | Item Icon -- Used on inventory art M2s (2): ui-buffon.m2 and forcedbackpackitem.m2 (CSimpleModel_ReplaceIconTexture("texture")) |
15 | Guild Background Color |
16 | Guild Emblem Color |
17 | Guild Border Color |
18 | Guild Emblem |
Flags
Value | Meaning |
---|---|
1 | Texture wrap X |
2 | Texture wrap Y |
Texture lookup table
- nTexLookup items starting at ofsTexLookup.
struct { uint16_t texture; } texture_lookup[];
Replacable texture lookup
- nTexReplace 16-bit integers starting at ofsTexReplace.
struct { uint16_t replacement; } texture_replacements[];
A reverse lookup table for 'replaced' textures, mapping replacable ids to texture indices or -1. Only goes up to the maximum id used in the model.
The table may look like this:
Type | TextureID |
---|---|
HARDCODED | 0 |
BODY | -1 |
ITEM | -1 |
UNKNOWN3 | -1 |
UNKNOWN4 | -1 |
UNKNOWN5 | -1 |
HAIRBEARD | -1 |
UNKNOWN7 | -1 |
TAURENFUR | -1 |
UNKNOWN9 | -1 |
UNKNOWN10 | -1 |
CREATURESKIN1 | 2 |
CREATURESKIN2 | 1 |
CREATURESKIN3 | -1 |
Its strange, that HARDCODED is in the list, as a model can have more than one of course. Its just the last one written to the file.
One should investigate the unknown types. Maybe they are usable for something nice.
Effects
UV-Animations
- This block contains definitions for texture animations, for example, flowing water or lava in some models. The keyframe values are used in the texture transform matrix.
nTexAnims records of 0x3C bytes starting at ofsTexAnims, followed by data referenced in these records.
struct M2TextureTransform { M2Track<C3Vector> translation; M2Track<C4Quaternion> rotation; M2Track<C3Vector> scaling; } textureTransforms[];
UV-Animation lookup table
- nTexAnimLookup items starting at ofsTexAnimLookup.
struct { uint16_t anim_texture_id; // -1 for static } anim_texture_lookup[];
Ribbon emitters
- nRibbonEmitters records of 0xB0 bytes starting at ofsRibbonEmitters, followed by data referenced in these records.
The records have the following structure:
Offset | Type | Name | Description |
---|---|---|---|
0x00 | uint32 | Unknown | Always (as I have seen): -1. |
0x04 | uint32 | BoneID | A bone to attach to. |
0x08 | float | Position[3] | And a position, relative to that bone. |
0x14 | int32 | nTextures | Number of referenced textures. |
0x18 | int32 | ofsTextures | Offset to the referenced textures. |
0x1C | int32 | nBlendRef | Number of some referenced integers,which look like the blending for the texture |
0x20 | int32 | ofsBlendRef | Offset to the blending-integers. |
0x24 | ABlock | Color | A color in three floats. |
0x38 | ABlock | Opacity | And an alpha value in a short, where: 0 - transparent, 0x7FFF - opaque. |
0x4C | ABlock | Above | The height above. |
0x60 | ABlock | Below | The height below. Do not set these to the same! |
0x74 | float | Resolution | This defines how smooth the ribbon is. A low value may produce a lot of edges. |
0x78 | float | Length | The length aka Lifespan. |
0x7C | float | Emissionangle | use arcsin(val) to get the angle in degree |
0x80 | short | Renderflags[2] | Perhaps the same as in renderflags |
0x84 | ABlock | UnknownABlock1 | (short) |
0x98 | ABlock | UnknownABlock2 | (boolean) |
0xAC | int32 | unknown | This looks much like just some Padding to the fill up the 0x10 Bytes, always 0 |
Some models that contain ribbon emitters and are viewable in the game world are: Wisps in BFD, Al'ar the Phoenix in Tempest Keep and any other phoenix models and the energy trails in the COT (not the actual instance, but the entrance cave in Tanaris Desert). Other models with ribbon emitters are spells and effects.
Parameters from the MDL format that are probably in here somewhere: emission rate, rows, cols ...?
Particle emitters
This is partly wrong as hell!
- nParticleEmitters records starting at ofsParticleEmitters, followed by data referenced in these records.
Offset | Type | Name | Description |
---|---|---|---|
0x000 | uint32 | Unknown | Always (as I have seen): -1. |
0x004 | uint32 | Flags | See Below |
0x008 | float | Position[3] | The position. Relative to the following bone. |
0x014 | uint16 | Bone | The bone its attached to. |
0x016 | uint16 | Texture | And the texture that is used (see below for WoD multi-texturing). |
0x018 | uint32 | lenModelFilename | The lenght of the ModelFilename. Zeroterminated String! |
0x01C | uint32 | ofsModelFilename | And the matching offset. This is used for spawning Models. *.mdx |
0x020 | uint32 | lenParticleFileName | The lenght of the ParticleFilename. Zeroterminated String! |
0x024 | uint32 | ofsParticleFileName | And the matching offset again.This is used for spawning particles of a model. *.mdx! |
0x028 | uint8 | BlendingType | A blending type for the particle. See Below |
0x029 | uint8 | EmitterType | 1 - Plane (rectangle), 2 - Sphere, 3 - Spline? (can't be bothered to find one) |
0x02A | uint16 | ParticleColorIndex | This one is used for ParticleColor.dbc. See below. |
0x02C | uint8 | ParticleType? | Found below. |
0x02D | uint8 | HeadorTail | 0 - Head, 1 - Tail, 2 - Both |
0x02E | uint16 | TextureTileRotation | Rotation for the texture tile. (Values: -1,0,1) |
0x030 | uint16 | TextureRows | How many different frames are on that texture? People should learn what rows and cols are. |
0x032 | uint16 | TextureCols | Its different everywhere. I just took it random. |
0x034 | ABlock | EmissionSpeed | All of the following blocks should be floats. |
0x048 | ABlock | SpeedVariation | Variation in the flying-speed. (range: 0 to 1) |
0x05C | ABlock | VerticalRange | Drifting away vertically. (range: 0 to pi) |
0x070 | ABlock | HorizontalRange | They can do it horizontally too! (range: 0 to 2*pi) |
0x084 | ABlock | Gravity | Fall down, apple! |
0x098 | ABlock | Lifespan | Everyone has to die. |
0x0AC | uint32 | unknownPadding | I don't know what these two values should do.. |
0x0B0 | ABlock | EmissionRate | Stread your particles, emitter. |
0x0C4 | uint32 | unknownPadding2 | It could have been an array without them.. |
0x0C8 | ABlock | EmissionAreaLength | Well, you can do that in this area. |
0x0DC | ABlock | EmissionAreaWidth | |
0x0F0 | ABlock | Gravity2 | A second gravity? Its strong. |
0x104 | FBlock | ParticleColor | (short, vec3f) This one points to 3 floats defining red, green and blue. |
0x114 | FBlock | ParticleOpacity? | (short, short) Looks like opacity (short) --Igor; Most likely they all have 3 timestamps for {start, middle, end}. |
0x124 | FBlock | ParticleSizes | (short, vec2f) It carries two floats per key. (x and y scale) |
0x134 | int32 | UnknownFields[2] | No references. Padding? |
0x13C | FBlock | Intensity | Some kind of intensity values seen: 0,16,17,32(if set to different it will have high intensity) (short, short) |
0x14C | FBlock | UnknownReferences1 | (short, short) |
0x15C | float | UnknownFloats1[3] | They have something to do with the spread. |
0x168 | float | Scale[3] | Wheey, its the scale! |
0x174 | float | Drag | Air resistance, see below. |
0x178 | float | UnknownFloats2[2] | More unknown fields. |
0x180 | float | Rotation | As a single value? Most likely only one axis then.. |
0x184 | float | UnknownFloats3[2] | More unknown fields. |
0x18C | float | Rot1[3] | Model Rotation 1 |
0x198 | float | Rot2[3] | Model Rotation 2 |
0x1A4 | float | Trans[3] | Model Translation |
0x1B0 | float | UnknownFloats4[4] | Unknown, unknown, unknown, unknown, unknown... |
0x1C0 | uint32 | nUnknownReference | |
0x1C4 | uint32 | ofsUnknownReference | Vec3D array |
0x1C8 | ABlock | EnabledIn | (boolean) Has been in the earlier documentations. Enabled Anim Block. Appears to be used sparely now, probably there's a flag that links particles to animation sets where they are enabled. |
About Drag: For a non-zero values, instead of travelling linearly the particles seem to slow down sooner. I can't work out the exact function but for a value of, say, 10, the particles pretty much stay in place. Not the same effect as gravity, though. Speed is multiplied by exp( -drag * t ). This value is also present in M3 format.
About particle rotation: 0 for none, 1 to rotate the particle 360 degrees throughout its lifetime.
Rotation can be a float value greater or less one. Results look better if use it as a "phase shift": particle_rotate = randfloat(-sys->rotation * pi, sys->rotation * pi); --Igor
Particle Flags
Value | Description |
---|---|
0x1 | Particles are affected by lighting |
0x2 | |
0x4 | |
0x8 | Particles travel "up" in world space, rather than model. |
0x10 | Do not Trail |
0x20 | |
0x40 | |
0x80 | Particles in Model Space |
0x100 | |
0x200 | |
0x400 | Pinned Particles, their quad enlarges from their creation position to where they expand. |
0x800 | |
0x1000 | XYQuad Particles. They align to XY axis facing Z axis direction. |
0x2000 | |
0x4000 | |
0x8000 | |
0x10000 | |
0x20000 | "Outward" particles, most emitters have this and their particles move away from the origin, when they don't the particles start at origin+(speed*life) and move towards the origin. |
0x40000 | |
0x10000000 | Particle uses multi-texturing (could be one of the other WoD-specific flags), see multi-textured section. |
ParticleColorIndex
This one is used so you can assign a color to specific particles. The value of ParticleColorIndex appears to be an index into ParticleColor.dbc, once you subtract 0x11. Then the particle colour animation track can have its three values replaced by the contents of the table. -- Rour, I played around with blending the particle colour table entry with the base colour but haven't come up with the right answer yet. (Quarantine Shoulderguards from SoO seemed to have a purple-ish colour where the base was blue and the table was red)
Multi-textured particles
A bunch of 6.0.2 particle emitters now have many high bits set in flags (0x10000000, maybe) and this changes the texture field of the emitter structure. Blizzard has packed three texture indices into the one 16-bit field. The following appears to produce the correct three textures:
int16_t texIndex1 = _def.texture & 0x1f;
int16_t texIndex2 = (_def.texture >> 5) & 0x1f;
int16_t texIndex3 = (_def.texture >> 10) & 0x1f;
-- Rour, I haven't found the BLS file with the particle shaders in it, but dumping the ARB shaders from the mac client show that it just multiplies all three texture samples together, then multiplies by 4.0 (ala. mod2x style)
Particle types
Value | Description |
---|---|
0 | "normal" particle |
1 | large quad from the particle's origin to its position (used in Moonwell water effects) |
2 | seems to be the same as 0 (found some in the Deeprun Tram blinky-lights-sign thing) |
ParticleType is always 0 and, maybe, now (Flags & 0x40000) != 0 means "particles from origin to position". --Igor Checked and verified --BlinkHawk
Particle Blendings
Value | Description |
---|---|
0 | glDisable(GL_BLEND); glDisable(GL_ALPHA_TEST); |
1 | glBlendFunc(GL_SRC_COLOR, GL_ONE); |
2 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
3 | glDisable(GL_BLEND); glEnable(GL_ALPHA_TEST); |
4 | glBlendFunc(GL_SRC_ALPHA, GL_ONE); |
from Modelviewer source -- Rour, some WoD particle effects are using blend mode 0x7 here.
The Fake-AnimationBlock
- Its pretty much like the real one but without the "header".
Offset | Type | Name | Description |
---|---|---|---|
0x000 | uint32 | nTimestamps | The number of timestamps. |
0x004 | uint32 | ofsTimestamps | And the offset to them. The timestamps are shorts! (?) |
0x008 | uint32 | nKeys | The same number again. This time its the number of Keys / Values. |
0x00C | uint32 | ofsKeys | And their offset. |
But they're unable to change between different animations, so they directly point to the data.
Miscellaneous
Bounding volumes
These blocks give a simplified bounding volume for the model. Characters and creatures have just a simple box.
Vertices
Complete and right as of 17-AUG-09 (3.0.9 or higher)
- nBoundingVertices vertices at ofsBoundingVertices.
This block defines the possible points used for the model. They are referenced in the triangles block later.
struct { C3Vector position; } bounding_vertices[];
Triangles
Complete and right as of 17-AUG-09 (3.0.9 or higher)
- nBoundingTriangles/3 triples of uint16s at ofsBoundingTriangles.
The number in the header tells us how many uint16s there are, not how many triangles. To use this better, you should group three of them into an array. The nBoundingTriangles/3 indices will tell you which vertices are used for the triangle then.
struct { uint16 index; // three entries pointing to vertices per triangle } bounding_triangles[];
The number nBoundingTriangles once again contains the number of indices used, so divide by 3 to get the number of triangles.
Normals
Complete and right as of 17-AUG-09 (3.0.9 or higher)
- nBoundingNormals normals at ofsBoundingNormals.
This one defines a normal per triangle. The vectors are normalized, but Blizzard seems to have some problems getting a simple vector normalized leading in several 0,0,0.999999999 ones. Whatever.
As each vertex has a corresponding normal vector, it should be true that nBoundingNormals = nBoundingTriangles / 3.
Offset | Type | Name | Description |
---|---|---|---|
0x00 | Vec3F | Normal | This defines the normal for each triangle. |
Lights
- nLights records of 0x9C bytes starting at ofsLights, followed by data referenced in these records.
struct M2Light { uint16_t type; // Types are listed below. int16_t bone; // -1 if not attached to a bone C3Vector position; // relative to bone, if given M2Track<C3Vector> ambient_color; M2Track<float> ambient_intensity; M2Track<C3Vector> diffuse_color; M2Track<float> diffuse_intensity; M2Track<float> attenuation_start; M2Track<float> attenuation_end; M2Track<uchar> unknown; // enabled? } lights[];
Two light types:
Value | Description |
---|---|
0 | Directional |
1 | Point light |
Cameras
Complete and right as of 17-AUG-09 (3.0.9 or higher)
- nCameras records of 0x64 bytes starting at ofsCameras.
These blocks are present in the "flyby" camera models which completely lack geometry and the main menu backdrop models which are supposed to have a fixed camera. Additionally, characters and monsters also have this block. The reason that non-mainmenu and non-geometry M2s have cameras was is you can see the unit's portrait and the character info tab.
<Cata
struct M2Camera { uint32_t type; // 0: potrait, 1: characterinfo; -1: else (flyby etc.); referenced backwards in the lookup table. float fov; // No radians, no degrees. Multiply by 35 to get degrees. float far_clip; float near_clip; M2Track<M2SplineKey<C3Vector>> positions; // How the camera's position moves. Should be 3*3 floats. C3Vector position_base; M2Track<M2SplineKey<C3Vector>> target_position; // How the target moves. Should be 3*3 floats. C3Vector target_position_base; M2Track<M2SplineKey<float>> roll; // The camera can have some roll-effect. Its 0 to 2*Pi. } cameras[];
>=Cata
struct M2Camera { uint32_t type; // 0: potrait, 1: characterinfo; -1: else (flyby etc.); referenced backwards in the lookup table. float far_clip; float near_clip; M2Track<M2SplineKey<C3Vector>> positions; // How the camera's position moves. Should be 3*3 floats. C3Vector position_base; M2Track<M2SplineKey<C3Vector>> target_position; // How the target moves. Should be 3*3 floats. C3Vector target_position_base; M2Track<M2SplineKey<float>> roll; // The camera can have some roll-effect. Its 0 to 2*Pi. M2Track<M2SplineKey<float>> FoV; // Units are not radians. Multiplying by 35 seems to be the correct # of degrees. This is incredibly important, as otherwise e.g. loading screen models will look totally wrong. } cameras[];
Camera lookup table
Complete and right as of 17-AUG-09 (3.0.9 or higher)
- nCameraLookup 16-bit integers starting at ofsCameraLookup.
This block lists the different cameras existant in the model. The index in the array is also the type. CameraLookupTable[1] is always the character tab camera.
Offset | Type | Name | Description |
---|---|---|---|
0x00 | uint16 | CameraId | All cameras by type. Array indices (0 to n-1). |
Attachments
- nAttachments records of the following structure starting at ofsAttachments, followed by data referenced in these records.
This block specifies a bunch of locations on the body - hands, shoulders, head, back, knees etc. It is used to put items on a character. This seems very likely as this block also contains positions for sheathed weapons, a shield, etc.
struct M2Attachment { uint32_t id; // Referenced in the lookup-block below. uint32_t bone; // attachment base -- possibly just uint16_t and padding C3Vector position; // relative to bone; M2Track<uchar> animate_attached; // whether or not the attached model is animated when this model is. only a bool is used. default is true. } attachments[];
Here's the list of position slots (by ID, or index in block P) for character models:
ID | Description | ID | Description | ID | Description | ID | Description | ID | Description |
---|---|---|---|---|---|---|---|---|---|
0 | Shield / MountMain / ItemVisual0 | 12 | Back | 24 | Special2 | 36 | Bullet | 48 | RightFoot |
1 | HandRight / ItemVisual1 | 13 | ShoulderFlapRight | 25 | Special3 | 37 | SpellHandOmni | 49 | ShieldNoGlove |
2 | HandLeft / ItemVisual2 | 14 | ShoulderFlapLeft | 26 | SheathMainHand | 38 | SpellHandDirected | 50 | SpineLow |
3 | ElbowRight / ItemVisual3 | 15 | ChestBloodFront | 27 | SheathOffHand | 39 | VehicleSeat1 | 51 | AlteredShoulderR |
4 | ElbowLeft / ItemVisual4 | 16 | ChestBloodBack | 28 | SheathShield | 40 | VehicleSeat2 | 52 | AlteredShoulderL |
5 | ShoulderRight | 17 | Breath | 29 | PlayerNameMounted | 41 | VehicleSeat3 | 53 | BeltBuckle |
6 | ShoulderLeft | 18 | PlayerName | 30 | LargeWeaponLeft | 42 | VehicleSeat4 | 54 | SheathCrossbow |
7 | KneeRight | 19 | Base | 31 | LargeWeaponRight | 43 | VehicleSeat5 | ||
8 | KneeLeft | 20 | Head | 32 | HipWeaponLeft | 44 | VehicleSeat6 | ||
9 | HipRight | 21 | SpellLeftHand | 33 | HipWeaponRight | 45 | VehicleSeat7 | ||
10 | HipLeft | 22 | SpellRightHand | 34 | Chest | 46 | VehicleSeat8 | ||
11 | Helm | 23 | Special1 | 35 | HandArrow | 47 | LeftFoot |
For weapons, usually 5 of these points are present, which correspond to the 5 columns in ItemVisuals.dbc, which in turn has 5 models from ItemVisualEffects.dbc. This is for the weapon glowy effects and such. The effect ID is the last column in ItemDisplayInfo.dbc. They take the ids 0 to 4. Mounts take the id 0 for their rider. Breath (17) is used by CGCamera::FinishLoadingTarget() aswell as some other one. The name above the head of a Unit (CGUnit_C::GetNamePosition) looks for PlayerNameMounted (29), then PlayerName (18).
Attachment Lookup
- nAttachLookup 16-bit integers starting at ofsAttachLookup.
The index of the array defines, which type that attachment is of. Its the same as the list above. The lookups and the id of the animations point in a circle.
struct { uint16_t attachment; } attachment_lookup[];
Events
- nEvents records of 0x24 bytes starting at ofsEvents, followed by timestamps referenced in these records.
These events are used for timing sounds for example. You can find the $DTH (death) event on nearly every model. It will play the death sound for the unit.
The events you can use depend on the way, the model is used. Dynamic objects can shake the camera, doodads shouldn't. Units can do a lot more than other objects.
Somehow there are some entries, that don't use the $... names but identifiers like "DEST" (destination), "POIN" (point) or "WHEE" (wheel). How they are used? Idk.
struct M2Event { uint32_t identifier; // mostly a 3 character name prefixed with '$'. uint32_t data; // This data is passed when the event is fired. uint32_t bone; // Somewhere it has to be attached. C3Vector position; // Relative to that bone of course, animated. Pivot without animating. M2TrackBase enabled; // This is a timestamp-only animation block. It is built up the same as a normal AnimationBlocks, but is missing values, as every timestamp is an implicit "fire now". } events[];
Possible Events
There are a lot more of them. I did not list all up to now.
ID | data | what | Type | seen to be fired on | Description |
---|---|---|---|---|---|
$AH[0-3] | — | PlaySoundKit (customAttack[x]) | soundEffect ID is defined by CreatureSoundDataRec::m_customAttack[x] | ||
$AIM | Vehicles | CGUnit_C::ComputeMissileTrajectory | Position used as MissileFirePos. | ||
$ALT | anim_swap_event / DisplayTransition | Unit | CUnitDisplayTransition_C::UpdateState(1) or CUnitDisplayTransition_C::HandleAnimSwapEvent | ||
$BL[0-3] | — | FootstepAnimEventHit (left) | Unit | Backwards | |
$BR[0-3] | — | FootstepAnimEventHit (right) | Unit | Backwards | |
$BRT | — | PlaySoundKit (birth) | soundEffect ID is defined by CreatureSoundDatarec::m_birthSoundID | ||
$BTH | — | Breath | Unit | All situations, where nothing happens or breathing. | Adds Special Unit Effect based on unit state (under water, in-snow, …) |
$BWP | — | PlayRangedItemPull (Bow Pull) | Unit | LoadRifle, LoadBow | |
$BWR | — | BowRelease | Unit | AttackRifle, AttackBow, AttackThrown | |
$CAH | — | Unit | Attack*, *Unarmed, ShieldBash, Special* | attack hold? CGUnit_C::HandleCombatAnimEvent | |
$CCH | — | Unit | mostly not fired, AttackThrown | CEffect::DrawFishingString needs this on the model for getting the string attachments. | |
$CFM | — | Unit | CGCamera::UpdateMountHeightOrOffset | CGCamera::UpdateMountHeightOrOffset: Only z is used. Non-animated. Not used if $CMA | |
$CHD | Unit | not fired | probably does not exist?! | ||
$CMA | — | Unit | CGCamera::UpdateMountHeightOrOffset: Position for camera | ||
$CPP | PlayCombatActionAnimKit | parry, anims, depending on some state, also some callback which might do more | |||
$CSD | soundEntryId | PlayEmoteSound | Unit | Emote* | |
$CSL | — | release_missiles_on_next_update if has_pending_missiles (left) | Unit | AttackRifle, SpellCast*, ChannelCast* | "x is {L or R} (""Left/right hand"") (?)" |
$CSR | — | release_missiles_on_next_update if has_pending_missiles (right) | Unit | AttackBow, AttackRifle, AttackThrown, SpellCast*, ChannelCast* | "x is {L or R} (""Left/right hand"") (?)" |
$CSS | — | PlayWeaponSwooshSound | sound played depends on CGUnit_C::GetWeaponSwingType | ||
$CST | — | release_missiles_on_next_update if has_pending_missiles | Unit | Attack*, *Unarmed, ShieldBash, Special*, SpellCast, Parry*, EmoteEat, EmoteRoar, Kick, ... | $CSL/R/T are also used in CGUnit_C::ComputeDefaultMissileFirePos. |
$CVS | ? | Data: SoundEntriesAdvanced.dbc, Sound — Not present in 6.0.1.18179 | |||
$DSE | — | DestroyEmitter | MapObj | ||
$DSL | soundEntryId | PlaySoundKit (custom), low priority | GO | ||
$DSO | soundEntryId | PlaySoundKit (custom) | GO | ||
$DTH | — | DeathThud + LootEffect | Unit | Death, Drown, Knockdown | """I'm dead now!"", UnitCombat_C, this plays death sounds and more." |
$EAC | — | object package state enter 3, exit 2, 4, 5 | |||
$EDC | — | object package state enter 5, exit 3, 4, 2 | |||
$EMV | — | object package state enter 4, exit 3, 2, 5 | |||
$ESD | — | PlayEmoteStateSound | Unit | soundEffect ID is implicit by currently played emote | |
$EWT | — | object package state enter 2, exit 3, 4, 5 | |||
$FD[1-9] | — | PlayFidgetSound | CreatureSoundDataRec::m_soundFidget (only has 5 entries, so don’t use 6-9) | ||
$FDX | — | PlayUnitSound (stand) | soundEffect ID is defined by CreatureSoundDataRec::m_soundStandID | ||
$FL[0-3] | — | FootstepAnimEventHit (left) | Forward | ||
$FR[0-3] | — | FootstepAnimEventHit (right) | Forward | ||
$FSD | — | HandleFootfallAnimEvent | Unit | Walk, Run (multiple times), ... | Plays some sound. Footstep? Also seen at several emotes etc. where feet are moved. CGUnit_C::HandleFootfallAnimEvent |
$GC[0-3] | — | GameObject_C_PlayAnimatedSound | soundEffect ID is defined by GameObjectDisplayInfoRec::m_Sound[x + 6] ({Custom0, Custom1, Custom2, Custom3}) | ||
$GO[0-5] | — | GameObject_C_PlayAnimatedSound | soundEffect ID is defined by GameObjectDisplayInfoRec::m_Sound[x] ({Stand, Open, Loop, Close, Destroy, Opened}) | ||
$HIT | — | PlayWoundAnimKit | Unit | Attack*, *Unarmed, ShieldBash, Special* | soundEntryId depends on SpellVisualKit |
$KVS | ? | MapLoad.cpp -- not found in 6.0.1.18179 | |||
$RL[0-3] | — | FootstepAnimEventHit (left) | Running | ||
$RR[0-3] | — | FootstepAnimEventHit (right) | Running | ||
$SCD | — | PlaySoundKit (spellCastDirectedSound) | soundEffect ID is defined by CreatureSoundDataRec::m_spellCastDirectedSoundID | ||
$SHK | spellEffectCameraShakesID | AddShake | GO | ||
$SHL | — | ExchangeSheathedWeapon (left) | Sheath, HipSheath | ||
$SHR | — | ExchangeSheathedWeapon (right) | Sheath, HipSheath | ||
$SL[0-3] | — | FootstepAnimEventHit (left) | Stop, (JumpEnd), (Shuffle*) | Stop | |
$SMD | — | PlaySoundKit (submerged) | soundEffect ID is defined by CreatureSoundDatarec::m_submergedSoundID | ||
$SMG | — | PlaySoundKit (submerge) | soundEffect ID is defined by CreatureSoundDatarec::m_submergeSoundID | ||
$SND | soundEntryId | PlaySoundKit (custom) | GO | ||
$SR[0-3] | — | FootstepAnimEventHit (right) | Stop, (JumpEnd), (Shuffle*) | Stop | |
$STx | Mounts | MountTransitionObject::UpdateCharacterData | Not seen in 6.0.1.18179 -- x is {E and B} , sequence time is taken of both, pivot of $STB. (Also, attachment info for attachment 0) | ||
$TRD | — | HandleSpellEventSound | Unit | EmoteWork*, UseStanding* | soundEffect ID is implicit by SpellRec |
$VG[0-8] | — | HandleBoneAnimGrabEvent | |||
$VT[0-8] | — | HandleBoneAnimThrowEvent | |||
$WGG | — | PlayUnitSound (wingGlide) | soundEffect ID is defined by CreatureSoundDataRec::m_soundWingGlideID | ||
$WL[0-3] | — | FootstepAnimEventHit (left) | |||
$WNG | — | PlayUnitSound (wingFlap) | soundEffect ID is defined by CreatureSoundDataRec::m_soundWingFlapID | ||
$WR[0-3] | — | FootstepAnimEventHit (right) | |||
$WTB | — | Weapons | Weapon Trail Bottom position, also used for Bow String | ||
$WTT | — | Weapons | Weapon Trail Top position | ||
$WWG | ? | Calls some function in the Object VMT. -- Not seen in 6.0.1.18179 | |||
DEST | ? | exploding ballista, that one has a really fucked up block. Oo | |||
POIN | Unit | not fired | Data: ?, seen on multiple models. Basilisk for example. (6801) | ||
WHEE | ? | Data: 601+, Used on wheels at vehicles. |