M2: Difference between revisions

From wowdev
Jump to navigation Jump to search
Line 377: Line 377:
|-
|-
| 6 || 4 || Used in the Deeprun Tram subway glass, supposedly (Blend enabled, Src = DEST_COLOR, Dest = SRC_COLOR, SrcAlpha = DEST_ALPHA, DestAlpha = 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
''*Blend values are taken from D3D11 debugging of the client
Line 385: Line 387:


As shading is not &0x8000 and (in their code) needs to be above 0, this may only touch Diffuse_T1.
As shading is not &0x8000 and (in their code) needs to be above 0, this may only touch Diffuse_T1.
==Texture unit lookup table==
==Texture unit lookup table==
*'''nTexUnits 16-bit integers starting at ofsTexUnits.'''
*'''nTexUnits 16-bit integers starting at ofsTexUnits.'''

Revision as of 23:51, 25 October 2014

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

Standard animation block

  • Many values that change with time are specified using blocks like the following.

Please see this for information.

If a global sequence is used, it means there is an implicit interpolation range across all values, and a time range from 0 to the proper global sequence timestamp.

If the interpolation type is 0, in some cases that might mean that no animation is given (like for bones), in other cases it means that a single constant data value should be used (like for colors and effect paramters)

Global sequences

  • nGlobalSequences 32-bit unsigned integers starting at ofsGlobalSequences.

A list of timestamps that act as upper limits for global sequence ranges.

Offset Type Name Description
0x00 uint32 Timestamp Entry

Animation sequences

  • nAnimations 0x40-byte records starting at ofsAnimations.

List of animations present in the model.

Offset Type Name Description
0x00 uint16 AnimationID Animation id in AnimationData.dbc
0x02 uint16 SubAnimationID Sub-animation id: Which number in a row of animations this one is.
0x04 uint32 Length The length (timestamps) of the animation. I believe this actually the length of the animation in milliseconds.
0x08 float MovingSpeed This is the speed the character moves with in this animation.
0x0C uint32 Flags See below.
0x10 int16 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).
0x12 uint16 Unused
0x14 uint32 Unknown 1 These two are connected. Most of the time, they are 0.
0x18 uint32 Unknown 2 But if there is data in one, there is data in both of them.
0x1C uint32 PlaybackSpeed Values: 0, 50, 100, 150, 200, 250, 300, 350, 500.
0x20 float MinimumExtent[3] Minimum Extent
0x2C float MaximumExtent[3] MaximumExtent
0x38 float BoundsRadius The radius.
0x3C int16 NextAnimation Id of the following animation of this AnimationID, points to an Index or is -1 if none.
0x3E uint16 Index Id in the list of animations.

Flags

One thing I saw in the source is that "-1 animationblocks" in bones wont get parsed if 0x20 is not set.

Animation blocks point to .anim files, if (flags & 0x30 ) == 0. Only then, .anim files are loaded.

Flag Description
0x01 Sets 0x80 when loaded. (M2Init)
0x02
0x04
0x08
0x10
0x20 Looped animation.
0x40
0x80

Animation Lookup

  • nAnimationLookup in 16-bit shorts starting at ofsAnimationLookup.

Lookup table for Animations in AnimationData.dbc.

Offset Type Name Description
0x00 uint16 AnimationID Index at ofsAnimations which represents the animation in AnimationData.dbc. -1 if none.

Bones

  • nBones records of 0x58 bytes starting at ofsBones. (M2Array<M2CompBone>)
Offset Type Name Description
0x00 int32 KeyBoneID Back-reference to the key bone lookup table. -1 if this is no key bone.
0x04 uint32 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
0x08 int16 ParentBone Parent bone ID or -1 if there is none.
0x0A uint16 SubmeshID Mesh part ID
0x0C uint16 Unknown[2]
0x10 ABlock Translation An animationblock for translation. Should be 3*floats.
0x24 ABlock Rotation An animationblock for rotation. Should be 4*shorts, see Quaternion values and 2.x.
0x38 ABlock Scaling An animationblock for scaling. Should be 3*floats.
0x4C float PivotPoint[3] The pivot point of that bone. Its a vector.

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.

Offset Type Name Description
0x00 uint16 Bone Which bone. -1 if there is none.

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.

Offset Type Name Description
0x00 uint16 Bone Which bone. -1 if there is none.

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)
Offset Type Name Description
0x00 float Position[3] A vector to the position of the vertex.
0x0C uint8 BoneWeight[4] The vertex weight for 4 bones.
0x10 uint8 BoneIndices[4] Which are referenced here.
0x14 float Normal[3] A normal vector.
0x20 float TextureCoords1[2] Coordinates for a texture.
0x28 float TextureCoords2[2] Coordinates for a texture.

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).

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
Offset Type Description
0x00 uint16 Flags
0x02 uint16 Blending mode
  • Flags:
Flag Meaning
0x01 Unlit
0x02 Unfogged?
0x04 Two-sided (no backface culling if set)
0x08 ? (probably billboarded)
0x10 Disable z-buffer?
  • 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.
Offset Type Name Description
0x00 int16 Unit Values are -1, 0 or 1. See below.

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.
Offset Type Name Description
0x00 ABlock Color Three floats. representing the vertex color change.
0x14 ABlock Alpha A short for the alpha value. 0 - transparent, 0x7FFF - opaque. Normaly NonInterp

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.
Offset Type Name Description
0x00 ABlock Alpha A short for the alpha value. 0 - transparent, 0x7FFF - opaque.

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.
Offset Type Name Description
0x00 uint16 TransparencyId Array indices (0 to n-1).

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.

Offset Type Name Description
0x00 uint32 Type The type of the texture. See below.
0x04 uint32 Flags Textures have some flags. See below too.
0x08 uint32 lenFilename Here is the length of the filename, if the type is not "0 - hardcoded" then it's just 1 and points to a zero
0x0C uint32 ofsFilename And the offset to the filename.

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:

Value Meaning
0 Texture given in filename
1 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
6 Character Hair
7 Character Facial Hair
8 Skin Extra
9 UI Skin -- Used on inventory art M2s (1): inventoryartgeometry.m2 and inventoryartgeometryold.m2
10 (OBSOLETE) Tauren Mane -- 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.
Offset Type Name Description
0x00 uint16 TextureId Array indices (0 to n-1).

Replacable texture lookup

  • nTexReplace 16-bit integers starting at ofsTexReplace.
Offset Type Name Description
0x00 int16 TextureID Array indices (0 to n-1).

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.

Offset Type Description
0x00 ABlock (float[3]) Translation
0x14 ABlock (short[4]) Rotation
0x28 ABlock (float[3]) Scaling

The three subrecords specify uv-transforms. Translation seems to work, producing nice flowing lava and waterfalls.

UV-Animation lookup table

  • nTexAnimLookup items starting at ofsTexAnimLookup.
Offset Type Name Description
0x00 uint16 AnimatedTextureId Array indices (0 to n-1). -1 for a static texture.

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.
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 ParticleColorSomething 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
0x2
0x4
0x8
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
0x40000

ParticleColorSomething

This one is used so you can assign a color to specific particles. They loop over all particles and compare +0x2A to 11, 12 and 13. If that matches, the colors from the dbc get applied.

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

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.

Offset Type Name Description
0x00 Vec3F Coordinate This defines a vertex in x,y and z values.

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.

Offset Type Name Description
0x00 uint16 Index[3] Specifies three vertices of the list above to build a triangle.

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.

The records have the following structure:

Offset Type Name Description
0x00 uint16 Type Types are listed below.
0x02 int16 Bone If its attached to a bone, this is the bone. Else here is a nice -1.
0x04 float Position[3] Where is this light?
0x10 ABlock AmbientColor The ambient color. Three floats for RGB.
0x24 ABlock AmbientIntensity A float for the intensity.
0x38 ABlock DiffuseColor The diffuse color. Three floats for RGB.
0x4C ABlock DiffuseIntensity A float for the intensity again.
0x60 ABlock AttenuationStart This defines, where the light starts to be.
0x74 ABlock AttenuationEnd And where it stops.
0x88 ABlock Unknown Its an integer and usually 1.

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.

Offset Type Name Description
0x00 uint32 Type 0: potrait, 1: characterinfo; -1: else (flyby etc.); referenced backwards in the lookup table.
0x04 float FOV No radians, no degrees. Multiply by 35 to get degrees.
0x08 float FarClipping Where it stops to be drawn.
0x0C float NearClipping Far and near. Both of them.
0x10 ABlock TranslationPos How the camera's position moves. Should be 3*3 floats. (WoW parses 36 bytes = 3*3*sizeof(float))
0x24 float Position[3] Where the camera is located.
0x30 ABlock TranslationTar How the target moves. Should be 3*3 floats.
0x44 float Target[3] Where the camera points to.
0x50 ABlock Scaling The camera can have some roll-effect. Its 0 to 2*Pi. 3 Floats!

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.

Offset Type Name Description
0x00 uint32 Id Just an id. Is referenced in the lookup-block below too.
0x04 uint32 Bone Somewhere it has to be attached.
0x08 float Position[3] Relative to that bone of course.
0x14 ABlock Data Its an integer in the data. It has been 1 on all models I saw. Whatever.

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.

Offset Type Name Description
0x00 uint16 Attachment From 0 to nAttachments-1

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.

Offset Type Name Description
0x00 char Identifier[4] This is a (actually 3 character) name for the event with a $ in front.
0x04 uint32 Data This data is passed when the event is fired.
0x08 uint32 Bone Somewhere it has to be attached.
0x0C float Position[3] Position: Relative to that bone of course, animated. Pivot: without animating.
0x18 uint16 InterpolationType This is some fake-AnimationBlock.
0x1A uint16 GlobalSequence Built up like a real one but without timestamps(?). What the fuck?
0x1C uint32 nTimestampEntries See the documentation on AnimationBlocks at this topic.
0x20 uint32 ofsTimstampList This points to a list of timestamps for each animation given.

Possible Events

There are a lot more of them. I did not list all up to now.

ID Type seen to be fired on Description
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.
$tsp Unit p is {0 to 3} (position); t is {W, S, B, F (feet) or R} (type); s is {R or L} (right or left); this is used when running through snow for example. Calls CGUnit_C::FootstepAnimEventHit.
$Fs0 Unit Walk, (Run), (DragonStomp), (JumpEnd), (Special2H) Forward, s is {R or L} (right or left); There can also be the other ones of $Fsx used in here.
$Fs1 Unit StealthWalk, (Walk) Forward, s is {R or L} (right or left);
$Fs2 Unit Walk Forward, s is {R or L} (right or left);
$Fs3 Unit Forward, s is {R or L} (right or left);
$Rs0 Unit Run Run, s is {R or L} (right or left); There can also be the other ones of $Rsx used in here.
$Rs1 Unit Sprint, (Run) Run, s is {R or L} (right or left);
$Rs2 Unit JumpLandRun, (Run) Run, s is {R or L} (right or left);
$Rs3 Unit Run, s is {R or L} (right or left);
$Ss0 Unit Stop, (JumpEnd), (Shuffle*) Stop, s is {R or L} (right or left);
$Ss1 Unit JumpEnd, (Stop) Stop, s is {R or L} (right or left);
$Ss2 Unit Stop, s is {R or L} (right or left);
$Ss3 Unit Stop, s is {R or L} (right or left);
$Bs0 Unit Walkbackwards Backwards, s is {R or L} (right or left);
$Bsp Unit Backwards, p is {1 to 3} (position); s is {R or L} (right or left);
$AHx ? UnitCombat_C, x is {0 to 3}; CGUnit_C::HandleCombatAnimEvent
$CAH Unit Attack*, *Unarmed, ShieldBash, Special* attack hold? CGUnit_C::HandleCombatAnimEvent
$BWP Unit LoadRifle, LoadBow prepare? CGUnit_C::HandleCombatAnimEvent
$Cxx Unit Attack*, *Unarmed, ShieldBash, Special* UnitCombat_C, x is {P or S}, first P, then S, then AH is fired. CSS: CGUnit_C::HandleCombatAnimEvent
$SHx Unit Sheath, HipSheath x is {L or R}, "Left/right shoulder" was in the old list. CGUnit_C::ExchangeSheathedWeapon
$BRT ? Plays some sound.
$BTH Unit All situations, where nothing happens or breathing. breath, Used for bubbles or breath. ("In front of head"), Stand, Kneel, BattleRoar, Talk, Sleep, SwimIdle
$BWR Unit AttackRifle, AttackBow, AttackThrown ready?, Something with bow and rifle. "shoot now"? Hell a lot of things. Attachmentthings, CM2Model::DetachFromParent sometimes.
$CCH Unit mostly not fired, AttackThrown ("Bust"), CEffect::DrawFishingString needs this on the model for getting the string attachments.
$CHD Unit not fired ("Head") (?)
$CSD Unit Emote* Data: SoundEntries.dbc, CustomSound? (emote sounds) CGUnit_C::PlayEmoteSound
$CSL Unit AttackRifle, SpellCast*, ChannelCast* x is {L or R} ("Left/right hand") (?)
$CSR Unit AttackBow, AttackRifle, AttackThrown, SpellCast*, ChannelCast* x is {L or R} ("Left/right hand") (?)
$CST 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
$DSE ?
$DSL ? Data: SoundEntries.dbc Sound with something special. Use another one if you always want to have it playing..
$DSO ? Data: SoundEntries.dbc Sound
$DTH Unit Death, Drown, Knockdown "I'm dead now!", UnitCombat_C, this plays death sounds and more.
$EMV ? MapLoad.cpp
$ESD Unit EmoteWork*, *UseStanding*, EmoteTrain EmoteSound?, plays some emote sound. CGUnit_C::PlayEmoteStateSound
$EWT ? MapLoad.cpp
$FDx Unit Stand (at 0) x is {1 to 5}. CGUnit_C::HandlePlayStandSound
$FD1 Unit BattleRoar (at 0) Calls some function in the Object VMT. Also plays some sound.
$FD2 Unit Stand (at 0) Calls some function in the Object VMT. Also plays some sound.
$FD3 Unit Stand (at 0) Calls some function in the Object VMT. Also plays some sound.
$FDx Unit x is {6 to 9}. Calls some function in the Object VMT.
$FDX Unit Stand (at 0) Should do nothing. But is existant.
$FSD Unit Walk, Run (multiple times), ... Plays some sound. Footstep? Also seen at several emotes etc. where feet are moved. CGUnit_C::HandleFootfallAnimEvent
$GCx GO Play gameobject custom sound referenced in GameObjectDisplayInfo.dbc. x can be from {0 to 3}: {Custom0, Custom1, Custom2, Custom3}
$GOx GO Play gameobject sound referenced in GameObjectDisplayInfo.dbc. x can be from {0 to 5}: {Stand, Open, Loop, Close, Destroy, Opened}
$HIT Unit Attack*, *Unarmed, ShieldBash, Special* Hit someone?
$KVS ? MapLoad.cpp
$SCD ? Plays some sound.
$SHK GO Data: SpellEffectCameraShakes.dbc, Add a camera shake
$SMD ? Plays some sound.
$SMG ? Plays some sound.
$SND ? Data: SoundEntries.dbc Sound
$TRD Unit EmoteWork*, UseStanding* Does something with a spell, a sound and a spellvisual.
$VGx ? UnitVehicle_C, x is {0 to 8}
$VTx ? CVehicle_C::HandleBoneAnimThrowEvent, x is {0 to 8}
$WxG ? x is {W or N}. Calls some function in the Object VMT.
$WTx Bow ShowRangedWeapon x is {B or T}, calls CDrawBowString::UnitDrawBowStringCB(CM2Model *,CM2Lighting const*,void *). Also used in something related to WeaponTrailSetDrawing for getting the position of both, $WTB and $WTT.
$CMA Unit CGCamera::UpdateMountHeightOrOffset Position is used for something. Unsure, if in mount or on character.
$CFM Unit CGCamera::UpdateMountHeightOrOffset Pivot is used for something. Only z, I think. Unsure, if in mount or on character.
$AIM Vehicles CGUnit_C::ComputeMissileTrajectory Position used as MissileFirePos.
$STx Mounts MountTransitionObject::UpdateCharacterData x is {E and B} , sequence time is taken of both, pivot of $STB. (Also, attachment info for attachment 0)
$TRD ? ("Crotch") (?)
$BWR ? ("Right hand") (?)
$CAH ?
$ALT ? CUnitDisplayTransition_C::UpdateState(1) or CUnitDisplayTransition_C::HandleAnimSwapEvent
$WGG ? vtable-call (0x124)