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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 seems to be an offset into the vertex data (m2) where the lod data starts, the vertices and indices above are relative to
    38 KB (5,295 words) - 21:06, 7 May 2024
  • 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
  • * [[M2/Loading|M2 Loading]] * [[M2/Rendering|M2 Rendering]]
    12 KB (1,917 words) - 02:38, 16 November 2017
  • ...specific appearances / textures are in use. For example, the model firefly.m2 has a default green glow on its abdomen, but values given in this table cha ...n particles which have their ParticleColorIndex set to 11, 12 or 13. See [[M2#Particle_emitters]]. A ParticleColorIndex of 11, 12 or 13 indicates whether
    2 KB (264 words) - 02:39, 20 July 2016
  • ...and get painted after ADTs, then every liquid is painted, after that every M2 (Doodads) are painted too, and finally NPC/Players (RenderObjects). 0x00000001 M2
    19 KB (2,737 words) - 14:20, 30 May 2023
  • | 4 || Geoset_1 || Integer || group 1 -- This is the small part of [[M2/.skin#Mesh_part_ID|Geoset identificator]]. Determines mixing of different f
    2 KB (306 words) - 22:56, 2 February 2018
  • | M2 || Model file, technical docs [[M2|here]]. ...tools/db2/ChrCustomizationBoneSet Browse] || Links .bone FileDataIDs with .m2 FileDataIDs.
    13 KB (1,543 words) - 00:03, 29 January 2024
  • ...format which had MDX (m1) in WC3 / prior to WoW, MDX2 (m2) in WoW, MDX2.2 (m2 with skin and anim) in WoW:WotLK and MDX3 (m3) in SC2.
    6 KB (862 words) - 21:34, 17 April 2024
  • ...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
  • ...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 seems to be an offset into the vertex data (m2) where the lod data starts, the vertices and indices above are relative to
    38 KB (5,295 words) - 21:06, 7 May 2024
  • This table defines the different animations [[M2|models]] can have.
    3 KB (389 words) - 22:50, 25 August 2021
  • Used for [[M2]] and [[WMO]] filenames. Both are in here. Again, an array of chunks with a
    2 KB (359 words) - 17:01, 3 March 2019
  • Used for [[M2]] and [[WMO]] filenames. Both are in here. Again, an array of chunks with a
    4 KB (573 words) - 13:32, 16 June 2019
  • ...ections out into a real 'Geoset' article, go ahead. Just make sure to link M2, SKIN, ItemDisplayInfo, and CreatureDisplayInfoExtra pages to it. ...pair of gloves, it means that you should enable mesh part ID '403' in the M2.
    18 KB (2,078 words) - 21:39, 10 May 2020
  • ...les contain model objects. They are the next iteration over the original [[M2]] file. Unlike their predecessor [[M2]], [[M3]] files have a fully chunked format similar to [[WMO]] files. And a
    18 KB (2,325 words) - 21:58, 17 April 2024
  • Can be caused by empty M2 keyBoneLookup table. A [[M2/.skin|.skin file's]] releated issue.
    31 KB (4,909 words) - 11:55, 22 January 2024
  • ...binary files that contain model objects. They are the predecessor of the [[M2]] format. The <tt>MDLKEYTRACK</tt> is a simpler equivalent of the [[M2#Types|M2Track]]. It stores a list of <tt>MDLKEYFRAMES</tt> which are essent
    42 KB (4,947 words) - 18:50, 23 February 2021
  • | Well known WoW Model Viewer, currently under active development, supporting M2 model viewing and exporting with animations. Community discord [https://dis
    15 KB (1,912 words) - 17:45, 12 August 2023
  • ...waist/buckle_panstart_a_01.phys". .phys files are an extension to M2s. The M2 requests a .phys file to be loaded by having GlobalModelFlags & 0x20 set.
    11 KB (1,312 words) - 14:04, 19 July 2020
  • ...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
  • ...s onto the various shader components (although, there are occasions in the M2 source code where shaders are picked in code).
    17 KB (2,434 words) - 22:51, 6 May 2023
  • ...WMO_root_file|WMO root file]] - lists textures ([[BLP]] Files), doodads ([[M2]] or [[MDX]] Files), etc., and orientation for the [[WMO]] groups * models ([[M2|MDX / M2]] File references)
    99 KB (13,348 words) - 21:30, 22 April 2024
  • ..._has_doodadrefs_sorted_by_size_cat = 0x0008, // if enabled, the ADT's MCRF(m2 only)/MCRD chunks need to be sorted by size category
    25 KB (3,014 words) - 14:33, 7 April 2024
  • *'''List of filenames for [[M2]] models that appear in this map tile.''' *'''Placement information for doodads ([[M2]] models).''' Additional to this, the models to render are referenced in ea
    79 KB (11,439 words) - 23:13, 16 January 2024
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