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  • | colspan="13" | ''moosemount.m2'' | colspan="13" | ''saber2mount.m2''
    12 KB (1,154 words) - 20:06, 21 November 2016
  • ...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
  • 3 KB (374 words) - 00:20, 7 December 2016
  • 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
  • #REDIRECT [[Talk:M2]]
    21 bytes (3 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
  • File:M2 collision boxes.jpg
    M2 collision boxes
    (1,920 × 1,017 (1,006 KB)) - 12:41, 22 May 2020
  • #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

  • File:Pikes over M2.jpg
    Pikes over M2
    (1,344 × 729 (135 KB)) - 12:53, 22 May 2020
  • #REDIRECT [[M2]]
    16 bytes (2 words) - 17:22, 24 April 2016
  • File:M2 collision boxes.jpg
    M2 collision boxes
    (1,920 × 1,017 (1,006 KB)) - 12:41, 22 May 2020
  • #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
  • #REDIRECT [[Talk:M2]]
    21 bytes (3 words) - 17:22, 24 April 2016
  • File:Right Click Menu 1.jpg
    The right xlick menu triggered when ineracting with a WMO or M2
    (299 × 497 (79 KB)) - 00:30, 5 November 2018
  • ** M2|M2 ** M2/Rendering|M2 specific
    1 KB (143 words) - 21:47, 17 April 2024
  • 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
  • | [[M2]], [[M2/WotLK]], [[M2/Cata]], [[M3|M3 for D3]] | [[M2/WotLK/.anim]], [[M2/WotLK/.skin]], [[PHYS]]
    4 KB (501 words) - 12:32, 4 September 2017
  • ...// 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
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