[question] how2 edit .wmo menu

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  1. #1
    IceReaper's Avatar Member
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    [question] how2 edit .wmo

    hi guys,
    i actualy tried removing the door which leads to old-ironforge. after some search i found an entry in "inronforge.wmo" cause i dont have an editor for it, i simply hex-edited it and changed the name of the door file.
    Basicaly its a start but now there is the annoying white-blue-box cause it cant find the model.
    So my first question is -> how can i completely remove an entry out of an .wmo?

    secondly there is still an invisible wann, no idea why blizzy did this but okay. think i can figure it out, but if some pro in modding got an answer on this it would help me alot.

    greetz
    ice

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    [question] how2 edit .wmo
  2. #2
    schlumpf's Avatar Retired Noggit Developer

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    Well. Actually there is another wall behind that model but well. Removing Doodadinstances out of wmos. Its hard. A thing i know actually noone but me haviong worked on. There are no tools. Its all in hex.

    You have to remove it at all or move it somewhere noone sees it. That second part should be easier.

    As you found out how to change the filename you may have come across the MODD chunk. Its right after the filename one (MODN). In there are all the entries for the doodads in the files. the problem is: i said "all the files". not only some. all. of whole ironforge. well, you may just search for the entry where the first integer in the following structure is matching the filename entry. this is hard but nearly the only way. the other one would be opening the childwmo that contains the doodad and look in the doodadindices chunk which entry in the rootwmo that doodad is. not much easier too since there are more than that doodad in the childwmo. well. after you found the entry any way you have to edit the entry. it has this structure:

    struct SMODoodadDef // 03-29-2005 By ObscuR
    {
    /*000h*/ UINT32 nameIndex
    /*004h*/ float pos[3];
    /*010h*/ float rot[4];
    /*020h*/ float scale;
    /*024h*/ UINT8 color[4];
    /*028h*/
    };

    Offset Type Description
    0x00 uint32 Offset to the start of the model's filename in the MODN chunk.
    0x04 3 * float Position (X,Z,-Y)
    0x10 float W component of the orientation quaternion
    0x14 3 * float X, Y, Z components of the orientaton quaternion
    0x20 float Scale factor
    0x24 4 * uint8 (B,G,R,A) color. Unknown. It is often (0,0,0,255). (something to do with lighting maybe?)

    the first one is as said the offset to the filename. starting at the chunkidentifier+0x4 (size). you then edit the position floats to some value that is out of sight. thats it. or you set the scale a bit small. but that is your problem.


    for the invisible wall. its fukken bullshit. yes there is a way. and its actually the way it would all be easier. but well... use swg's editor. it contains wmo editing. and actually .. he got a tutorial for all the oldironforge shit..
    http://somewhiteguy.homelinux.org:178/wowedit/wowme/

    have fun :P

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