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  1. #1
    Fr33m4n's Avatar Active Member
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    Here is how WoD .skin works.

    Hello,

    After looking at Rangorn posts, I've found how the WoD .skin files work.

    010 Editor Templates updated (.WoD skin + M2 light, with mesh and texture info only):
    http://www.mediafire.com/download/nx...ates_6.0.3.zip

    How to use 010 Editor Templates:
    http://www.sweetscape.com/010editor/...sTemplates.htm
    http://www.sweetscape.com/010editor/manual/Running.htm

    They used a trick to go over the 65536 limit of the StartTriangle field.
    Now, there is also a Level field. It is set to 0, then, when StartTriangle resets from 65000+ to 0+, Level is set to 1.

    Mesh part IDs: http://www.pxr.dk/wowdev/wiki/index....n#Mesh_part_ID

    1. submesh:
    - ID: Mesh part ID
    - Level: 0
    - startTriangle: (startTriangle + nTriangles) of previous Submesh.
    - nTriangles: number of triangles.

    2. if ((startTriangle + nTriangles) of previous Submesh) > 65535:
    - ID: Mesh part ID
    - Level: 1
    - startTriangle: ((startTriangle + nTriangles) of previous Submesh) - 65536. (resets)


    ex:
    1.
    - ID: 13
    - Level: 0
    - startTriangle: 64272
    - nTriangles: 1356
    = 64272 + 1356 = 65628

    2.
    - ID: 14
    - Level: 1
    - startTriangle: 92 (65628 - 65536) (resets)
    - nTriangles: 1083
    Last edited by Fr33m4n; 02-02-2015 at 10:59 PM. Reason: new template with Level field

    Here is how WoD .skin works.
  2. #2
    Cromon's Avatar Legendary


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    The meshpart id is actually not an uint32 but an uint16. The upper 16 its are another ushort. See:
    https://gitlab.cromon.ch/Cromon/wowe...tructs.cs#L171

    then it becomres pretty simple:
    https://gitlab.cromon.ch/Cromon/wowe...M2File.cs#L112

  3. #3
    Fr33m4n's Avatar Active Member
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    Yep, we saw this on M2/WotLK/.skin - WoWDev
    It is a uint16 variable called Level.

  4. #4
    Fr33m4n's Avatar Active Member
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    Added new 010 Editor .skin template and updated the tutorial in the first post.

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