World of Warcraft file formats

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Post by Guest » Wed Jan 12, 2005 2:47 am

well before beta poatch 3, they had a modified version of the war3 mdx, it was pretty simple, and i was searching for the pivot point values, though im pretty sure they merged the pivot points with their respective objects, ie the bones have their pivot info in their block, but i cant be too sure

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Post by Wobble » Wed Jan 12, 2005 9:11 pm

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Post by Guest » Mon Jan 17, 2005 6:08 am

what im really interested in is the terain format, i remember in the beta days, someoen decoded alot of it, but alas, the post is gone, but it didnt seem that hard

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Post by Wobble » Mon Jan 17, 2005 9:16 pm

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Post by Wobble » Mon Jan 17, 2005 10:22 pm

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Post by nicoli_s » Tue Jan 18, 2005 5:23 am

sorry, that gues post was me, what i meant was figuring out the hieghtmaps stored in the terrain data. someone from back in the day made a program that could render terrain chunks, cuz the files are split into little sections, similar to the WMOs

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Post by Wobble » Tue Jan 18, 2005 9:58 pm

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Post by nicoli_s » Wed Jan 19, 2005 5:46 am

well im still stuck on terrain formats, but i did find an open source m2 viewer that supports animations, but it doesnt support multi texture models, we should team up and figure this damn problem out

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Post by Wobble » Wed Jan 19, 2005 10:51 pm

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Post by nicoli_s » Thu Jan 20, 2005 6:15 pm

well later today ill upload the japanee m2 viewer and its source, though i cant get itto compile for the life of me

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Post by Wobble » Fri Jan 21, 2005 11:42 pm

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Post by Mr.Mouse » Sat Jan 22, 2005 9:39 am

Oh but you can upload files (attach them to your post). Depends on how big they are. But we can arrange space for that.

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Post by Dinoguy1000 » Sat Jan 22, 2005 6:13 pm

Yeah. You might have to fool with it a bit, like I did on my post about Zoo Tycoon in this forum. I was just about to give up when it finally worked for me, so don't be so quick to jump to conclusions.
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Post by nicoli_s » Mon Jan 24, 2005 4:19 pm

yeah, i got that chinese one, this japanese one is alot better, it even has animations, but still no multi texture support, here's a sample of it

struct M2_HEADER // 336 bytes, 84 DWORDs.
{
DWORD dwIdent; // M2 File Identity
DWORD dwVersion; // version: 256

DWORD nModelNameSize; // strlen(szModelName) + 1
DWORD nModelNameOffset; // always 336(header size), points to ModelName.

DWORD dwUnk1; // All 0s, occasionally 1,3(World\SkillActivated\Containers\TreasureChest01: 3)

DWORD nGlobalSequences;
DWORD nGlobalSequencesOffset; // points to array of DWORD

DWORD nNumAnimations;
DWORD nAnimationsOffset; // points to M2_ANIMATION_INFO

DWORD nUnkIndices;
DWORD nUnkIndicesOffset; // points to array of unsigned short

DWORD nUnkLongs;
DWORD nUnkLongsOffset; // points to array of longs

DWORD nBonesCount;
DWORD nBonesOffset; // points to M2_BONE_DATA

DWORD nUnkIndices2;
DWORD nUnkIndicesOffset2; // points to array of unsigned short

DWORD nNumVertices;
DWORD nVerticesOffset; // points to M2_Vertex!!!

DWORD nNumGeoMeshs;
DWORD nGeoMeshsOffset; // Points to M2_GEOMETRY_MESH!!!

DWORD dwMagic[2]; // 0s

DWORD nNumTextures;
DWORD nTexturesOffset; // points to M2_TEXTURE_INFO.

DWORD dwUnk6[10]; // Other chunks

DWORD nGroupBoneIDs; // Bone groups data
DWORD nGroupBoneIDsOffset; // points to array of unsigned short which is bone id.

DWORD nNumMaterials;
DWORD nMaterialsOffset;

DWORD nStruct1Count; // 16 bytes, only 1.
DWORD nStruct1Offset;

DWORD nStruct2Count; // 16 bytes, only 1.
DWORD nStruct2Offset;

DWORD nStruct3Count; // 16 bytes, only 1.
DWORD nStruct3Offset;

vec3_type vMinBox; // Bounding box
vec3_type vMaxBox;

float fUnk4; // Unknown but it's right before min box when former mdx format.

float fUnk[5];
DWORD dwUnk8; // Unknown 0
float fUnk9;

DWORD dwUnk10; // Always 36
DWORD dwUnk11[5];

DWORD nAttachments;
DWORD nAttachmentsOffset;

DWORD dwUnk12;
DWORD dwUnkOffset12;

DWORD nNumEvents;
DWORD nEventsOffset;

DWORD dwUnk13;
DWORD dwUnkOffset13;

DWORD nCameras1;
DWORD nCameras1Offset;

DWORD nCameras2;
DWORD nCameras2Offset;
DWORD dwUnk14;

DWORD dwUnk15[6];
};

// ÎÆÀíÃ

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Post by Wobble » Tue Jan 25, 2005 3:22 am

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