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[Solved]How to find out which TXID is the right texture.

By Finsternis
in Retro-Porting

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In some new models , like the new earth elementar, are no hardcoded textures anymore.

There just this new "TxId", i saw that on wow dev but i have no idea how to find out on which place a special texture should be.

Is there a way to find it out? Any new dbc?

I made this with try and error but uff that need alot time and the result could be wrong.

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The index in the old M2Texture array is equivalent to the index in the TXID array. Special textures are still defined by the M2Texture array. Just for hardcoded textures, the M2Texture name offset will be irrelevant and TXID points to the relevant file data id.

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Uff xD so so technical

 

The hardcoded are my problem here, how i see which TXID is for which texture?

I have for example, 4 texture slots , slot zero is creatureskin1 , slot one and two are a hardcoded textur and for me complete empty. And slot 3 is creatureskin2. How i can now find out what textues are in slot one and two?

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He have this issue

That elemental earth have one Creatureskin1 and six harcoded textures. All for particels and maybe some effects. I make it work in wotlk with try and error. I looked in the particles tab an search for the texture slot. Than i try which texture could it be. But i hoped that i can see anywhere which slot has which texture.

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Hey guys,

 I worked out a little solution for the new texture IDs, but it's a manual one rather than a script - as my 010 scripting knowledge doesn't reach that far.

 

As mentioned above, the creaturedisplayinfo textures work fine (id 11,12 and 13) as it points straight to the DBC. As you can see in the wiki, for hardcoded textures.. there is a new TXID that points to filedata to get the texture.

As you guys know (and thanks blizzard) - for some time now every texture a creature has, including particle textures, is in the actual creature's folder. Unlike in WoTLK, where mostly all particles were reused from the same direcory (usually some WMO with 999 folders)..it makes things A LOT easier when fixing them.

So basically, take all the textures you see in the folder (that you want to set hardcoded), and add them to the end of the .m2 file in 010. Then, for each texture take the offset where you placed it and length of the texture and apply the values in the texture struct.

It is a bit of a pain in the ass having to do it manually, so if anyone can work out a script (although it would either need to read the fileID externally, or manual input) - please be my guest lol.

 

Regards, 

Soldan

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That was what i did, but it is still not so easy to find out which texture on which slot. I looked on the waterelemental and gave up xD.

The information that just files inside the folder are used, make me feel a bit reassured .

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?????? 

There is ZERO guessing in file data ids. There is NO need to know any filename. The "everything is in the same folder" assumption is weird and absurd. Just fucking map file data ids to files, extract them, call them whatever you want (although I suggest just calling them something with the id in the filename) and add it.

Just take TXID, look at the ids in it, use cascexplorer or https://bnet.marlam.in/files.php#search=type:blp&page=15680 or whatever to map it to a file, download/extract the file, call it whatever the fuck you want, add that string to the m2, change the offset to the newly added string and you're done.

No guessing. No estimating. No WMV and looking at geosets. No "all in the folder". Full support for models you don't even know the fucking name for.

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I just don't understand.
Maybe it must be basic first.
How can I read the Txid in the M2 file?
And then how does that go together with the empty texture rows?
I still don't understand how the texture is related to the file ID you've linked here.
And why the model should simply know which texture belongs where. Where does this information come from?

Can you explain how a child would understand that? ^^

Or give a simple example.

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4 hours ago, wungasaurus said:

?????? 

There is ZERO guessing in file data ids. There is NO need to know any filename. The "everything is in the same folder" assumption is weird and absurd. Just fucking map file data ids to files, extract them, call them whatever you want (although I suggest just calling them something with the id in the filename) and add it.

Just take TXID, look at the ids in it, use cascexplorer or https://bnet.marlam.in/files.php#search=type:blp&page=15680 or whatever to map it to a file, download/extract the file, call it whatever the fuck you want, add that string to the m2, change the offset to the newly added string and you're done.

No guessing. No estimating. No WMV and looking at geosets. No "all in the folder". Full support for models you don't even know the fucking name for.

Spicy

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Thanks for the video. I tried with copy paste but the first thing was not working correct for me. I get first the id´s of skin files but not of textures. I just copy paste again three lines and i think this is it.  All what you done after this is to complicate for me, but i dont need this anyway.(i have no idea what you done there but it works^^)

The relationship between this  https://bnet.marlam.in/files.php#search=2201893&page=1 and the TXid was important and how to read them in the file. 

If i found there a model where this not work and i cant handle it alone i will ask here again^^.

 

So thanks for your help.

 

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