Example #1
0
    private static void ParseM2_Skin(string dataPath, M2Data m2Data)
    {
        // check how many skins files there are //
        string noExtension   = Path.GetFileNameWithoutExtension(dataPath);
        string directoryPath = Path.GetDirectoryName(dataPath);

        int skinCount = 0;

        for (int i = 0; i <= 20; i++)
        {
            string fileNumber = i.ToString("00");
            if (Casc.FileExists(directoryPath + @"\" + noExtension + fileNumber + ".skin"))
            {
                skinCount++;
            }
            else
            {
                break;
            }
        }

        if (skinCount > 0)
        {
            // Load only skin00 for now //
            string skinDataPath = directoryPath + @"\" + noExtension + "00" + ".skin";
            string skinPath     = Casc.GetFile(skinDataPath);
            byte[] M2SkinData   = File.ReadAllBytes(skinPath);

            using (MemoryStream ms = new MemoryStream(M2SkinData))
            {
                ParseSkin(ms, m2Data);
            }
        }
    }
Example #2
0
    public static void Load(string dataPath, int uniqueID, Vector3 position, Quaternion rotation, Vector3 scale)
    {
        M2Data    m2Data = new M2Data();
        M2Texture m2Tex  = new M2Texture();

        m2Data.dataPath = dataPath;
        m2Data.uniqueID = uniqueID;
        m2Data.position = position;
        m2Data.rotation = rotation;
        m2Data.scale    = scale;

        try
        {
            ThreadWorking = true;

            ParseM2_Root(dataPath, m2Data, m2Tex);
            ParseM2_Skin(dataPath, m2Data);
            AllM2Data.Enqueue(m2Data);

            ThreadWorking = false;
        }
        catch (Exception ex)
        {
            Debug.Log("Error : Trying to parse M2 - " + dataPath);
            Debug.LogException(ex);
        }
    }
Example #3
0
    private static void ParseM2_Root(string dataPath, M2Data m2Data, M2Texture m2Tex)
    {
        StreamTools s    = new StreamTools();
        string      path = Casc.GetFile(dataPath);

        byte[] M2MainData     = File.ReadAllBytes(path);
        long   streamPosition = 0;

        using (MemoryStream ms = new MemoryStream(M2MainData))
        {
            while (streamPosition < ms.Length)
            {
                ms.Position = streamPosition;
                int chunkID   = s.ReadLong(ms);
                int chunkSize = s.ReadLong(ms);

                streamPosition = ms.Position + chunkSize;

                switch (chunkID)
                {
                case (int)ChunkID.M2ChunkID.MD21:
                    ReadMD21(ms, m2Data, m2Tex);
                    break;

                default:
                    SkipUnknownChunk(ms, chunkID, chunkSize);
                    break;
                }
            }
        };
    }
Example #4
0
    public static void ReadTXID(BinaryReader br, M2Data m2Data, CASCHandler CascHandler, uint Size)
    {
        LoadedBLPFileDataIds.Clear();
        var numTextures = Size / 4;

        for (int i = 0; i < numTextures; i++)
        {
            uint texture = br.ReadUInt32();

            M2Texture     m2Texture     = new M2Texture();
            Texture2Ddata texture2Ddata = new Texture2Ddata();
            if (!LoadedBLPFileDataIds.Contains(texture))
            {
                var     stream = CascHandler.OpenFile(texture);
                BLP     blp    = new BLP();
                byte[]  data   = blp.GetUncompressed(stream, true);
                BLPinfo info   = blp.Info();

                texture2Ddata.hasMipmaps    = info.hasMipmaps;
                texture2Ddata.width         = info.width;
                texture2Ddata.height        = info.height;
                texture2Ddata.textureFormat = info.textureFormat;
                texture2Ddata.TextureData   = data;

                m2Texture.texture2Ddata = texture2Ddata;
                m2Texture.FileDataId    = texture;

                stream.Close();
                stream.Dispose();

                LoadedBLPFileDataIds.Add(texture);
            }
            m2Data.m2Tex.Add(m2Texture);
        }
    }
Example #5
0
    public static void Load(uint FileDataId, int uniqueID, Vector3 position, Quaternion rotation, Vector3 scale, CASCHandler Handler)
    {
        M2Data    m2Data = new M2Data();
        M2Texture m2Tex  = new M2Texture();

        m2Data.FileDataId = FileDataId;
        m2Data.uniqueID   = uniqueID;
        m2Data.position   = position;
        m2Data.rotation   = rotation;
        m2Data.scale      = scale;

        try
        {
            ThreadWorking = true;

            ParseM2_Root(FileDataId, m2Data, m2Tex, Handler);

            foreach (uint skinFile in SkinFiles)
            {
                ParseM2_Skin(skinFile, m2Data, Handler);
            }

            AllM2Data.Enqueue(m2Data);

            ThreadWorking = false;
        }
        catch (Exception ex)
        {
            Debug.Log("Error : Trying to parse M2 - " + FileDataId);
            Debug.LogException(ex);
        }
    }
Example #6
0
    private static void ParseM2_Skin(uint skinFileId, M2Data m2Data, CASCHandler CascHandler)
    {
        var stream = CascHandler.OpenFile(skinFileId);

        using (BinaryReader reader = new BinaryReader(stream))
        {
            ParseSkin(reader, m2Data);
        }
    }
Example #7
0
    private static void ParseM2_Root(uint fileDataID, M2Data m2Data, M2Texture m2Tex, CASCHandler CascHandler)
    {
        long streamPos = 0;

        using (var stream = CascHandler.OpenFile(fileDataID))
            using (BinaryReader reader = new BinaryReader(stream))
            {
                while (streamPos < stream.Length)
                {
                    stream.Position = streamPos;
                    M2ChunkId chunkID   = (M2ChunkId)reader.ReadUInt32();
                    uint      chunkSize = reader.ReadUInt32();

                    streamPos = stream.Position + chunkSize;

                    switch (chunkID)
                    {
                    case M2ChunkId.MD21:
                        ReadMD21(reader, m2Data, m2Tex);
                        break;

                    case M2ChunkId.SFID:
                        ReadSFID(reader, chunkSize);
                        break;

                    case M2ChunkId.TXID:
                        ReadTXID(reader, m2Data, CascHandler, chunkSize);
                        break;

                    default:
                        SkipUnknownChunk(stream, chunkSize);
                        break;
                    }
                }
            };
    }
Example #8
0
    public static void Load(uint FileDataId, int uniqueID, Vector3 position, Quaternion rotation, Vector3 scale, CASCHandler Handler)
    {
        M2Data    m2Data = new M2Data();
        M2Texture m2Tex  = new M2Texture();

        m2Data.FileDataId = FileDataId;
        m2Data.uniqueID   = uniqueID;
        m2Data.position   = position;
        m2Data.rotation   = rotation;
        m2Data.scale      = scale;

        ThreadWorking = true;

        ParseM2_Root(FileDataId, m2Data, m2Tex, Handler);

        foreach (uint skinFile in SkinFiles)
        {
            ParseM2_Skin(skinFile, m2Data, Handler);
        }

        AllM2Data.Enqueue(m2Data);

        ThreadWorking = false;
    }
Example #9
0
    public static void ParseSkin(BinaryReader reader, M2Data m2Data)
    {
        string  magic        = reader.ReadFourCC();             // 'SKIN'
        M2Array vertices     = reader.ReadM2Array();
        M2Array indices      = reader.ReadM2Array();
        M2Array bones        = reader.ReadM2Array();
        M2Array submeshes    = reader.ReadM2Array();
        M2Array batches      = reader.ReadM2Array();            // nTexture_units
        int     boneCountMax = reader.ReadInt32();              // WoW takes this and divides it by the number of bones in each submesh, then stores the biggest one.
                                                                // Maximum number of bones per drawcall for each view. Related to (old) GPU numbers of registers.
                                                                // Values seen : 256, 64, 53, 21
        M2Array shadow_batches = reader.ReadM2Array();

        /// Read Batches ///
        reader.BaseStream.Seek(batches.Offset, SeekOrigin.Begin);
        for (var batch = 0; batch < batches.Size; batch++)
        {
            M2BatchIndices m2BatchIndices = new M2BatchIndices();

            m2BatchIndices.M2Batch_flags                      = reader.ReadByte();          // Usually 16 for static textures, and 0 for animated textures. &0x1: materials invert something; &0x2: transform &0x4: projected texture; &0x10: something batch compatible; &0x20: projected texture?; &0x40: use textureWeights
            m2BatchIndices.M2Batch_priorityPlane              = reader.ReadByte();
            m2BatchIndices.M2Batch_shader_id                  = reader.ReadUInt16();        // See below.
            m2BatchIndices.M2Batch_skinSectionIndex           = reader.ReadUInt16();        // A duplicate entry of a submesh from the list above.
            m2BatchIndices.M2Batch_geosetIndex                = reader.ReadUInt16();        // See below.
            m2BatchIndices.M2Batch_color_index                = reader.ReadUInt16();        // A Color out of the Colors-Block or -1 if none.
            m2BatchIndices.M2Batch_materialIndex              = reader.ReadUInt16();        // The renderflags used on this texture-unit.
            m2BatchIndices.M2Batch_materialLayer              = reader.ReadUInt16();        // Capped at 7 (see CM2Scene::BeginDraw)
            m2BatchIndices.M2Batch_textureCount               = reader.ReadUInt16();        // 1 to 4. See below. Also seems to be the number of textures to load, starting at the texture lookup in the next field (0x10).
            m2BatchIndices.M2Batch_textureComboIndex          = reader.ReadUInt16();        // Index into Texture lookup table
            m2BatchIndices.M2Batch_textureCoordComboIndex     = reader.ReadUInt16();        // Index into the texture unit lookup table.
            m2BatchIndices.M2Batch_textureWeightComboIndex    = reader.ReadUInt16();        // Index into transparency lookup table.
            m2BatchIndices.M2Batch_textureTransformComboIndex = reader.ReadUInt16();        // Index into uvanimation lookup table.

            m2Data.m2BatchIndices.Add(m2BatchIndices);
        }

        // Read SubMesh Data //
        int[] Indices   = new int[vertices.Size];                                 // Three indices which make up a triangle.
        int[] Triangles = new int[indices.Size];                                  // Bone indices (Index into BoneLookupTable)

        int[] skinSectionId         = new int[submeshes.Size];                    // Mesh part ID, see below.
        int[] submesh_StartVertex   = new int[submeshes.Size];                    // Starting vertex number.
        int[] submesh_NbrVerts      = new int[submeshes.Size];                    // Number of vertices.
        int[] submesh_StartTriangle = new int[submeshes.Size];                    // Starting triangle index (that's 3* the number of triangles drawn so far).
        int[] submesh_NbrTris       = new int[submeshes.Size];                    // Number of triangle indices.

        int[] submesh_boneCount      = new int[submeshes.Size];                   // Number of elements in the bone lookup table. Max seems to be 256 in Wrath. Shall be ≠ 0.
        int[] submesh_boneComboIndex = new int[submeshes.Size];                   // Starting index in the bone lookup table.
        int[] submesh_boneInfluences = new int[submeshes.Size];                   // <= 4
                                                                                  // from <=BC documentation: Highest number of bones needed at one time in this Submesh --Tinyn (wowdev.org)
                                                                                  // In 2.x this is the amount of of bones up the parent-chain affecting the submesh --NaK
                                                                                  // Highest number of bones referenced by a vertex of this submesh. 3.3.5a and suspectedly all other client revisions. -- Skarn
        int[]     submesh_centerBoneIndex    = new int[submeshes.Size];
        Vector3[] submesh_centerPosition     = new Vector3[submeshes.Size];       // Average position of all the vertices in the sub mesh.
        Vector3[] submesh_sortCenterPosition = new Vector3[submeshes.Size];       // The center of the box when an axis aligned box is built around the vertices in the submesh.
        float[]   submesh_sortRadius         = new float[submeshes.Size];         // Distance of the vertex farthest from CenterBoundingBox.

        /// Indices ///
        reader.BaseStream.Seek(vertices.Offset, SeekOrigin.Begin);
        for (var ind = 0; ind < vertices.Size; ind++)
        {
            Indices[ind] = reader.ReadUInt16();
        }

        /// triangles ///
        reader.BaseStream.Seek(indices.Offset, SeekOrigin.Begin);
        for (var tri = 0; tri < indices.Size; tri++)
        {
            Triangles[tri] = reader.ReadUInt16();
        }

        /// submeshes ///
        reader.BaseStream.Seek(submeshes.Offset, SeekOrigin.Begin);
        for (var sub = 0; sub < submeshes.Size; sub++)
        {
            skinSectionId[sub] = reader.ReadUInt16();
            int Level = reader.ReadUInt16();                                    // (level << 16) is added (|ed) to startTriangle and alike to avoid having to increase those fields to uint32s.
            submesh_StartVertex[sub]   = reader.ReadUInt16() + (Level << 16);
            submesh_NbrVerts[sub]      = reader.ReadUInt16();
            submesh_StartTriangle[sub] = reader.ReadUInt16() + (Level << 16);
            submesh_NbrTris[sub]       = reader.ReadUInt16();

            submesh_boneCount[sub]       = reader.ReadUInt16();
            submesh_boneComboIndex[sub]  = reader.ReadUInt16();
            submesh_boneInfluences[sub]  = reader.ReadUInt16();
            submesh_centerBoneIndex[sub] = reader.ReadUInt16();

            Vector3 canterPosition = new Vector3(reader.ReadSingle() / Settings.WORLD_SCALE, reader.ReadSingle() / Settings.WORLD_SCALE, reader.ReadSingle() / Settings.WORLD_SCALE);
            submesh_centerPosition[sub] = new Vector3(-canterPosition.x, canterPosition.z, -canterPosition.y);
            Vector3 sortCenterPosition = new Vector3(reader.ReadSingle() / Settings.WORLD_SCALE, reader.ReadSingle() / Settings.WORLD_SCALE, reader.ReadSingle() / Settings.WORLD_SCALE);
            submesh_sortCenterPosition[sub] = new Vector3(-sortCenterPosition.x, sortCenterPosition.z, -sortCenterPosition.y);

            submesh_sortRadius[sub] = reader.ReadSingle();
        }

        /// Assemble Submeshes ///
        m2Data.submeshData = new List <SubmeshData>();
        for (int sm = 0; sm < submeshes.Size; sm++)
        {
            Vector3[] vertList  = new Vector3[submesh_NbrVerts[sm]];
            Vector3[] normsList = new Vector3[submesh_NbrVerts[sm]];
            Vector2[] uvsList   = new Vector2[submesh_NbrVerts[sm]];
            Vector2[] uvs2List  = new Vector2[submesh_NbrVerts[sm]];

            BoneWeights[] boneWeights = new BoneWeights[submesh_NbrVerts[sm]];

            for (int vn = 0; vn < submesh_NbrVerts[sm]; vn++)
            {
                vertList[vn]  = m2Data.meshData.pos[vn + submesh_StartVertex[sm]];
                normsList[vn] = m2Data.meshData.normal[vn + submesh_StartVertex[sm]];
                uvsList[vn]   = m2Data.meshData.tex_coords[vn + submesh_StartVertex[sm]];
                uvs2List[vn]  = m2Data.meshData.tex_coords2[vn + submesh_StartVertex[sm]];

                BoneWeights boneWeightVert = new BoneWeights();
                int[]       boneIndex      = new int[4];
                float[]     boneWeight     = new float[4];

                for (int bn = 0; bn < 4; bn++)
                {
                    boneIndex[bn]  = m2Data.meshData.bone_indices[vn + submesh_boneComboIndex[sm]][bn];
                    boneWeight[bn] = m2Data.meshData.bone_weights[vn + submesh_boneComboIndex[sm]][bn];
                }
                boneWeightVert.boneIndex  = boneIndex;
                boneWeightVert.boneWeight = boneWeight;
                boneWeights[vn]           = boneWeightVert;
            }

            int[] triList = new int[submesh_NbrTris[sm]];
            for (var t = 0; t < submesh_NbrTris[sm]; t++)
            {
                //triList[t] = Triangles[t + submesh_StartTriangle[sm]] - submesh_StartVertex[sm];  // using Separate Meshes, reset first triangle to index 0;
                triList[t] = Triangles[t + submesh_StartTriangle[sm]];                              // using Unity Submeshes, don't reset first triangle to index 0;
            }


            SubmeshData submeshData = new SubmeshData();

            submeshData.ID        = skinSectionId[sm];
            submeshData.vertList  = vertList;
            submeshData.normsList = normsList;
            submeshData.uvsList   = uvsList;
            submeshData.uvs2List  = uvs2List;
            Array.Reverse(triList);
            submeshData.triList                = triList;
            submeshData.submesh_StartVertex    = submesh_StartVertex[sm];
            submeshData.boneWeights            = boneWeights;
            submeshData.submesh_boneCount      = submesh_boneCount[sm];
            submeshData.submesh_boneInfluences = submesh_boneInfluences[sm];
            m2Data.submeshData.Add(submeshData);
        }

        /// Read Bone Data ///
        // byte[] Properties = new byte[bones.Size];
        // reader.BaseStream.Seek(bones.Offset, SeekOrigin.Current);
        // for (var bone = 0; bone < bones.Size; bone++)
        // {
        //     Properties[bone] = reader.ReadByte();
        // }
    }
Example #10
0
        public void CreateM2Object(M2Data data)
        {
            // M2 Object //
            GameObject M2Instance = new GameObject();

            terrainHandler.LoadedM2Ids[data.FileDataId]      = M2Instance;
            terrainHandler.LoadedM2Ids[data.FileDataId].name = data.name;

            // LoD Group //
            LODGroup Lodgroup = terrainHandler.LoadedM2Ids[data.FileDataId].AddComponent <LODGroup>();

            LOD[]      lods      = new LOD[1];
            Renderer[] renderers = new Renderer[data.submeshData.Count];

            // Bones //
            GameObject BonesRoot = new GameObject();

            BonesRoot.name = "Bones";
            BonesRoot.transform.position = Vector3.zero;
            BonesRoot.transform.rotation = Quaternion.identity;
            BonesRoot.transform.SetParent(M2Instance.transform);

            Transform[] bones = new Transform[data.m2CompBone.Count];
            Dictionary <int, GameObject> hierarchyList = new Dictionary <int, GameObject>();

            for (int boneN = 0; boneN < data.m2CompBone.Count; boneN++)
            {
                // name //
                string name        = "bone_" + boneN;
                int    key_bone_id = data.m2CompBone[boneN].key_bone_id;
                if (key_bone_id != -1)
                {
                    if (data.key_bone_lookup[key_bone_id] < (KeyBoneLookupList.Length - 1))
                    {
                        name = "bone_" + KeyBoneLookupList[key_bone_id];
                    }
                }

                bones[boneN] = new GameObject(name).transform;
                if (data.m2CompBone[boneN].parent_bone == -1)
                {
                    bones[boneN].SetParent(BonesRoot.transform);
                }
                else
                {
                    bones[boneN].SetParent(bones[data.m2CompBone[boneN].parent_bone]);
                }

                bones[boneN].transform.position = data.m2CompBone[boneN].pivot;
            }

            // Mesh //
            GameObject MesheObject = new GameObject();

            MesheObject.name = "Mesh";
            MesheObject.transform.position = Vector3.zero;
            MesheObject.transform.rotation = Quaternion.identity;
            MesheObject.transform.SetParent(M2Instance.transform);
            Mesh m = new Mesh();

            m.vertices     = data.meshData.pos.ToArray();
            m.normals      = data.meshData.normal.ToArray();
            m.uv           = data.meshData.tex_coords.ToArray();
            m.uv2          = data.meshData.tex_coords2.ToArray();
            m.subMeshCount = data.submeshData.Count;

            // Submeshes //
            for (int batch = 0; batch < data.submeshData.Count; batch++)
            {
                m.SetTriangles(data.submeshData[batch].triList, batch, true);
            }

            // Skinned Mesh Renderer //
            SkinnedMeshRenderer rend = MesheObject.AddComponent <SkinnedMeshRenderer>();

            rend.sharedMesh = m;
            rend.bones      = bones;
            rend.rootBone   = BonesRoot.transform.GetChild(0);

            // Bounds //
            Bounds meshBounds = new Bounds();

            meshBounds.min   = data.bounding_box.min;
            meshBounds.max   = data.bounding_box.max;
            m.bounds         = meshBounds;
            rend.localBounds = meshBounds;

            // Bone Weights //
            BoneWeight[] weights = new BoneWeight[m.vertices.Length];
            for (int bw = 0; bw < m.vertices.Length; bw++)
            {
                weights[bw].boneIndex0 = data.meshData.bone_indices[bw][0];
                weights[bw].weight0    = data.meshData.bone_weights[bw][0];
                weights[bw].boneIndex1 = data.meshData.bone_indices[bw][1];
                weights[bw].weight1    = data.meshData.bone_weights[bw][1];
                weights[bw].boneIndex2 = data.meshData.bone_indices[bw][2];
                weights[bw].weight2    = data.meshData.bone_weights[bw][2];
                weights[bw].boneIndex3 = data.meshData.bone_indices[bw][3];
                weights[bw].weight3    = data.meshData.bone_weights[bw][3];
            }
            m.boneWeights = weights;

            // Bind Poses //
            Matrix4x4[] bindPoses = new Matrix4x4[bones.Length];
            for (int bp = 0; bp < bindPoses.Length; bp++)
            {
                bindPoses[bp] = bones[bp].worldToLocalMatrix * transform.localToWorldMatrix;
            }
            m.bindposes = bindPoses;

            // Animations //
            Animation anim = M2Instance.AddComponent <Animation>();

            AnimationClip[] clips = new AnimationClip[data.numberOfAnimations];

            #region Anims

            /*
             * for (int a = 0; a < data.numberOfAnimations; a++)
             * {
             *  AnimationClip clip = new AnimationClip();
             *  for (int p = 0; p < data.position_animations.Count; p++)
             *  {
             *      AnimationCurve position_x_curve = new AnimationCurve();
             *      AnimationCurve position_y_curve = new AnimationCurve();
             *      AnimationCurve position_z_curve = new AnimationCurve();
             *      Keyframe[] position_x_keyframes = new Keyframe[data.position_animations[p][a].timeStamps.Count];
             *      Keyframe[] position_y_keyframes = new Keyframe[data.position_animations[p][a].timeStamps.Count];
             *      Keyframe[] position_z_keyframes = new Keyframe[data.position_animations[p][a].timeStamps.Count];
             *      for (int t = 0; t < position_x_keyframes.Length; t++)
             *      {
             *          position_x_keyframes[t] = new Keyframe(data.position_animations[p][a].timeStamps[t], data.position_animations[p][a].values[t].x);
             *          position_y_keyframes[t] = new Keyframe(data.position_animations[p][a].timeStamps[t], data.position_animations[p][a].values[t].y);
             *          position_z_keyframes[t] = new Keyframe(data.position_animations[p][a].timeStamps[t], data.position_animations[p][a].values[t].z);
             *      }
             *      position_x_curve.keys = position_x_keyframes;
             *      position_y_curve.keys = position_y_keyframes;
             *      position_z_curve.keys = position_z_keyframes;
             *      clip.SetCurve(bones[p].name, typeof(Transform), "m_LocalPosition.x", position_x_curve);
             *      clip.SetCurve(bones[p].name, typeof(Transform), "m_LocalPosition.y", position_y_curve);
             *      clip.SetCurve(bones[p].name, typeof(Transform), "m_LocalPosition.z", position_z_curve);
             *  }
             *
             *  clip.legacy = true;
             *  clip.wrapMode = WrapMode.Loop;
             *  anim.AddClip(clip
             *      , "anim_" + a);
             * }
             * anim.Play("anim_0");
             */
            #endregion

            // Materials //
            Material[] materials = new Material[data.submeshData.Count];
            for (int matD = 0; matD < materials.Length; matD++)
            {
                materials[matD] = new Material(Shader.Find("WoWEdit/WMO/S_Diffuse"));;
            }                                                                                                                                // fill with default material
            rend.materials = materials;

            // Textures //
            for (var tex = 0; tex < data.submeshData.Count; tex++)
            {
                uint          FDID  = data.m2Tex[data.textureLookupTable[data.m2BatchIndices[data.m2BatchIndices[tex].M2Batch_skinSectionIndex].M2Batch_textureComboIndex]].FileDataId;
                Texture2Ddata tdata = data.m2Tex[data.textureLookupTable[data.m2BatchIndices[data.m2BatchIndices[tex].M2Batch_skinSectionIndex].M2Batch_textureComboIndex]].texture2Ddata;

                if (FDID != 0 && tdata.TextureData != null)
                {
                    if (LoadedM2TextureIds.ContainsKey(FDID))
                    {
                        materials[tex].SetTexture("_MainTex", LoadedM2TextureIds[FDID]);
                    }
                    else
                    {
                        try
                        {
                            Texture2D texture = new Texture2D(tdata.width, tdata.height, tdata.textureFormat, tdata.hasMipmaps);
                            texture.LoadRawTextureData(tdata.TextureData);
                            texture.Apply();
                            LoadedM2TextureIds[FDID] = texture;
                            materials[tex].SetTexture("_MainTex", texture);
                        }
                        catch
                        {
                            Debug.Log("Error: Loading RawTextureData @ M2handler");
                        }
                    }
                }
            }

            // DEBUG - Draw Bones //
            BonesRoot.AddComponent <DrawBones>();

            // Object Transforms //
            terrainHandler.LoadedM2Ids[data.FileDataId].transform.position   = data.position;
            terrainHandler.LoadedM2Ids[data.FileDataId].transform.rotation   = data.rotation;
            terrainHandler.LoadedM2Ids[data.FileDataId].transform.localScale = data.scale;

            if (data.uniqueID != -1)
            {
                if (terrainHandler.ADTBlockM2Parents[data.uniqueID].transform != null)
                {
                    terrainHandler.LoadedM2Ids[data.FileDataId].transform.SetParent(terrainHandler.ADTBlockM2Parents[data.uniqueID].transform);
                }
                else
                {
                    Destroy(terrainHandler.LoadedM2Ids[data.FileDataId]);
                }
            }

            terrainHandler.frameBusy = false;
        }
Example #11
0
    public static void ReadMD21(BinaryReader br, M2Data m2Data, M2Texture m2Tex)
    {
        long md20position = br.BaseStream.Position;

        int     MD20                            = br.ReadInt32();                    // "MD20". Legion uses a chunked file format starting with MD21.
        int     version                         = br.ReadInt32();
        M2Array name                            = br.ReadM2Array();                  // should be globally unique, used to reload by name in internal clients
        var     flags                           = br.ReadInt32();
        M2Array global_loops                    = br.ReadM2Array();                  // Timestamps used in global looping animations.
        M2Array sequences                       = br.ReadM2Array();                  // Information about the animations in the model.
        M2Array sequences_lookups               = br.ReadM2Array();                  // Mapping of sequence IDs to the entries in the Animation sequences block.
        M2Array bones                           = br.ReadM2Array();                  // MAX_BONES = 0x100 => Creature\SlimeGiant\GiantSlime.M2 has 312 bones(Wrath)
        M2Array key_bone_lookup                 = br.ReadM2Array();                  // Lookup table for key skeletal bones.
        M2Array vertices                        = br.ReadM2Array();
        int     num_skin_profiles               = br.ReadInt32();
        M2Array colors                          = br.ReadM2Array();                    // Color and alpha animations definitions.
        M2Array textures                        = br.ReadM2Array();
        M2Array texture_weights                 = br.ReadM2Array();                    // Transparency of textures.
        M2Array texture_transforms              = br.ReadM2Array();
        M2Array replaceable_texture_lookup      = br.ReadM2Array();
        M2Array materials                       = br.ReadM2Array();                          // Blending modes / render flags.
        M2Array bone_lookup_table               = br.ReadM2Array();
        M2Array texture_lookup_table            = br.ReadM2Array();
        M2Array tex_unit_lookup_table           = br.ReadM2Array();              // ≥ Cata: unused
        M2Array transparency_lookup_table       = br.ReadM2Array();
        M2Array texture_transforms_lookup_table = br.ReadM2Array();

        m2Data.bounding_box = br.ReadBoundingBoxes();                              // min/max( [1].z, 2.0277779f ) - 0.16f seems to be the maximum camera height
        float       bounding_sphere_radius  = br.ReadSingle();                     // detail doodad draw dist = clamp (bounding_sphere_radius * detailDoodadDensityFade * detailDoodadDist, …)
        BoundingBox collision_box           = br.ReadBoundingBoxes();
        float       collision_sphere_radius = br.ReadSingle();

        M2Array collision_triangles     = br.ReadM2Array();
        M2Array collision_vertices      = br.ReadM2Array();
        M2Array collision_normals       = br.ReadM2Array();
        M2Array attachments             = br.ReadM2Array();                            // position of equipped weapons or effects
        M2Array attachment_lookup_table = br.ReadM2Array();
        M2Array events              = br.ReadM2Array();                                // Used for playing sounds when dying and a lot else.
        M2Array lights              = br.ReadM2Array();                                // Lights are mainly used in loginscreens but in wands and some doodads too.
        M2Array cameras             = br.ReadM2Array();                                // The cameras are present in most models for having a model in the character tab.
        M2Array camera_lookup_table = br.ReadM2Array();
        M2Array ribbon_emitters     = br.ReadM2Array();                                // Things swirling around. See the CoT-entrance for light-trails.
        M2Array particle_emitters   = br.ReadM2Array();

        // Name //
        br.BaseStream.Position = name.Offset + md20position;
        for (int n = 0; n < name.Size; n++)
        {
            m2Data.name += Convert.ToChar(br.ReadByte());
        }

        // Bones //
        br.BaseStream.Position = bones.Offset + md20position;
        M2TrackBase[] translationM2track = new M2TrackBase[bones.Size];
        M2TrackBase[] rotationM22track   = new M2TrackBase[bones.Size];
        M2TrackBase[] scaleM22track      = new M2TrackBase[bones.Size];
        for (int cb = 0; cb < bones.Size; cb++)
        {
            M2CompBone m2CompBone = new M2CompBone();

            m2CompBone.key_bone_id      = br.ReadInt32();                        // Back-reference to the key bone lookup table. -1 if this is no key bone.
            m2CompBone.flags            = br.ReadInt32();
            m2CompBone.parent_bone      = br.ReadInt16();
            m2CompBone.submesh_id       = br.ReadUInt16();
            m2CompBone.uDistToFurthDesc = br.ReadUInt16();
            m2CompBone.uZRatioOfChain   = br.ReadUInt16();

            translationM2track[cb] = br.ReadM2Track();
            rotationM22track[cb]   = br.ReadM2Track();
            scaleM22track[cb]      = br.ReadM2Track();

            Vector3 pivotRaw = new Vector3(br.ReadSingle() / Settings.WorldScale, br.ReadSingle() / Settings.WorldScale, br.ReadSingle() / Settings.WorldScale);
            m2CompBone.pivot = new Vector3(-pivotRaw.x, pivotRaw.z, -pivotRaw.y);

            m2Data.m2CompBone.Add(m2CompBone);
        }

        // Animations //
        int numberOfAnimations = 0;

        for (int ab = 0; ab < bones.Size; ab++)
        {
            List <Animation_Vector3>    bone_position_animations = new List <Animation_Vector3>();
            List <Animation_Quaternion> bone_rotation_animations = new List <Animation_Quaternion>();
            List <Animation_Vector3>    bone_scale_animations    = new List <Animation_Vector3>();

            // Position //
            int numberOfPositionAnimations = translationM2track[ab].Timestamps.Size;
            if (numberOfAnimations < numberOfPositionAnimations)
            {
                numberOfAnimations = numberOfPositionAnimations;
            }
            for (int at = 0; at < numberOfPositionAnimations; at++)
            {
                Animation         bone_animation = new Animation();
                Animation_Vector3 positions      = new Animation_Vector3();

                // Timestamps //
                List <int> timeStamps = new List <int>();
                br.BaseStream.Position = translationM2track[ab].Timestamps.Offset + md20position;
                M2Array m2AnimationOffset = br.ReadM2Array();
                br.BaseStream.Position = m2AnimationOffset.Offset;
                for (int t = 0; t < m2AnimationOffset.Size; t++)
                {
                    timeStamps.Add(br.ReadInt32());
                }
                positions.timeStamps = timeStamps;

                // Values //
                List <Vector3> values = new List <Vector3>();
                br.BaseStream.Position = translationM2track[ab].Values.Offset + md20position;
                M2Array m2AnimationValues = br.ReadM2Array();
                br.BaseStream.Position = m2AnimationValues.Offset;
                for (int t = 0; t < m2AnimationValues.Size; t++)
                {
                    Vector3 rawPosition = new Vector3(br.ReadSingle() / Settings.WorldScale, br.ReadSingle() / Settings.WorldScale, br.ReadSingle() / Settings.WorldScale);
                    values.Add(new Vector3(-rawPosition.x, rawPosition.z, -rawPosition.y));
                }
                positions.values = values;
                bone_position_animations.Add(positions);
            }


            // Rotation //
            int numberOfRotationAnimations = rotationM22track[ab].Timestamps.Size;
            if (numberOfAnimations < numberOfRotationAnimations)
            {
                numberOfAnimations = numberOfRotationAnimations;
            }
            for (int ar = 0; ar < numberOfRotationAnimations; ar++)
            {
                Animation_Quaternion rotations = new Animation_Quaternion();

                // Timestamps //
                List <int> timeStamps = new List <int>();
                br.BaseStream.Position = rotationM22track[ab].Timestamps.Offset + md20position;
                M2Array m2AnimationOffset = br.ReadM2Array();
                br.BaseStream.Position = m2AnimationOffset.Offset;
                for (int t = 0; t < m2AnimationOffset.Size; t++)
                {
                    timeStamps.Add(br.ReadInt32());
                }
                rotations.timeStamps = timeStamps;

                // Values //
                List <Quaternion> values = new List <Quaternion>();
                br.BaseStream.Position = rotationM22track[ab].Values.Offset + md20position;
                M2Array m2AnimationValues = br.ReadM2Array();
                br.BaseStream.Position = m2AnimationValues.Offset;
                for (int t = 0; t < m2AnimationValues.Size; t++)
                {
                    Quaternion rawRotation = br.ReadQuaternion();
                    values.Add(new Quaternion(rawRotation.x, rawRotation.y, rawRotation.z, rawRotation.w));
                }
                rotations.values = values;
                bone_rotation_animations.Add(rotations);
            }

            // Scale //
            int numberOfScaleAnimations = scaleM22track[ab].Timestamps.Size;
            if (numberOfAnimations < numberOfScaleAnimations)
            {
                numberOfAnimations = numberOfScaleAnimations;
            }
            for (int aS = 0; aS < numberOfScaleAnimations; aS++)
            {
                Animation_Vector3 scales = new Animation_Vector3();

                // Timestamps //
                List <int> timeStamps = new List <int>();
                br.BaseStream.Position = scaleM22track[ab].Timestamps.Offset + md20position;
                M2Array m2AnimationOffset = br.ReadM2Array();
                br.BaseStream.Position = m2AnimationOffset.Offset;
                for (int t = 0; t < m2AnimationOffset.Size; t++)
                {
                    timeStamps.Add(br.ReadInt32());
                }
                scales.timeStamps = timeStamps;

                // Values //
                List <Vector3> values = new List <Vector3>();
                br.BaseStream.Position = scaleM22track[ab].Values.Offset + md20position;
                M2Array m2AnimationValues = br.ReadM2Array();
                br.BaseStream.Position = m2AnimationValues.Offset;
                for (int t = 0; t < m2AnimationValues.Size; t++)
                {
                    Vector3 rawScale = new Vector3(br.ReadSingle() / Settings.WorldScale, br.ReadSingle() / Settings.WorldScale, br.ReadSingle() / Settings.WorldScale);
                    values.Add(new Vector3(-rawScale.x, rawScale.z, -rawScale.y));
                }
                scales.values = values;
                bone_scale_animations.Add(scales);
            }
            //Debug.Log(numberOfPositionAnimations + " " + numberOfRotationAnimations + " " + numberOfScaleAnimations);
            m2Data.position_animations.Add(bone_position_animations);
            m2Data.rotation_animations.Add(bone_rotation_animations);
            m2Data.scale_animations.Add(bone_scale_animations);
        }
        m2Data.numberOfAnimations = numberOfAnimations;

        // Bone Lookup Table //
        br.BaseStream.Position = bone_lookup_table.Offset + md20position;
        for (int blt = 0; blt < key_bone_lookup.Size; blt++)
        {
            m2Data.bone_lookup_table.Add(br.ReadUInt16());
        }

        // Key-Bone Lookup //
        br.BaseStream.Position = key_bone_lookup.Offset + md20position;
        for (int kbl = 0; kbl < key_bone_lookup.Size; kbl++)
        {
            m2Data.key_bone_lookup.Add(br.ReadUInt16());
        }

        // Vertices //
        br.BaseStream.Position = vertices.Offset + md20position;
        m2Data.meshData        = new MeshData();
        for (int v = 0; v < vertices.Size; v++)
        {
            Vector3 rawPosition = new Vector3(br.ReadSingle() / Settings.WorldScale, br.ReadSingle() / Settings.WorldScale, br.ReadSingle() / Settings.WorldScale);
            m2Data.meshData.pos.Add(new Vector3(-rawPosition.x, rawPosition.z, -rawPosition.y));
            m2Data.meshData.bone_weights.Add(new float[] { br.ReadByte() / 255.0f, br.ReadByte() / 255.0f, br.ReadByte() / 255.0f, br.ReadByte() / 255.0f });
            m2Data.meshData.bone_indices.Add(new int[] { br.ReadByte(), br.ReadByte(), br.ReadByte(), br.ReadByte() });
            //Debug.Log(m2Data.meshData.bone_indices[v][0] + " " + m2Data.meshData.bone_indices[v][1] + " " + m2Data.meshData.bone_indices[v][2] + " " + m2Data.meshData.bone_indices[v][3]);
            Vector3 rawnormal = new Vector3(br.ReadSingle() * Settings.WorldScale, br.ReadSingle() * Settings.WorldScale, br.ReadSingle() * Settings.WorldScale);
            m2Data.meshData.normal.Add(new Vector3(-rawnormal.x, rawnormal.z, -rawnormal.y));
            m2Data.meshData.tex_coords.Add(new Vector2(br.ReadSingle(), br.ReadSingle()));
            m2Data.meshData.tex_coords2.Add(new Vector2(br.ReadSingle(), br.ReadSingle()));
        }

        // texture_lookup_table //
        br.BaseStream.Position = texture_lookup_table.Offset + md20position;
        for (int tl = 0; tl < texture_lookup_table.Size; tl++)
        {
            m2Data.textureLookupTable.Add(br.ReadUInt16());
        }
    }
Example #12
0
    public static void ReadMD21(MemoryStream ms, M2Data m2Data, M2Texture m2Tex)
    {
        long md20position = ms.Position;

        StreamTools s                               = new StreamTools();
        int         MD20                            = s.ReadLong(ms);    // "MD20". Legion uses a chunked file format starting with MD21.
        int         version                         = s.ReadLong(ms);
        M2Array     name                            = s.ReadM2Array(ms); // should be globally unique, used to reload by name in internal clients
        var         flags                           = s.ReadLong(ms);
        M2Array     global_loops                    = s.ReadM2Array(ms); // Timestamps used in global looping animations.
        M2Array     sequences                       = s.ReadM2Array(ms); // Information about the animations in the model.
        M2Array     sequences_lookups               = s.ReadM2Array(ms); // Mapping of sequence IDs to the entries in the Animation sequences block.
        M2Array     bones                           = s.ReadM2Array(ms); // MAX_BONES = 0x100 => Creature\SlimeGiant\GiantSlime.M2 has 312 bones(Wrath)
        M2Array     key_bone_lookup                 = s.ReadM2Array(ms); // Lookup table for key skeletal bones.
        M2Array     vertices                        = s.ReadM2Array(ms);
        int         num_skin_profiles               = s.ReadLong(ms);
        M2Array     colors                          = s.ReadM2Array(ms); // Color and alpha animations definitions.
        M2Array     textures                        = s.ReadM2Array(ms);
        M2Array     texture_weights                 = s.ReadM2Array(ms); // Transparency of textures.
        M2Array     texture_transforms              = s.ReadM2Array(ms);
        M2Array     replaceable_texture_lookup      = s.ReadM2Array(ms);
        M2Array     materials                       = s.ReadM2Array(ms); // Blending modes / render flags.
        M2Array     bone_lookup_table               = s.ReadM2Array(ms);
        M2Array     texture_lookup_table            = s.ReadM2Array(ms);
        M2Array     tex_unit_lookup_table           = s.ReadM2Array(ms); // ≥ Cata: unused
        M2Array     transparency_lookup_table       = s.ReadM2Array(ms);
        M2Array     texture_transforms_lookup_table = s.ReadM2Array(ms);

        m2Data.bounding_box = s.ReadBoundingBox(ms);                    // min/max( [1].z, 2.0277779f ) - 0.16f seems to be the maximum camera height
        float       bounding_sphere_radius  = s.ReadFloat(ms);          // detail doodad draw dist = clamp (bounding_sphere_radius * detailDoodadDensityFade * detailDoodadDist, …)
        BoundingBox collision_box           = s.ReadBoundingBox(ms);
        float       collision_sphere_radius = s.ReadFloat(ms);

        M2Array collision_triangles     = s.ReadM2Array(ms);
        M2Array collision_vertices      = s.ReadM2Array(ms);
        M2Array collision_normals       = s.ReadM2Array(ms);
        M2Array attachments             = s.ReadM2Array(ms);            // position of equipped weapons or effects
        M2Array attachment_lookup_table = s.ReadM2Array(ms);
        M2Array events              = s.ReadM2Array(ms);                // Used for playing sounds when dying and a lot else.
        M2Array lights              = s.ReadM2Array(ms);                // Lights are mainly used in loginscreens but in wands and some doodads too.
        M2Array cameras             = s.ReadM2Array(ms);                // The cameras are present in most models for having a model in the character tab.
        M2Array camera_lookup_table = s.ReadM2Array(ms);
        M2Array ribbon_emitters     = s.ReadM2Array(ms);                // Things swirling around. See the CoT-entrance for light-trails.
        M2Array particle_emitters   = s.ReadM2Array(ms);

        // Name //
        ms.Position = name.offset + md20position;
        for (int n = 0; n < name.size; n++)
        {
            m2Data.name += Convert.ToChar(ms.ReadByte());
        }


        // Bones //
        ms.Position = bones.offset + md20position;
        M2TrackBase[] translationM2track = new M2TrackBase[bones.size];
        M2TrackBase[] rotationM22track   = new M2TrackBase[bones.size];
        M2TrackBase[] scaleM22track      = new M2TrackBase[bones.size];
        for (int cb = 0; cb < bones.size; cb++)
        {
            M2CompBone m2CompBone = new M2CompBone();

            m2CompBone.key_bone_id      = s.ReadLong(ms);               // Back-reference to the key bone lookup table. -1 if this is no key bone.
            m2CompBone.flags            = s.ReadUint32(ms);
            m2CompBone.parent_bone      = s.ReadShort(ms);
            m2CompBone.submesh_id       = s.ReadUint16(ms);
            m2CompBone.uDistToFurthDesc = s.ReadUint16(ms);
            m2CompBone.uZRatioOfChain   = s.ReadUint16(ms);

            translationM2track[cb] = s.ReadM2Track(ms);
            rotationM22track[cb]   = s.ReadM2Track(ms);
            scaleM22track[cb]      = s.ReadM2Track(ms);

            Vector3 pivotRaw = new Vector3(s.ReadFloat(ms) / Settings.worldScale, s.ReadFloat(ms) / Settings.worldScale, s.ReadFloat(ms) / Settings.worldScale);
            m2CompBone.pivot = new Vector3(-pivotRaw.x, pivotRaw.z, -pivotRaw.y);

            m2Data.m2CompBone.Add(m2CompBone);
        }


        // Animations //
        int numberOfAnimations = 0;

        for (int ab = 0; ab < bones.size; ab++)
        {
            List <Animation_Vector3>    bone_position_animations = new List <Animation_Vector3>();
            List <Animation_Quaternion> bone_rotation_animations = new List <Animation_Quaternion>();
            List <Animation_Vector3>    bone_scale_animations    = new List <Animation_Vector3>();

            // Position //
            int numberOfPositionAnimations = translationM2track[ab].Timestamps.size;
            if (numberOfAnimations < numberOfPositionAnimations)
            {
                numberOfAnimations = numberOfPositionAnimations;
            }
            for (int at = 0; at < numberOfPositionAnimations; at++)
            {
                Animation         bone_animation = new Animation();
                Animation_Vector3 positions      = new Animation_Vector3();

                // Timestamps //
                List <int> timeStamps = new List <int>();
                ms.Position = translationM2track[ab].Timestamps.offset + md20position;
                M2Array m2AnimationOffset = s.ReadM2Array(ms);
                ms.Position = m2AnimationOffset.offset;
                for (int t = 0; t < m2AnimationOffset.size; t++)
                {
                    timeStamps.Add(s.ReadLong(ms));
                }
                positions.timeStamps = timeStamps;

                // Values //
                List <Vector3> values = new List <Vector3>();
                ms.Position = translationM2track[ab].Values.offset + md20position;
                M2Array m2AnimationValues = s.ReadM2Array(ms);
                ms.Position = m2AnimationValues.offset;
                for (int t = 0; t < m2AnimationValues.size; t++)
                {
                    Vector3 rawPosition = new Vector3(s.ReadFloat(ms) / Settings.worldScale, s.ReadFloat(ms) / Settings.worldScale, s.ReadFloat(ms) / Settings.worldScale);
                    values.Add(new Vector3(-rawPosition.x, rawPosition.z, -rawPosition.y));
                }
                positions.values = values;
                bone_position_animations.Add(positions);
            }


            // Rotation //
            int numberOfRotationAnimations = rotationM22track[ab].Timestamps.size;
            if (numberOfAnimations < numberOfRotationAnimations)
            {
                numberOfAnimations = numberOfRotationAnimations;
            }
            for (int ar = 0; ar < numberOfRotationAnimations; ar++)
            {
                Animation_Quaternion rotations = new Animation_Quaternion();

                // Timestamps //
                List <int> timeStamps = new List <int>();
                ms.Position = rotationM22track[ab].Timestamps.offset + md20position;
                M2Array m2AnimationOffset = s.ReadM2Array(ms);
                ms.Position = m2AnimationOffset.offset;
                for (int t = 0; t < m2AnimationOffset.size; t++)
                {
                    timeStamps.Add(s.ReadLong(ms));
                }
                rotations.timeStamps = timeStamps;

                // Values //
                List <Quaternion> values = new List <Quaternion>();
                ms.Position = rotationM22track[ab].Values.offset + md20position;
                M2Array m2AnimationValues = s.ReadM2Array(ms);
                ms.Position = m2AnimationValues.offset;
                for (int t = 0; t < m2AnimationValues.size; t++)
                {
                    Quaternion rawRotation = s.ReadQuaternion16(ms);
                    values.Add(new Quaternion(rawRotation.x, rawRotation.y, rawRotation.z, rawRotation.w));
                }
                rotations.values = values;
                bone_rotation_animations.Add(rotations);
            }

            // Scale //
            int numberOfScaleAnimations = scaleM22track[ab].Timestamps.size;
            if (numberOfAnimations < numberOfScaleAnimations)
            {
                numberOfAnimations = numberOfScaleAnimations;
            }
            for (int aS = 0; aS < numberOfScaleAnimations; aS++)
            {
                Animation_Vector3 scales = new Animation_Vector3();

                // Timestamps //
                List <int> timeStamps = new List <int>();
                ms.Position = scaleM22track[ab].Timestamps.offset + md20position;
                M2Array m2AnimationOffset = s.ReadM2Array(ms);
                ms.Position = m2AnimationOffset.offset;
                for (int t = 0; t < m2AnimationOffset.size; t++)
                {
                    timeStamps.Add(s.ReadLong(ms));
                }
                scales.timeStamps = timeStamps;

                // Values //
                List <Vector3> values = new List <Vector3>();
                ms.Position = scaleM22track[ab].Values.offset + md20position;
                M2Array m2AnimationValues = s.ReadM2Array(ms);
                ms.Position = m2AnimationValues.offset;
                for (int t = 0; t < m2AnimationValues.size; t++)
                {
                    Vector3 rawScale = new Vector3(s.ReadFloat(ms) / Settings.worldScale, s.ReadFloat(ms) / Settings.worldScale, s.ReadFloat(ms) / Settings.worldScale);
                    values.Add(new Vector3(-rawScale.x, rawScale.z, -rawScale.y));
                }
                scales.values = values;
                bone_scale_animations.Add(scales);
            }
            //Debug.Log(numberOfPositionAnimations + " " + numberOfRotationAnimations + " " + numberOfScaleAnimations);
            m2Data.position_animations.Add(bone_position_animations);
            m2Data.rotation_animations.Add(bone_rotation_animations);
            m2Data.scale_animations.Add(bone_scale_animations);
        }
        m2Data.numberOfAnimations = numberOfAnimations;

        // Bone Lookup Table //
        ms.Position = bone_lookup_table.offset + md20position;
        for (int blt = 0; blt < key_bone_lookup.size; blt++)
        {
            m2Data.bone_lookup_table.Add(s.ReadUint16(ms));
        }

        // Key-Bone Lookup //
        ms.Position = key_bone_lookup.offset + md20position;
        for (int kbl = 0; kbl < key_bone_lookup.size; kbl++)
        {
            m2Data.key_bone_lookup.Add(s.ReadShort(ms));
        }

        // Vertices //
        ms.Position     = vertices.offset + md20position;
        m2Data.meshData = new MeshData();
        for (int v = 0; v < vertices.size; v++)
        {
            Vector3 rawPosition = new Vector3(s.ReadFloat(ms) / Settings.worldScale, s.ReadFloat(ms) / Settings.worldScale, s.ReadFloat(ms) / Settings.worldScale);
            m2Data.meshData.pos.Add(new Vector3(-rawPosition.x, rawPosition.z, -rawPosition.y));
            m2Data.meshData.bone_weights.Add(new float[] { ms.ReadByte() / 255.0f, ms.ReadByte() / 255.0f, ms.ReadByte() / 255.0f, ms.ReadByte() / 255.0f });
            m2Data.meshData.bone_indices.Add(new int[] { ms.ReadByte(), ms.ReadByte(), ms.ReadByte(), ms.ReadByte() });
            //Debug.Log(m2Data.meshData.bone_indices[v][0] + " " + m2Data.meshData.bone_indices[v][1] + " " + m2Data.meshData.bone_indices[v][2] + " " + m2Data.meshData.bone_indices[v][3]);
            Vector3 rawnormal = new Vector3(s.ReadFloat(ms) * Settings.worldScale, s.ReadFloat(ms) * Settings.worldScale, s.ReadFloat(ms) * Settings.worldScale);
            m2Data.meshData.normal.Add(new Vector3(-rawnormal.x, rawnormal.z, -rawnormal.y));
            m2Data.meshData.tex_coords.Add(new Vector2(s.ReadFloat(ms), s.ReadFloat(ms)));
            m2Data.meshData.tex_coords2.Add(new Vector2(s.ReadFloat(ms), s.ReadFloat(ms)));
        }

        // Textures //
        ms.Position = textures.offset + md20position;
        for (int t = 0; t < textures.size; t++)
        {
            M2Texture m2Texture = new M2Texture();

            m2Texture.type  = s.ReadLong(ms);
            m2Texture.flags = s.ReadLong(ms);

            M2Array filename = s.ReadM2Array(ms);

            // seek to filename and read //
            long savePosition = ms.Position;
            ms.Position = filename.offset + md20position;
            string fileNameString = "";
            for (int n = 0; n < filename.size; n++)
            {
                fileNameString += Convert.ToChar(ms.ReadByte());
            }
            ms.Position = savePosition;

            string fileNameStringFix = fileNameString.TrimEnd(fileNameString[fileNameString.Length - 1]);
            m2Texture.filename = fileNameStringFix;

            Texture2Ddata texture2Ddata = new Texture2Ddata();

            if (fileNameStringFix.Length > 1)
            {
                if (!LoadedBLPs.Contains(fileNameStringFix))
                {
                    string  extractedPath = Casc.GetFile(fileNameStringFix);
                    Stream  stream        = File.Open(extractedPath, FileMode.Open);
                    BLP     blp           = new BLP();
                    byte[]  data          = blp.GetUncompressed(stream, true);
                    BLPinfo info          = blp.Info();
                    texture2Ddata.hasMipmaps    = info.hasMipmaps;
                    texture2Ddata.width         = info.width;
                    texture2Ddata.height        = info.height;
                    texture2Ddata.textureFormat = info.textureFormat;
                    texture2Ddata.TextureData   = data;
                    m2Texture.texture2Ddata     = texture2Ddata;
                    stream.Close();
                    stream.Dispose();
                    stream = null;
                    LoadedBLPs.Add(fileNameString);
                }
            }
            m2Data.m2Tex.Add(m2Texture);
        }

        // texture_lookup_table //
        ms.Position = texture_lookup_table.offset + md20position;
        for (int tl = 0; tl < texture_lookup_table.size; tl++)
        {
            m2Data.textureLookupTable.Add(s.ReadUint16(ms));
        }
    }