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wld file format #1

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cjab opened this issue Jun 22, 2021 · 3 comments
Open

wld file format #1

cjab opened this issue Jun 22, 2021 · 3 comments

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@cjab
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cjab commented Jun 22, 2021

Hey there @nickgal. I saw that you starred my eq_wld project and found my way here :D. This is really really cool! I had no idea the wld file format was used in other games. I'm still kind of working my way through some of the information you have here but I hope to be able to help!

@nickgal
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nickgal commented Jun 22, 2021

Glad you found it :). I was pretty excited discovering wldcom.exe and realizing it could be used to fill in some holes.

I have a handful of little snippets (like the compress example) which I have been tweaking to see how the bin version changes and using to create the Kaitai struct but haven't decided on a good way of presenting them.

Obviously it is all pretty rough and incomplete at the moment but I would love any feedback or contributions.

@xackery
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xackery commented Oct 23, 2021

Rawr. Just stumbled upon this reference @nickgal thanks! I'm perusing around and tweaking my wld with intel from this. Thanks for the intel. https://github.com/xackery/eqx

@xackery
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xackery commented Oct 23, 2021

Some feedback about https://wld-doc.github.io/object-types/overview
LightDefinitionReference is 0x1C
SkeletonHierarchyReference is 0x11
CameraReference is 0x09
Camera is 0x08
0x07 only found in gequip files. This fragment can be referenced by an actor fragment.
LightDefinitionReferenceis 0x1c

for eq:
LegacyMesh is 0x2C
MeshReference is 0x2D
Material is 0x30
MaterialList is 0x31
VertexColors is 0x32
VertexColorsReference is 0x33
ParticleCloud is 0x34
GlobalAmbientLight is 0x35
Mesh is 0x36
MeshAnimatedVertices is 0x37

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