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Fix NPC head/facial hair rendering and add helmet model loading
- Add race/gender suffix to helmet M2 paths (e.g. _HuM for Human Male) so helmet models actually load from MPQ archives - Include bald scalp mesh (submeshId=1) for hairStyle=0 to cover the hole at the crown of the body base mesh - Fix CharacterFacialHairStyles.dbc column indices (no ID column, so cols 0/1/2 for race/sex/variation instead of 1/2/3) - Convert facial hair DBC values to proper submeshIds by adding group base (100+, 200+, 300+) - Hide hair geosets under helmets and replace with bald scalp cap
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2 changed files with 67 additions and 45 deletions
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@ -214,10 +214,10 @@ void CharacterCreateScreen::updateAppearanceRanges() {
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auto facialDbc = assetManager_->loadDBC("CharacterFacialHairStyles.dbc");
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if (facialDbc) {
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for (uint32_t r = 0; r < facialDbc->getRecordCount(); r++) {
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uint32_t raceId = facialDbc->getUInt32(r, 1);
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uint32_t sexId = facialDbc->getUInt32(r, 2);
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uint32_t raceId = facialDbc->getUInt32(r, 0);
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uint32_t sexId = facialDbc->getUInt32(r, 1);
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if (raceId != targetRaceId || sexId != targetSexId) continue;
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uint32_t variation = facialDbc->getUInt32(r, 3);
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uint32_t variation = facialDbc->getUInt32(r, 2);
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facialMax = std::max(facialMax, static_cast<int>(variation));
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}
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}
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