lol c++ = a hardcore biatch :D
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I know next to nothing about the graphical side of C++, i know its not like VB or delphi where you design the form in an actual design window, but well maybe a dev can answer, is it difficult to make a graphical program in C++? or are most of them run in the consol?
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you can goto irc.freenode.net #crystalspace or #ogre3d if you want to talk to some real gfx engine programmers.
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However, they say its only a matter of time before they figure it out. And then we'll have oldschool skeletons and wolves for all! |
The original skeleton model is in fact in global_chr.wld (along with a bunch of other models). There was a nice model viewer that used to be up at http://www.geocities.com/kaiyodouk/ but the link seems to be broken now. :x The Luclin skeleton model appears in global6_chr.wld. I'm not sure about globalske_chr2 since I can't open it in EQInside or EQ Model Viewer, but I'd bet that's probably the most recent skeleton.
Has anyone written a utility to edit the meshes in .wld files? It would be nice if you could copy and paste the skeleton model from global_chr into globalske_shr... :) |
Another thought would be to find the original cd install it to a different directory and find the files used. And if you know what you are doing copy and paste the old to where the new is.
Let me know if it works 8) |
that won't work.
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Delete the files that the new models are in and bypass the patcher and login. This should force the client to use the old models.
I believe it loads the files in numerical order. So if you have files called global, global2, global3, etc, the later files overwrite the models in memory from the previous files. So if you delete the newer files, it shouldn't read in any new model information and display the old ones. Worth a shot. |
That won't work either. Believe me, i've tried in the hopes that if EQ doesn't find the new skeleton model files, it would default to the older ones. But the new skeletons are patched to everyone, so the client expects them to be there.
When I deleted the files, all I got were humans walking around where skeletons should be. |
Have to write a "model-proxy" app for it I guess. :D
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Hmm.... would this be you??
http://eqforums.station.sony.com/eq/...sage.id=106974 RangerDown the Detective :P |
Haha no thats not me. But nice find regardless!
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I found the thread the guy on the forum was talking about (it wasn't THAT hard to find, only the 1st link that google found!).
People say it was possible, but that thread is from jan 03. So more than likely this trick doesn't work anymore. Still, i'm going to give it a try. |
Holy crap, IT WORKS! As long as you're spawning skeletons as #60 and not the new LDON ones, if you delete global6, you'll get old skeletons back!
Edit: Old wolves seem to work by doing this too. Their animation speed seems screwed up though :( Edit2: Upon closer inspection, the skeleton models are messed up. Their head and hip section isn't displaying correctly. I'm really not sure why. It seems that its trying to display the luclin skin for the head and hip on the old model. I'll look into it some more. |
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