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Search: Posts Made By: Kaiyodo
Forum: Archive::Development 01-22-2003, 05:10 AM
Replies: 5
Views: 5,538
Posted By Kaiyodo
I've got a version at home that works with the...

I've got a version at home that works with the new spell anims, I just haven't had time to check it and package it up as I've been working far too late the past few weeks. I'll see if I can resist...
Forum: Archive::Development 01-22-2003, 02:29 AM
Replies: 5
Views: 5,538
Posted By Kaiyodo
All my utils for the emu are written in C++ on...

All my utils for the emu are written in C++ on VC.NET. I tend to back port them to VC6 so people without .NET can compile them.

I also use C# a fair bit for quick utilities due to the speed you...
Forum: Archive::Tools 01-21-2003, 02:56 AM
Replies: 29
Views: 25,666
Posted By Kaiyodo
mudman: The model viewer can display the old...

mudman: The model viewer can display the old world character models, but not the PoP ones yet. I still need to work out how the bone positions are stored for those so they don't come out collapsed.
...
Forum: Archive::Tools 01-16-2003, 09:28 AM
Replies: 9
Views: 7,223
Posted By Kaiyodo
The icons for the items have moved since the new...

The icons for the items have moved since the new UI appeared, they're not even in an s3d file anymore. All of the icons (pre PoP as well) are now stored in 'Everquest\uifiles\default' as .tga files...
Forum: Archive::Database/World Building 01-09-2003, 08:31 AM
Replies: 3
Views: 4,783
Posted By Kaiyodo
In my editor the steps to add flowing thought V...

In my editor the steps to add flowing thought V to a cloth shirt in order to get it to show up were ...

MaxCharges : 255
Effect : 2 - Worn
SpellId: 1302 (Flowing thought V)
PI.Countflag : 3...
Forum: Archive::News 01-07-2003, 09:02 AM
Replies: 26
Views: 12,190
Posted By Kaiyodo
You can setup weapon proc's with my editor as far...

You can setup weapon proc's with my editor as far as I know :) You change the effect type to 'none/proc' and set both spellids to the index of the spell to proc.

A little warning about setting the...
Forum: Archive::Development 01-05-2003, 04:58 AM
Replies: 3
Views: 4,663
Posted By Kaiyodo
Thanks Lurker, that was exactly what I was...

Thanks Lurker, that was exactly what I was looking for.

K.
Forum: Archive::Development 01-04-2003, 11:51 AM
Replies: 3
Views: 4,663
Posted By Kaiyodo
Quick MySQL question

I'm trying to write out an SQL text file from my item editor which anyone can source into their database. The problem I've got is that MySQL seems to want me to use two different methods depending on...
Forum: Archive::Tools 12-31-2002, 06:23 AM
Replies: 29
Views: 25,666
Posted By Kaiyodo
I'm no export on POVRay either I'm afraid, in...

I'm no export on POVRay either I'm afraid, in fact I don't think I've ever run the program. I used the POVRay format as an intermediary for exporting models so I could pull them into 3dsmax with a...
Forum: Archive::Tools 12-31-2002, 02:36 AM
Replies: 29
Views: 25,666
Posted By Kaiyodo
I'll give you a little history about the model...

I'll give you a little history about the model file formats first to try and explain what all the different file types are for.

Originally the old world models were stored as SPK files inside the...
Forum: Archive::Tools 12-30-2002, 10:29 AM
Replies: 29
Views: 25,666
Posted By Kaiyodo
If you don't have a chequip.s3d file then you're...

If you don't have a chequip.s3d file then you're a bit stuck. This is the file that contains the character models that the new viewer can view and export, i.e. the pre-luclin model files. The...
Forum: Archive::Tools 12-24-2002, 03:09 AM
Replies: 29
Views: 25,666
Posted By Kaiyodo
Updated model viewer with skin support

I've just uploaded a new version of the model viewer to http://www.geocities.com/Kaiyodouk/ which can view and export the old-world character models correctly (Luclin models still don't work). It's...
Forum: Archive::General Discussion 12-17-2002, 01:17 AM
Replies: 49
Views: 26,902
Posted By Kaiyodo
Hopefully, I've sent you $75 too. It's my first...

Hopefully, I've sent you $75 too. It's my first time using Paypal through so you might end up with nothing or $1 million :)

K.
Forum: Archive::Tools 12-15-2002, 09:07 AM
Replies: 3
Views: 6,224
Posted By Kaiyodo
I've put in the code for the new fields as well...

I've put in the code for the new fields as well as updating a ton of effects which the editor didn't understand (focus effects mainly). Unfortunately I can't test anything at the moment as I upgraded...
Forum: Archive::Tools 12-14-2002, 04:32 AM
Replies: 3
Views: 6,224
Posted By Kaiyodo
The particle effects box doesn't work at all with...

The particle effects box doesn't work at all with the new spell system, I know about that. The spdat_spell_struct from EQEmu contains the variables SpellAffectIndex, CastingAnim and TargetAnim which...
Forum: Archive::Tools 12-12-2002, 09:13 AM
Replies: 5
Views: 6,649
Posted By Kaiyodo
There's a list of what a lot of the numbers mean...

There's a list of what a lot of the numbers mean in this thread .. http://forums.eqemu.net/viewtopic.php?t=2738 about 10 posts down.

K.
Forum: Archive::Tools 12-12-2002, 01:16 AM
Replies: 5
Views: 6,649
Posted By Kaiyodo
To make an item lore just put an asterisk (*) as...

To make an item lore just put an asterisk (*) as the first character in the lore text. As for what all the numbers mean, I'm not sure what a lot of them mean myself :) I can probably dig out the info...
Forum: Archive::Tools 12-08-2002, 04:01 AM
Replies: 5
Views: 7,143
Posted By Kaiyodo
You might be able to use the POV files that the...

You might be able to use the POV files that the model viewer exports if you want to edit the models in a non-3DSMax application. They contain all the information that I managed to pull from the S3D...
Forum: Archive::Database/World Building 12-05-2002, 05:38 AM
Replies: 7
Views: 6,930
Posted By Kaiyodo
VI use (or used to use) a custom utility called...

VI use (or used to use) a custom utility called MAXCONVS to export their models which sounds to me like a plugin for 3ds max. The info at the top of every model file is ..

// This file was...
Forum: Archive::Development 12-02-2002, 01:12 AM
Replies: 12
Views: 8,346
Posted By Kaiyodo
The program Lurker got the code from was never...

The program Lurker got the code from was never released to the public at large, it was from a program I made to convert his magelo data into item struct entries.

If you want the source it's at...
Forum: Archive::Tools 11-27-2002, 01:13 AM
Replies: 1
Views: 5,868
Posted By Kaiyodo
Ok, I'll see if I can find some time at the...

Ok, I'll see if I can find some time at the weekend to look at it. I've not updated my Emu code for a few revisions so I'll have to try and get all that working again first.

K.
Forum: Archive::Development 11-24-2002, 08:23 AM
Replies: 10
Views: 8,071
Posted By Kaiyodo
The Adamantine Bo Staff (19/30 proc: Lightning...

The Adamantine Bo Staff (19/30 proc: Lightning Storm) does actually proc on the target, not the wielder. The fact that the proc is a rain spell is why it damages you, as any shaman who's cast his...
Forum: Archive::Tools 11-24-2002, 04:07 AM
Replies: 5
Views: 6,166
Posted By Kaiyodo
That's really weird, I only changed one variable...

That's really weird, I only changed one variable name to fix it, and needless to say it runs fine here. I've only tested it with the spells_en.txt from the latest patch, but the structure hasn't...
Forum: Archive::Tools 11-23-2002, 07:36 AM
Replies: 5
Views: 6,166
Posted By Kaiyodo
So it does, just fixed it :) ...

So it does, just fixed it :)

http://www.geocities.com/kaiyodouk/

K.
Forum: Archive::Tools 11-20-2002, 01:09 AM
Replies: 3
Views: 5,686
Posted By Kaiyodo
I've just had a cleanout, try now :) K.

I've just had a cleanout, try now :)

K.
Showing results 26 to 50 of 149

 
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