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Search: Posts Made By: Kaiyodo
Forum: Archive::Tools 09-25-2002, 09:50 AM
Replies: 3
Views: 6,393
Posted By Kaiyodo
New Item and Spell editors uploaded to...

New Item and Spell editors uploaded to http://www.geocities.com/Kaiyodouk/. Should work now :D

K.
Forum: Archive::Tools 09-21-2002, 10:25 AM
Replies: 5
Views: 7,143
Posted By Kaiyodo
And here's a render of a selection of PoP weapons...

And here's a render of a selection of PoP weapons from Max.

K.
Forum: Archive::Tools 09-21-2002, 10:23 AM
Replies: 5
Views: 7,143
Posted By Kaiyodo
PoP compatible model viewer

Just a small update to the model viewer, I finally got round to putting DDS texture support in there so it can cope with the newer models including the ones in gequip5.s3d (from the leaked PoP...
Forum: Archive::Windows Servers 09-07-2002, 07:17 AM
Replies: 8
Views: 7,020
Posted By Kaiyodo
I'm running minilog.exe, world.exe and 5...

I'm running minilog.exe, world.exe and 5 zone.exe's on the same XP machine (athlon 1800) along with the EQ client and they have no problems. If you've patched to the EQ live version from a couple of...
Forum: Archive::Windows Servers 09-07-2002, 05:38 AM
Replies: 8
Views: 7,020
Posted By Kaiyodo
I had a similar problem, I could see my server in...

I had a similar problem, I could see my server in the list but got a 1017 when trying to connect. I tracked it down to the db.sql not having any accounts setup by default (I think it used to have the...
Forum: Archive::Tools 08-31-2002, 07:33 AM
Replies: 26
Views: 21,335
Posted By Kaiyodo
Well I don't know if this will be much use, but...

Well I don't know if this will be much use, but in the EQInside SDK header file Victor's address is given as 'rpginside@yahoo.com', that's dated 1999 though.

I've no idea of the S3D file format,...
Forum: Archive::Tools 08-31-2002, 01:27 AM
Replies: 26
Views: 21,335
Posted By Kaiyodo
That's some nice work. I've got a lot of respect...

That's some nice work. I've got a lot of respect for anyone who can understand the ZoneConverter code :)

K.
Forum: Archive::Tools 08-30-2002, 01:47 AM
Replies: 26
Views: 21,335
Posted By Kaiyodo
.. and finally the full readme so you can see...

.. and finally the full readme so you can see what to do :)

All of these files are also available on my website at www.geocities.com/Kaiyodouk/MaxStuff but it's a geocities site as you can see, so...
Forum: Archive::Tools 08-30-2002, 01:44 AM
Replies: 26
Views: 21,335
Posted By Kaiyodo
Here's the MaxScript file K.

Here's the MaxScript file

K.
Forum: Archive::Tools 08-30-2002, 01:43 AM
Replies: 26
Views: 21,335
Posted By Kaiyodo
Here's the modified ZoneConverter K.

Here's the modified ZoneConverter

K.
Forum: Archive::Tools 08-30-2002, 01:42 AM
Replies: 26
Views: 21,335
Posted By Kaiyodo
Here's the new version of the model viewer that...

Here's the new version of the model viewer that can save out files from S3Ds.

K.
Forum: Archive::Tools 08-30-2002, 01:41 AM
Replies: 26
Views: 21,335
Posted By Kaiyodo
How to get EQ zones into 3DSMax

Now, I know you've always been able to get EQ zones into 3DSMax using Hackerquest's ZoneConverter by importing as an obj file, but that threw away all the texturing information leaving you with a lot...
Forum: Archive::Tools 08-15-2002, 08:28 AM
Replies: 5
Views: 6,983
Posted By Kaiyodo
I've uploaded a spells_en.txt compatible version...

I've uploaded a spells_en.txt compatible version of the spell editor to my website ...

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

I've not had the time to test it much, but I changed a few numbers in...
Forum: Archive::Tools 08-14-2002, 04:54 AM
Replies: 5
Views: 6,983
Posted By Kaiyodo
As long as the format's known, and I presume it...

As long as the format's known, and I presume it is as 0.3.5 mentioned it supported the new spells_en.txt format, it shouldn't be too hard.

I'll have a look at it when I have a moment.

K.
Forum: Archive::Tools 08-02-2002, 10:27 PM
Replies: 4
Views: 6,656
Posted By Kaiyodo
Nice work Darkyth! Good to see all the info...

Nice work Darkyth!

Good to see all the info has finally ended up in one place. I never got round to writing a readme for the item editor as I never really intended to release it, Windcatcher's...
Forum: Archive::Development 07-23-2002, 06:13 AM
Replies: 3
Views: 5,934
Posted By Kaiyodo
The difference between ZoneNT and Zone9x

I've been looking at the code to try and work out how to build a 9x version of 0.3.4, it seems so simple to do that I think I must have missed something.

The only difference I could see between...
Forum: Archive::Database/World Building 07-21-2002, 12:16 AM
Replies: 3
Views: 7,093
Posted By Kaiyodo
Ok, I have some answers. It looks like you...

Ok, I have some answers.

It looks like you can set the item number to pretty much anything you like between 1001 and 65535. There's a quirk in my editor that shows items numbers above 32767 as...
Forum: Archive::Development 07-20-2002, 11:40 PM
Replies: 4
Views: 6,661
Posted By Kaiyodo
Most of the EQ related structures are based on...

Most of the EQ related structures are based on the packet structures sent by the EQLive servers, so your layout is mostly governed by what VI programmers decided on. I know that in your example the...
Forum: Archive::Database/World Building 07-20-2002, 11:31 PM
Replies: 3
Views: 7,093
Posted By Kaiyodo
The limits for the values are client side, EQ...

The limits for the values are client side, EQ decides what it will allow through and what it will throw out as a bogus item. It's pretty forgiving though, I've certainly created 100/10 weapons with...
Forum: Archive::Database/World Building 07-14-2002, 08:41 AM
Replies: 1
Views: 4,925
Posted By Kaiyodo
If you want to create a completely new item you...

If you want to create a completely new item you should just be able to use any item number that isn't already used. I think numbers under 1000 are treated as bogus in the EQ Client and deleted upon...
Forum: Archive::Tools 07-10-2002, 07:25 AM
Replies: 17
Views: 14,929
Posted By Kaiyodo
I'm not sure what a lot of the numbers are, but I...

I'm not sure what a lot of the numbers are, but I can post the ones I know ...

Pi.Effect / Effect
0 - No effect / Proc
1 - Click anywhere without class check
2 - Worn
3 - Click anywhere...
Forum: Archive::Tools 07-05-2002, 10:18 PM
Replies: 8
Views: 7,029
Posted By Kaiyodo
PlayerItem is an EQ_PlayerItem struct contained...

PlayerItem is an EQ_PlayerItem struct contained within the main struct. It's defined at the top of the file as a 10 byte struct (It has offsets from 0x0-0xA). You can get the real offsets inside the...
Forum: Archive::Tools 07-05-2002, 04:39 AM
Replies: 8
Views: 7,029
Posted By Kaiyodo
The Hackersquest item structure has the offsets...

The Hackersquest item structure has the offsets for bane damage and other stuff for 0.3.4. There's a version of it in my item editor source (in NewItemStruct.h) which you can get from...
Forum: Archive::Tools 06-26-2002, 08:45 PM
Replies: 17
Views: 14,929
Posted By Kaiyodo
Save the items out from my old (pre 0.3.4) editor...

Save the items out from my old (pre 0.3.4) editor as binary files them use the 'import' button on my new editor to load and convert them (one at a time :( ). I've not tried it with anything too...
Forum: Archive::Tools 06-26-2002, 08:09 AM
Replies: 17
Views: 14,929
Posted By Kaiyodo
Just uploaded yet another version :) You can now...

Just uploaded yet another version :) You can now add and delete items from the database.

The thought occurred to me that being able to import pre-0.3.4 items is pretty much useless if all you can...
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