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Showing results 101 to 125 of 149
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Posts Made By:
Kaiyodo
Forum:
Archive::Tools
06-26-2002, 06:23 AM
Replies:
17
0.3.4 compatible Item editor
Views:
14,929
Posted By
Kaiyodo
Just fixed a couple of bugs since I've managed to...
Just fixed a couple of bugs since I've managed to get the Emu loaded up now. Skill mod amount and type were mixed up and there was a little error in the converter that set all the item skills to 1HS....
Forum:
Archive::Tools
06-26-2002, 01:14 AM
Replies:
17
0.3.4 compatible Item editor
Views:
14,929
Posted By
Kaiyodo
0.3.4 compatible Item editor
I've just uploaded a new version of my item editor, it works with the new 0.3.4 data format.
http://www.geocities.com/kaiyodouk
DISCLAIMER: I've not been able to test any of the items on the...
Forum:
Archive::Tools
06-22-2002, 11:34 PM
Replies:
5
Items...Whats the deal?
Views:
5,787
Posted By
Kaiyodo
I've had a look at the current Hackersquest item...
I've had a look at the current Hackersquest item struct and it's a little more complicated than adding 4 bytes at the end :( The name field is now 64 bytes rather than 35, lore field is 20 bytes...
Forum:
Archive::Bugs
06-18-2002, 01:09 AM
Replies:
7
GUI for editing world?
Views:
5,826
Posted By
Kaiyodo
I doubt if Xylobot uses an actual video overlay,...
I doubt if Xylobot uses an actual video overlay, they're pretty much only used for viewing video via DirectShow. I know they're not even exposed in DirectX8, you have to use them via the DX7...
Forum:
Archive::Tools
06-17-2002, 07:04 AM
Replies:
35
New toy - EQ model viewer
Views:
29,109
Posted By
Kaiyodo
What did you have in mind? As I say I'm no max...
What did you have in mind? As I say I'm no max export so I don't know which formats will import in while retaining textures. Just don't ask for a .Max file export :)
I choose .Obj files because...
Forum:
Archive::Tools
06-16-2002, 09:11 PM
Replies:
35
New toy - EQ model viewer
Views:
29,109
Posted By
Kaiyodo
If I get a flash of inspiration and the format of...
If I get a flash of inspiration and the format of the data magically reveals itself, then yes. I know what I'd expect bone information to look like, and the data in the file doesn't look like it so...
Forum:
Archive::Tools
06-16-2002, 09:36 AM
Replies:
35
New toy - EQ model viewer
Views:
29,109
Posted By
Kaiyodo
The only reason I can think that gequip.s3d...
The only reason I can think that gequip.s3d wouldn't appear is that the file isn't in your EQ directory. If that was the case though, EQ would never run. I just search for all S3D files in the EQ...
Forum:
Archive::Tools
06-16-2002, 07:55 AM
Replies:
35
New toy - EQ model viewer
Views:
29,109
Posted By
Kaiyodo
Bah. I've no idea how that could fail unless it's...
Bah. I've no idea how that could fail unless it's not finding the EQ files. Looks like you'll just have to click on it everytime :(
K.
Forum:
Archive::Tools
06-16-2002, 05:17 AM
Replies:
35
New toy - EQ model viewer
Views:
29,109
Posted By
Kaiyodo
The reason all of the characters model parts are...
The reason all of the characters model parts are on top of each other (I'm guessing) is releated to me not using the animation info. I assume that they're using skinned and boned models so each model...
Forum:
Archive::Database/World Building
06-16-2002, 02:26 AM
Replies:
5
Help with Hand To Hand Skills? :(
Views:
5,638
Posted By
Kaiyodo
IRC has always a bit quiet when I've been on,...
IRC has always a bit quiet when I've been on, probably something to do with me being in a GMT timezone. At some point I may reinstall mIRC and pop in.
K.
Forum:
Archive::Database/World Building
06-16-2002, 01:56 AM
Replies:
5
Help with Hand To Hand Skills? :(
Views:
5,638
Posted By
Kaiyodo
Set the skill of the item to be 45. Just tried it...
Set the skill of the item to be 45. Just tried it with my editor and the item appeared correctly as 'skill: Hand to Hand' on the client. I'm not sure if H2H weapons actually work inside the Emu...
Forum:
Archive::Tools
06-15-2002, 12:31 PM
Replies:
35
New toy - EQ model viewer
Views:
29,109
Posted By
Kaiyodo
New toy - EQ model viewer
I've just put the first version of my model viewer up on the web. http://www.geocities.com/kaiyodouk/ . Might help people who are looking for graphics for weapons and stuff.
I'll post a section of...
Forum:
Archive::Database/World Building
06-15-2002, 12:22 PM
Replies:
19
5 digit item texture database editor :o)
Views:
13,706
Posted By
Kaiyodo
I've tried some items in the Emu and they worked...
I've tried some items in the Emu and they worked fine. I think the Hatebringer ID is IT10021, a stick with a skull on the end surrounded by spikes (screenshot attached).
Now, if you want a unique...
Forum:
Archive::Database/World Building
06-15-2002, 12:54 AM
Replies:
19
5 digit item texture database editor :o)
Views:
13,706
Posted By
Kaiyodo
I'm going out on a limb here and assuming...
I'm going out on a limb here and assuming Lurker's right about the idfile field being 30 chars long :)
Just updated my editor to handle up to 30 characters for the visuals .....
Forum:
Archive::Database/World Building
06-10-2002, 05:05 AM
Replies:
19
5 digit item texture database editor :o)
Views:
13,706
Posted By
Kaiyodo
Unfortunately the item_struct is stored in the DB...
Unfortunately the item_struct is stored in the DB as a BLOB, and changing the size of it by adding a couple of extra bytes to accomodate a few more characters would mean all of the items had to be...
Forum:
Archive::Database/World Building
06-10-2002, 12:39 AM
Replies:
19
5 digit item texture database editor :o)
Views:
13,706
Posted By
Kaiyodo
Not me, unless someone can work out how you can...
Not me, unless someone can work out how you can fit 5 digits into 4 spaces :)
There's space for 6 characters the item structure, but the first two are taken up by the letters 'IT' on all items as...
Forum:
Archive::Database/World Building
06-09-2002, 12:18 AM
Replies:
11
Beastlord Epic Graphic Co-ords please?
Views:
7,665
Posted By
Kaiyodo
My editor only supports 4 digits due to the size...
My editor only supports 4 digits due to the size of the idfile member in the item_struct. As you're probably aware the top of the Item_Struct is ..
char name[35];
char lore[60];
char ...
Forum:
Archive::Database/World Building
06-05-2002, 12:50 AM
Replies:
23
Hex request to StormGod :)
Views:
12,293
Posted By
Kaiyodo
I've just updated my editor to handle skill mods...
I've just updated my editor to handle skill mods and bane/resist damage. It's still as flakey as it ever was, but it's probably easier than editing blobs :)
www.geocities.com/kaiyodouk...
Forum:
Archive::Tools
05-26-2002, 03:47 AM
Replies:
10
Items to readable format
Views:
7,946
Posted By
Kaiyodo
I'm glad someone else did that to! del...
I'm glad someone else did that to!
del item*.txt is your friend :)
K.
Forum:
Archive::Tools
05-26-2002, 03:33 AM
Replies:
10
Items to readable format
Views:
7,946
Posted By
Kaiyodo
I wrote an item editor a while back that could do...
I wrote an item editor a while back that could do this, but I gave up on it after the new wave of item editors came out that worked with the new DB format. It does have the ability to save all of the...
Forum:
Archive::Development
05-26-2002, 02:54 AM
Replies:
4
Combat Proc + Skill Mod Help :)
Views:
5,840
Posted By
Kaiyodo
There thread about EEE it is here .....
There thread about EEE it is here .. http://forums.eqemu.net/showthread.php?s=&threadid=1780
But as you posted in that thread, I presumed you had it :)
K.
Forum:
Archive::Development
05-25-2002, 11:15 PM
Replies:
4
Combat Proc + Skill Mod Help :)
Views:
5,840
Posted By
Kaiyodo
For a weapon to proc it needs to have it's...
For a weapon to proc it needs to have it's effecttype to be 0 and it's spellid to be less that 65535. I just downloaded the latest source to check.
I don't think it's possible to do this in...
Forum:
Archive::Tools
05-01-2002, 12:49 AM
Replies:
14
Emu Admin Tool
Views:
10,572
Posted By
Kaiyodo
The damage bonus starts at level 28. It's...
The damage bonus starts at level 28. It's calculated as (Level-25)/3 rounded down. The extra damage bonus for two handed weapons is based completely off the delay of the weapon, there is no magic...
Forum:
Archive::Bugs
04-21-2002, 01:22 AM
Replies:
0
Bugfix: Lifetaps
Views:
5,022
Posted By
Kaiyodo
Bugfix: Lifetaps
I noticed the lifetap code was doing odd things, setting me to a seemingly random amount of health everytime I cast one. Here's the reason ..
in NPC::Damage()
if (spells[spell_id].targettype ==...
Forum:
Archive::News
04-06-2002, 09:08 AM
Replies:
19
0.3.0 Release! (Alyce)
Views:
10,591
Posted By
Kaiyodo
Drawde, you should be aware that the AC you see...
Drawde, you should be aware that the AC you see on the client isn't the same as the AC used in the combat code. I've never seen the two numbers come close.
The GetAC() function doesn't take into...
Showing results 101 to 125 of 149
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