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Old 03-10-2015, 02:17 PM
iEqualShane
Fire Beetle
 
Join Date: Apr 2013
Posts: 11
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Luckily I didn't have to resort to using any of the unknowns. I just needed to fill the equipment array with the proper material values from the database and then set the high bit of the texture value (similar to herosforge) on the npc spawn struct. This was enough to make the client use the values in the equipment array instead of the texture override. It took me awhile and a bit of luck (and swearing) to figure out that setting the high bit on the texture value was the key to making the client use the equipment array material values. So far I've only verified this on the rof2 client, but I own the titanium client too, so I can test that tonight.

I can't begin to say how impressed I am with this project. You guys have really done an awesome job over the years putting this together, and it's been a blast looking through this and trying different things out. I've only been messing with eqemu since last week, but I plan to keep learning and and eventually make a public server with some ideas I have.

Also, has anyone tried to get the herosforge models to work on NPCs? I'm not too familiar with horosforge, but it didn't seem to work when I tried to use it through #npcedit. I'm not sure it's possible, but I want to see if I can make that work next.
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