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      | General::General Discussion General discussion about EverQuest(tm), EQEMu, and related topics. Do not post support topics here.
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				11-12-2009, 10:39 AM
			
			
			
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					Join Date: Feb 2009 Location: MN 
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 Has anyone messed with this enough to be able to answer? |  
	
		
	
	
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				11-12-2009, 10:45 AM
			
			
			
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			|  | Demi-God |  | 
					Join Date: Mar 2009 Location: Umm 
						Posts: 1,492
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 so far using this method I got to work all the models I wanted, except the issue I reported above
 be more specific - lets start with a single model you want to load as global
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				11-12-2009, 10:49 PM
			
			
			
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					Join Date: Feb 2009 Location: MN 
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 Try all of them, could someone simply past their Globalload file that is working so I can try it because maybe since mine has been affected by another server there is something missing.
 None of the ones that didnt work before worked after I copy and pasted
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				11-19-2009, 11:30 PM
			
			
			
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			| Fire Beetle |  | 
					Join Date: Feb 2009 Location: Neriak 
						Posts: 4
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 Oh, this is very nice indeed. I always wanted to implement an iksar only spell line of pets that were similar in ability to the pre-existing spells but with the iksar skeleton models, instead. 
 although unrelated...
 
 I always thought that the race of the necromancers skeleton pet should change based upon the predominant race of the region... i.e. iksar skeletons through most of kunark, with sarnak near chardok and a 50/50 chance for either in LOIO. Same thing goes for Vah Shir skeletons on Luclin except for in the Grey & SSra Temple (where they would be iksar.)
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				11-20-2009, 09:53 AM
			
			
			
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					Join Date: Feb 2009 Location: MN 
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 If anyone has a working .txt file of this I would gladly send a few bucks... PM me = - ) |  
	
		
	
	
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				11-21-2009, 12:26 AM
			
			
			
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			|  | Administrator |  | 
					Join Date: Feb 2009 Location: MN 
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 WOW, all this time I was putting it in the wrong directory... Oh my gawd. |  
	
		
	
	
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				11-23-2009, 06:14 PM
			
			
			
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			| Fire Beetle |  | 
					Join Date: Oct 2007 
						Posts: 22
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 Hey guys, 
I am a developer over at Project 1999 and this thread has helped us figure out how to restore the classic wolf models. I am wondering if you guys have discovered if the Female Gypsy model or Original Skeleton model were hidden anywhere within the global load files, much like the case of the Wolf Model.
    
*Top Skeleton Model
 
Any information/confirmation/denial of their existence is appreciated.
 
-Wenai |  
	
		
	
	
 
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				11-24-2009, 09:43 PM
			
			
			
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			| Fire Beetle |  | 
					Join Date: Oct 2007 
						Posts: 22
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 Ok!
 Big thank you to Secrets! We have got all the information we need to get Wolves, Spirit Wolves and White Skeletons working like a charm! Now here comes my next question.
 
 Once we got all these things that we were under the impression that they were lost/bugged forever I decided to start digging through the .s3d files and something piqued my interest.
 
 Within global_chr.s3d I found the following files:
 
 skech0101.bmp
 skech0102.bmp
 skech0103.bmp
 skech0104.bmp
 skech0105.bmp
 skefa0101.bmp
 skeft0101.bmp
 skeft0102.bmp
 skehe0101.bmp
 skehn0101.bmp
 skehn0102.bmp
 skelg0101.bmp
 skeua0101.bmp
 
 These files collectively make up the brown (or red as some call it) skeleton. These were the models used for the higher level skeleton pets for necromancers. They were also used for dark-boned skeletons
 
 We have the white skeletons completely unbugged and appearing perfect. By changing the texture, it does not change the white skeleton into the brown one. So I am kind of at a loss right now. I know that the brown skeleton exists, but I have no idea how to force it to appear. Does anyone who has a little bit more experience in this field (*hint hint*Secrets*hint hint*) have any idea how this could work?
 
 I am hoping that since the files exist, even in the same global_chr.s3d file, that there is some way to make them show up.
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				11-26-2009, 02:58 AM
			
			
			
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			|  | Demi-God |  | 
					Join Date: Mar 2009 Location: Umm 
						Posts: 1,492
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 Ok I got a problem with ... a bunny!
 I am trying to get snow bunny (race 176) model to load in EverFrost by making it load locally using sbu,eastwaste_chr entry But it just don't work. I don't know why- any other models works.
 
 I decided to go around this by making entire eastern wastes zone Global (which snow bunny is part of) - this one worked- the snow bunny now global (along with whole bunch of other EW models I don't need)
 
 BUT
 
 force loading of EW causes Tiger model (the one BST use) to become STIFF!
 
 I changed things back and forth to make sure its these two that mess each other up.
 
 So, any ideas :
 
 -why snow bunny doesn't want to load locally into specific zone?
 -why force loading EW causes together to go stiff?
 -how to get them both working at a same time?
 
 thanks! =)
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				11-26-2009, 10:01 PM
			
			
			
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			|  | Demi-God |  | 
					Join Date: Mar 2009 Location: Umm 
						Posts: 1,492
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	Quote: 
	
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					Originally Posted by clericgildina  Hey guys, 
I am a developer over at Project 1999 and this thread has helped us figure out how to restore the classic wolf models. I am wondering if you guys have discovered if the Female Gypsy model or Original Skeleton model were hidden anywhere within the global load files, much like the case of the Wolf Model.
   
-Wenai |  the female models are not been displayed due to T-client bug. 
If you run SoF client you will see these old models without any special settings. 
This has been confirmed by Cavedude on PEQ |  
	
		
	
	
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				02-09-2010, 06:54 PM
			
			
			
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			| Fire Beetle |  | 
					Join Date: Feb 2010 Location: York 
						Posts: 22
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 I done this thanks Telltolin  Also did some tests on what works and what doesn’t Running around Qeynos in GM mode targeting NPC’s and mobs
 Then #race <insert number here>
 
 The zone looked wild when I’d finished !
 
 I made a rough note in excel of which models worked and which didn’t
 It seems that a lot of models from about  403 to the end are missing from my version (AXClassic) which have some cool models I was hoping to use.
 I think they’re from omens and DON / DOD Models
 Like
 426 	Jagged Portal
 435	Lava Dragon
 437	East-Asian Gold Dragon
 438	Storm Dragon
 
 But having tons of models available opens up so many possibilities.
 From Giants attacking the city walls to Wars between rival cities.
 
 As far as loading memory / CPU usage I’ve noticed no difference. Perhaps a second on the splash screen when its loading models but I couldn’t be sure.
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				02-09-2010, 09:46 PM
			
			
			
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			| Sarnak |  | 
					Join Date: Apr 2008 
						Posts: 71
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 i have been reviewing opcode notice something strange |  
	
		
	
	
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				02-12-2010, 03:20 AM
			
			
			
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			| Sarnak |  | 
					Join Date: Apr 2008 
						Posts: 71
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 never mind it was me had them in the wrong order now i got them correct |  
	
		
	
	
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				07-01-2010, 10:47 AM
			
			
			
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			|  | Demi-God |  | 
					Join Date: Nov 2007 
						Posts: 2,175
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 Can someone that has been working on this post there globalload.txt file ? |  
	
		
	
	
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				08-16-2010, 12:41 PM
			
			
			
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			| Hill Giant |  | 
					Join Date: Jul 2007 
						Posts: 111
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 hey. I used the text in my file from the first post. But i get purple, people models everywhere, when things should be invisible.
 How do I take that out of the global load, or which line is it?
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