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Old 11-29-2004, 08:46 PM
daeken_bb
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Join Date: Mar 2003
Location: Chambersburg, PA
Posts: 469
Default New Character Model File Formats

Well, I've begun to reverse-engineer the new (packaged in .eqg files) character models. I've not done anything concrete yet, but I pulled the files out of bat.eqg and started poking around, and I mostly understand what I'm seeing so far.

So far my findings are as such:

.MOD files are just like with placeable objects, except there's a bone index (named, which makes things a ton easier) after the material list.
.ANI files have a bone index then what appears to be a series of rotations, translations, etc.
.PTS and .PRT seem to tell the points where things like spells occur (for the particle engine to know where to center on), as well as where damage should be taken (not quite sure on this, but it says it in plaintext lol)

That seems to be all the new file formats (well, .MOD isn't new, but it's different than placeable objects).

I'll work on getting these rendering tomorrow. I'll probably whip up a quick python viewer for them, and hopefully even get animations working

I go back to school on wednesday, so I need to get a lot done tomorrow hehe

Happy Hacking,
Lord Daeken M. BlackBlade
(Cody Brocious)
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