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  #31  
Old 08-07-2004, 06:11 PM
Zkhava
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Join Date: Jul 2004
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lol c++ = a hardcore biatch
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  #32  
Old 08-08-2004, 01:54 PM
Charmy
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Join Date: May 2004
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I know next to nothing about the graphical side of C++, i know its not like VB or delphi where you design the form in an actual design window, but well maybe a dev can answer, is it difficult to make a graphical program in C++? or are most of them run in the consol?
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  #33  
Old 08-08-2004, 02:12 PM
bbum
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Posts: 245
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you can goto irc.freenode.net #crystalspace or #ogre3d if you want to talk to some real gfx engine programmers.
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  #34  
Old 08-08-2004, 04:39 PM
Raddiux
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Join Date: Apr 2004
Posts: 97
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Quote:
Originally Posted by Aildaan
I suggest you learn to write C++, there is always a way to create a program that can read those files. It would take some time on your part, but its possible. Ive created programs myself to read various files.

-Aildaan
Both Mongrel and WC, arguably the 2 most experienced people here dealing with S3D and WLD file manipulation, are unable to get the game to recognize newly created models. And if they cant do it, well, someone like me who doesn't know a thing about coding certainly won't be able to.

However, they say its only a matter of time before they figure it out. And then we'll have oldschool skeletons and wolves for all!
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  #35  
Old 08-09-2004, 05:06 PM
trevorsm7
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Join Date: Jun 2004
Posts: 4
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The original skeleton model is in fact in global_chr.wld (along with a bunch of other models). There was a nice model viewer that used to be up at http://www.geocities.com/kaiyodouk/ but the link seems to be broken now. :x The Luclin skeleton model appears in global6_chr.wld. I'm not sure about globalske_chr2 since I can't open it in EQInside or EQ Model Viewer, but I'd bet that's probably the most recent skeleton.

Has anyone written a utility to edit the meshes in .wld files? It would be nice if you could copy and paste the skeleton model from global_chr into globalske_shr... :)
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  #36  
Old 08-12-2004, 04:50 AM
EQgod
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Join Date: Jan 2004
Posts: 6
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Another thought would be to find the original cd install it to a different directory and find the files used. And if you know what you are doing copy and paste the old to where the new is.
Let me know if it works

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  #37  
Old 08-12-2004, 05:16 AM
sotonin
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Join Date: May 2004
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that won't work.
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  #38  
Old 08-13-2004, 01:30 PM
steve
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Join Date: Jan 2002
Posts: 305
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Delete the files that the new models are in and bypass the patcher and login. This should force the client to use the old models.

I believe it loads the files in numerical order. So if you have files called global, global2, global3, etc, the later files overwrite the models in memory from the previous files. So if you delete the newer files, it shouldn't read in any new model information and display the old ones.

Worth a shot.
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  #39  
Old 08-13-2004, 02:58 PM
Raddiux
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Join Date: Apr 2004
Posts: 97
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That won't work either. Believe me, i've tried in the hopes that if EQ doesn't find the new skeleton model files, it would default to the older ones. But the new skeletons are patched to everyone, so the client expects them to be there.

When I deleted the files, all I got were humans walking around where skeletons should be.
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  #40  
Old 08-13-2004, 04:35 PM
eq_addict_08
Hill Giant
 
Join Date: Nov 2003
Location: Drunk tank
Posts: 199
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Have to write a "model-proxy" app for it I guess.
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  #41  
Old 08-19-2004, 08:36 AM
RangerDown
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Join Date: Mar 2004
Posts: 1,066
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Hmm.... would this be you??

http://eqforums.station.sony.com/eq/...sage.id=106974

RangerDown the Detective :P
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  #42  
Old 08-19-2004, 08:51 AM
Raddiux
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Join Date: Apr 2004
Posts: 97
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Haha no thats not me. But nice find regardless!
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  #43  
Old 08-19-2004, 08:52 AM
Cisyouc
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Join Date: Jun 2004
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Posts: 1,260
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Quote:
Originally Posted by Raddiux
Haha no thats not me. But nice find regardless!
In the belly of the beast, eh?
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namespace retval { template <class T> class ReturnValueGen { private: T x; public: ReturnValueGen() { x = 0; }; T& Generator() { return x; }; }; } int main() { retval::ReturnValueGen<int> retvalue; return retvalue.Generator(); }
C++ is wonderful.
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  #44  
Old 08-19-2004, 09:25 AM
Raddiux
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Join Date: Apr 2004
Posts: 97
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I found the thread the guy on the forum was talking about (it wasn't THAT hard to find, only the 1st link that google found!).

People say it was possible, but that thread is from jan 03. So more than likely this trick doesn't work anymore. Still, i'm going to give it a try.
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  #45  
Old 08-19-2004, 09:47 AM
Raddiux
Sarnak
 
Join Date: Apr 2004
Posts: 97
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Holy crap, IT WORKS! As long as you're spawning skeletons as #60 and not the new LDON ones, if you delete global6, you'll get old skeletons back!

Edit: Old wolves seem to work by doing this too. Their animation speed seems screwed up though :(

Edit2: Upon closer inspection, the skeleton models are messed up. Their head and hip section isn't displaying correctly. I'm really not sure why. It seems that its trying to display the luclin skin for the head and hip on the old model. I'll look into it some more.
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