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Old 07-12-2013, 10:17 AM
Gnomish1987
Fire Beetle
 
Join Date: Dec 2010
Posts: 9
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Quote:
Originally Posted by PiB View Post
I don't think just adding the texture files to the .s3d archive is enough, you need to reference them in the .wld file as well as you mention. I think you can do this by creating extra 0x03 fragments that reference the texture file names and 0x04 fragments that reference the 0x03 fragments. If you haven't already you should have a look at this document written by Windcatcher.

This is just a guess as I don't know how the official client deals with this. As far as I know there is nothing in the .wld files that says how many texture sets there are for a given character model.

If you want to try out your changes quickly and not have to fire up the game every time you could try out the character viewer I have been working on. This should give you an idea of how a drake would look with your new textures in game, though of course it doesn't work exactly the same than the official client.
Thanks for the reply. Oddly enough, I *just* scrounged up Windcatcher's .WLD File Reference doc just about 30 minutes ago!

You make it sound so simple, yet my main problem is an inability to fiddle with the contents of the .wld. I have managed to dump .wld files into text with Zone Converter to try to sneak a gander at it, but the resulting text document is enormous and verging on the unreadable, really--not to mention it is not useful for actually editing any values found therein. What sort of program(s) would I need to be able to view (and edit!) the actual referencing data of the .wld files in an organized way?

Apologies if I garble the jargon a bit. I'm a bit new to this.
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