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 I tried to go down that route with brown skeletons. It's a hard-coded 'feature' in the client from Luclin-era, and it made it so all model 60 skeletons defaulted to texture 0 since there was only one (horrible) model of that skeleton.
 When I was looking into this, Secrets gave me some of his re-written code to fix it. I believe this is how they do it on P99, although I'm not 100% sure on that. I'm sure others here would be interested in a working method to get them to appear.
 
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 "SOE hardcoded race 60 in the client to always be texture 0, the fix is removing that in the client.
 
 I didn't actually have my work handy so I recreated it.
 
 You can search for a constant variable of 60 in the exe and fill the instruction set that is in the 'signed int __thiscall EQPlayer::SwapNPCMaterials(int this)' function where it modifies the actor variable of texture with 0x90 (NOP). Filling 0x482762 -> 0x48276F in titanium with 0x90 (NOP) will achieve this effect.
 
 
 You can binary patch it with a program such as 'OllyDBG' to achieve this effect, or use DLL injection and use this function to patch bytes into the application:
 
 
 
 Quote:
 void PatchBytes( void * lpAddress, const char * szBytes, int nLen )
 {
 // Needed by VirtualProtect.
 DWORD dwBack = 0;
 VirtualProtect( lpAddress, nLen, PAGE_READWRITE, &dwBack );
 
 // Write Byte-After-Byte.
 for( int i = 0; i < nLen; i++ )
 *( BYTE * )( ( DWORD )lpAddress + i ) = szBytes[ i ];
 
 // Restore old protection.
 VirtualProtect( lpAddress, nLen, dwBack, &dwBack );
 }
 
 /*ex - 00482762 /PatchBytes((void*)0x00482762, "\x90\x90\x90\x90\x90\x90\x90\x90\x90\x90\x90\  x90\ x90", 13);
 Skeletons fix */
 Hope that helps a bit."
 
			
			
			
			
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