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Development::Tools 3rd Party Tools for EQEMu (DB management tools, front ends, etc...)

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  #1  
Old 05-19-2014, 11:40 AM
Zaela_S
Hill Giant
 
Join Date: Jun 2012
Posts: 216
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I was reminded that someone told me particles can be attached to NPC models. So this tool can now do that, with a drop down of potential attachment points (model bones + attach_to_origin). A model's spell particle attachment points (when they cast or are hit by spells) also seem to be equivalent to weapon particle points, just with special identifying names:



Attaching permanent particles to them works fine ;p



Downside, of course, is that it only works for .eqg-based models, stuff in the 400+ race id range.
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  #2  
Old 05-19-2014, 12:19 PM
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Secrets
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Join Date: May 2007
Location: b
Posts: 1,449
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It should work with normal models as nimbuses can be attached to s3d models if you reference the actor tag directly (_ACTORDEF)

They are just different types of bodies; I can't remember the name of them right now but I'll post later
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  #3  
Old 05-19-2014, 12:47 PM
Weldarr
Sarnak
 
Join Date: Oct 2005
Posts: 45
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If anyone is curious as to some of the potential behind particle manipulation you can see some of the work I have done here: http://www.thehiddenforest.org/viewt...hp?f=4&t=10557

Granted a lot of these are custom made particles, but we are in the process of getting those all figured out and editable as well

- Vaion
The Hidden Forest
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  #4  
Old 05-19-2014, 01:15 PM
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Akkadius
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Very nice work
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  #5  
Old 05-19-2014, 10:01 PM
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knowom
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Join Date: Jun 2006
Posts: 371
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Quote:
Originally Posted by Zaela_S View Post
I was reminded that someone told me particles can be attached to NPC models. So this tool can now do that, with a drop down of potential attachment points (model bones + attach_to_origin). A model's spell particle attachment points (when they cast or are hit by spells) also seem to be equivalent to weapon particle points, just with special identifying names:



Attaching permanent particles to them works fine ;p



Downside, of course, is that it only works for .eqg-based models, stuff in the 400+ race id range.
Yellow aura or red aura for the super saiyan or kaioken rats. This looks awesome seeing particle effects on mobs reminds me of EQ2, but w/o plastic looking 3D models combined with a game engine which runs like cold molasses!
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