Go Back   EQEmulator Home > EQEmulator Forums > General > General::General Discussion

General::General Discussion General discussion about EverQuest(tm), EQEMu, and related topics.
Do not post support topics here.

Reply
 
Thread Tools Display Modes
  #31  
Old 11-12-2009, 10:39 AM
Akkadius's Avatar
Akkadius
Administrator
 
Join Date: Feb 2009
Location: MN
Posts: 2,071
Default

Has anyone messed with this enough to be able to answer?
Reply With Quote
  #32  
Old 11-12-2009, 10:45 AM
ChaosSlayerZ's Avatar
ChaosSlayerZ
Demi-God
 
Join Date: Mar 2009
Location: Umm
Posts: 1,492
Default

so far using this method I got to work all the models I wanted, except the issue I reported above

be more specific - lets start with a single model you want to load as global
Reply With Quote
  #33  
Old 11-12-2009, 10:49 PM
Akkadius's Avatar
Akkadius
Administrator
 
Join Date: Feb 2009
Location: MN
Posts: 2,071
Default

Try all of them, could someone simply past their Globalload file that is working so I can try it because maybe since mine has been affected by another server there is something missing.

None of the ones that didnt work before worked after I copy and pasted
Reply With Quote
  #34  
Old 11-19-2009, 11:30 PM
Order
Fire Beetle
 
Join Date: Feb 2009
Location: Neriak
Posts: 4
Default

Oh, this is very nice indeed. I always wanted to implement an iksar only spell line of pets that were similar in ability to the pre-existing spells but with the iksar skeleton models, instead.

although unrelated...

I always thought that the race of the necromancers skeleton pet should change based upon the predominant race of the region... i.e. iksar skeletons through most of kunark, with sarnak near chardok and a 50/50 chance for either in LOIO. Same thing goes for Vah Shir skeletons on Luclin except for in the Grey & SSra Temple (where they would be iksar.)
Reply With Quote
  #35  
Old 11-20-2009, 09:53 AM
Akkadius's Avatar
Akkadius
Administrator
 
Join Date: Feb 2009
Location: MN
Posts: 2,071
Default

If anyone has a working .txt file of this I would gladly send a few bucks... PM me = - )
Reply With Quote
  #36  
Old 11-21-2009, 12:26 AM
Akkadius's Avatar
Akkadius
Administrator
 
Join Date: Feb 2009
Location: MN
Posts: 2,071
Default

WOW, all this time I was putting it in the wrong directory... Oh my gawd.
Reply With Quote
  #37  
Old 11-23-2009, 06:14 PM
clericgildina
Fire Beetle
 
Join Date: Oct 2007
Posts: 22
Default

Hey guys,

I am a developer over at Project 1999 and this thread has helped us figure out how to restore the classic wolf models. I am wondering if you guys have discovered if the Female Gypsy model or Original Skeleton model were hidden anywhere within the global load files, much like the case of the Wolf Model.



*Top Skeleton Model

Any information/confirmation/denial of their existence is appreciated.

-Wenai
__________________
Wenai
Developer at Project 1999
Reply With Quote
  #38  
Old 11-24-2009, 09:43 PM
clericgildina
Fire Beetle
 
Join Date: Oct 2007
Posts: 22
Default

Ok!

Big thank you to Secrets! We have got all the information we need to get Wolves, Spirit Wolves and White Skeletons working like a charm! Now here comes my next question.

Once we got all these things that we were under the impression that they were lost/bugged forever I decided to start digging through the .s3d files and something piqued my interest.

Within global_chr.s3d I found the following files:

skech0101.bmp
skech0102.bmp
skech0103.bmp
skech0104.bmp
skech0105.bmp
skefa0101.bmp
skeft0101.bmp
skeft0102.bmp
skehe0101.bmp
skehn0101.bmp
skehn0102.bmp
skelg0101.bmp
skeua0101.bmp

These files collectively make up the brown (or red as some call it) skeleton. These were the models used for the higher level skeleton pets for necromancers. They were also used for dark-boned skeletons

We have the white skeletons completely unbugged and appearing perfect. By changing the texture, it does not change the white skeleton into the brown one. So I am kind of at a loss right now. I know that the brown skeleton exists, but I have no idea how to force it to appear. Does anyone who has a little bit more experience in this field (*hint hint*Secrets*hint hint*) have any idea how this could work?

I am hoping that since the files exist, even in the same global_chr.s3d file, that there is some way to make them show up.
__________________
Wenai
Developer at Project 1999
Reply With Quote
  #39  
Old 11-26-2009, 02:58 AM
ChaosSlayerZ's Avatar
ChaosSlayerZ
Demi-God
 
Join Date: Mar 2009
Location: Umm
Posts: 1,492
Default

Ok I got a problem with ... a bunny!

I am trying to get snow bunny (race 176) model to load in EverFrost by making it load locally using sbu,eastwaste_chr entry But it just don't work. I don't know why- any other models works.

I decided to go around this by making entire eastern wastes zone Global (which snow bunny is part of) - this one worked- the snow bunny now global (along with whole bunch of other EW models I don't need)

BUT

force loading of EW causes Tiger model (the one BST use) to become STIFF!

I changed things back and forth to make sure its these two that mess each other up.

So, any ideas :

-why snow bunny doesn't want to load locally into specific zone?
-why force loading EW causes together to go stiff?
-how to get them both working at a same time?

thanks! =)
Reply With Quote
  #40  
Old 11-26-2009, 10:01 PM
ChaosSlayerZ's Avatar
ChaosSlayerZ
Demi-God
 
Join Date: Mar 2009
Location: Umm
Posts: 1,492
Default

Quote:
Originally Posted by clericgildina View Post
Hey guys,

I am a developer over at Project 1999 and this thread has helped us figure out how to restore the classic wolf models. I am wondering if you guys have discovered if the Female Gypsy model or Original Skeleton model were hidden anywhere within the global load files, much like the case of the Wolf Model.



-Wenai
the female models are not been displayed due to T-client bug.
If you run SoF client you will see these old models without any special settings.
This has been confirmed by Cavedude on PEQ
Reply With Quote
  #41  
Old 02-09-2010, 06:54 PM
dreamseer
Fire Beetle
 
Join Date: Feb 2010
Location: York
Posts: 22
Default

I done this thanks Telltolin Also did some tests on what works and what doesn’t
Running around Qeynos in GM mode targeting NPC’s and mobs
Then #race <insert number here>

The zone looked wild when I’d finished !

I made a rough note in excel of which models worked and which didn’t
It seems that a lot of models from about 403 to the end are missing from my version (AXClassic) which have some cool models I was hoping to use.
I think they’re from omens and DON / DOD Models
Like
426 Jagged Portal
435 Lava Dragon
437 East-Asian Gold Dragon
438 Storm Dragon

But having tons of models available opens up so many possibilities.
From Giants attacking the city walls to Wars between rival cities.

As far as loading memory / CPU usage I’ve noticed no difference. Perhaps a second on the splash screen when its loading models but I couldn’t be sure.
Reply With Quote
  #42  
Old 02-09-2010, 09:46 PM
OscarGrouch05
Sarnak
 
Join Date: Apr 2008
Posts: 71
Default

i have been reviewing opcode notice something strange
Reply With Quote
  #43  
Old 02-12-2010, 03:20 AM
OscarGrouch05
Sarnak
 
Join Date: Apr 2008
Posts: 71
Default

never mind it was me had them in the wrong order now i got them correct
Reply With Quote
  #44  
Old 07-01-2010, 10:47 AM
provocating's Avatar
provocating
Demi-God
 
Join Date: Nov 2007
Posts: 2,175
Default

Can someone that has been working on this post there globalload.txt file ?
Reply With Quote
  #45  
Old 08-16-2010, 12:41 PM
Bellos
Hill Giant
 
Join Date: Jul 2007
Posts: 111
Default

hey. I used the text in my file from the first post. But i get purple, people models everywhere, when things should be invisible.

How do I take that out of the global load, or which line is it?
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

   

All times are GMT -4. The time now is 03:01 PM.


 

Everquest is a registered trademark of Daybreak Game Company LLC.
EQEmulator is not associated or affiliated in any way with Daybreak Game Company LLC.
Except where otherwise noted, this site is licensed under a Creative Commons License.
       
Powered by vBulletin®, Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3