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View Full Version : Want the old wolf models? read this!


Vanech
11-19-2009, 11:16 PM
Okay so, I was over on the main eqemu site and I stumbled across this (http://www.eqemulator.net/forums/showpost.php?p=179234&postcount=27). (which is a part of this (http://www.eqemulator.net/forums/showthread.php?t=25003) thread) While the poster mentions it as a bug it turns out to be a boon for us!

All you have to do is take the following line -

1,0,TFFF,growthplane_chr,Loading Characters

and put it in 'EQ_INSTALL_DIRECTORY'\Resources\GlobalLoad.txt

at the top.

This appears to work for the black and gray wolf models at least, but does not appear to work for shaman pets (maybe due to the spectral form...)

This is making me wonder if it would be possible to completely remove entries in this file to remove models for items (and creatures) beyond a specific time period (based upon global weapon and model files) from the game. If this is true, it could offer the means to enable to old school skeleton models as well, without having to modify the client to do so (ala SoD).

I'm off to test!

Edit -

Removing:

3,0,TFFFC,Global6_chr2,Loading Character Equipment Files
3,0,TFFFC,Global6_chr,Loading Character Equipment Files
3,0,TFFFC,Global4_chr,Loading Characters

(leaving only 3,1,TFFFC,Global_chr,Loading Characters)

did nothing.

Removing 3,0,TFFFC,skt_chr,Loading Character Equipment Files

however changed the in game skeletons to the default human male (broken) model.

I wonder if a combination of removing 3,0,TFFFC,skt_chr,Loading Character Equipment Files and adding a classic zone with skeletons in it to the list
will make the skeleton models revert... hm...

I could use the assistance of a shaman high enough level to have their pet to test whether or not its possible to tweak the GlobalLoad.txt file enough to make the spirit wolf model revert to its original form, too... any takers?

Aeolwind
11-20-2009, 02:15 PM
Get with me on, I'll level you a couple characters and spell you on test, a necro and a shaman.

guineapig
11-20-2009, 02:19 PM
A little off topic but is there a reason why I can't see Luclin models even though they are all checked under options? It's not my install because I checked on another server and it defaulted to the new models.

Is it blocked by the server or something?

Wenai
11-20-2009, 02:44 PM
I believe that we have disabled the use of Luclin models all together. How dare you even consider using those abominations :p

guineapig
11-20-2009, 02:48 PM
I believe that we have disabled the use of Luclin models all together. How dare you even consider using those abominations :p

I knew I was gonna get slammed for that one!!! :o
Hehe, I tried :p

Navis
11-21-2009, 02:46 AM
Adding the line to GlobalLoad.txt resulted in old wolf models....but very tiny ones...now there are puppies running around Norrath.

Wenai
11-21-2009, 10:39 PM
Ok. There is different race # for Regular Wolves and Spirit Wolves. Look at this picture below:

http://www.notacult.com/images/swampd.jpg

I honestly can't remember my shaman pet pre-luclin models .. was it not actually a spirit?

If this is the case, then maybe it is something that has to be done on our end to restore shaman pet models. It would be an incredibly easy fix... Literally a matter of changing the race # from spirit wolf to regular wolf. If I get the OK to do this .. with some testing .. we will add your method to the require files walkthrough.

Wenai
11-21-2009, 11:42 PM
So ya... Test server says... "Whaddup?"

http://i45.tinypic.com/4r92xx.jpg

Secrets
11-24-2009, 07:29 AM
So ya... Test server says... "Whaddup?"

I see your test server, and raise you one skeleton.

http://i50.tinypic.com/255ny1t.jpg

This is on titanium BTW.

It requires the server to revert the NPCs, and I already told Wenai how to go about doing it ;)

Wenai
11-24-2009, 07:47 AM
Yes thank you! We will hopefully be getting this ready to go asap.

Reiker
11-24-2009, 08:19 AM
Man... old school skeletons... too good to be true, this is some sorta cruel joke isnt it?!

Secrets
11-24-2009, 08:29 AM
Nope, i'm just that awesome. :P

FatMagic
11-24-2009, 09:16 AM
So will this be a change we need to do on our side (client)? Or will it be applied to the server, and then just "revert" for us automatically?

Wenai
11-24-2009, 09:25 AM
A little bit of both. It will require a bit of work on our end to get it working properly. It will require a small easy change for everyone to get it working but we will post specifics when we get it ready to go.

Zeldak
11-24-2009, 10:51 AM
Woohoo Old dogdogs! =}

And old skellie models rule :D

Morfnblorsh
11-24-2009, 11:05 AM
God I'm so excited!

lonegreywolf20
11-24-2009, 06:35 PM
Did anyone get this to work without having the Wolves look like puppy dogs?

Wenai
11-24-2009, 06:50 PM
The size of the wolves will have to be changed on our end. We are looking at our options atm.

lonegreywolf20
11-24-2009, 06:56 PM
The size of the wolves will have to be changed on our end. We are looking at our options atm.

Ok... Great!

Cubehacker
12-22-2009, 08:58 PM
I figured out how to do this way back when while playing around with the texture and model files.

http://www.eqemulator.net/forums/showthread.php?t=15159&page=4

It involved deleting/changing a few files on the client side, and the server forcing all skeleton models to use model #60 (luclin model) instead of the newer LDON model. I never did figure out how to spawn the brown skeletons though.

The same trick worked for the wolf models, although I had a problem with their animations being too slow.

Did you guys end up using the same trick or did you find a (hopefully better) different way?

Wenai
12-22-2009, 09:01 PM
Similar. Still working out the kinks. Secrets seems to may have found a better fix.

Also. The brown skins DO exist. I don't know how to force them though.

Cubehacker
12-22-2009, 09:04 PM
Yeah I see the brown texture skeleton files. But never did figure out how to spawn them, only the vanilla skeleton.

I believe for the spectral wolf, its a different model from the regular model wolf model entirely. Partly because they have a different texture (transparent), and their animation is slightly different (they float above the ground).

Secrets
12-23-2009, 01:57 AM
I figured it out but it involved moving files around.

You'll need to delete global5_chr.s3d, replace it with a patch (which I had Karsten try, and it worked) and then we need to update all skeles in the world to use it. With the files that I patched, it will allow you to go anywhere with classic skeles.

Before we ran into issues with Feerrott and Lavastorm crashing, but instead of removing a file, we simply edited the file and replaced textures within the file.

This only gets back one texture of skeleton, but it's either that or the other one. That company fubared the EQ Client code to try and break it, but failed along the way, and as a result, I bring you this:

http://i48.tinypic.com/2dufb83.png

Necran
01-26-2010, 10:59 AM
Bump. Is there any comprehensive/easy-to-follow guide on getting the wolf and skeleton models back to classic yet? Thanks.

Cubehacker
01-26-2010, 05:00 PM
Bump. Is there any comprehensive/easy-to-follow guide on getting the wolf and skeleton models back to classic yet? Thanks.

Not going to happen until all the skeleton models are changed server side. And one down side effect is that no one has found a way to get the brown skeleton models to appear, thus I think some necro's would be pissed if their high level pets looked like their level 1 pet.

Did the "Luclin" skeleton model (not the current LDON model) ever have a dark-boned version? If not, that might explain why we can't get a dark boned one to appear with the classic skeleton.

For those that don't remember:

Classic Skeleton (white and brown)
http://common.allakhazam.com/images/i/d/id144.png
http://common.allakhazam.com/images/i/d/id261.png



Luclin Skeleton
http://common.allakhazam.com/images/i/d/id758.png




LDON Skeleton (current)
http://common.allakhazam.com/images/9/1/91964ad60d66651ee0f13c8856885505.jpg

maximum
01-26-2010, 11:03 PM
These screenshots will tide me over until the real deal comes!

Necran
01-27-2010, 02:14 PM
I had completely forgotten about the Luclin skeletons. Looking forward to the possibility of old school skeletons and wolves, though.

Secrets
01-27-2010, 03:52 PM
There's no possible way to do skeletons because it would involve distributing illegal clientside files, we've narrowed it down to that.

Sorry.

Ostehaps
01-27-2010, 05:18 PM
/cry

Hasbinbad
01-27-2010, 05:51 PM
What if "unnamed people" were able to obtain these "illegal clientside files" on their own. Could you guys turn on the functionality so that these files would work if people had them?

drplump
01-27-2010, 09:36 PM
Also how did you get a hold of the files? I have 2 or 3 different versions of EQ sitting around. Surely its not illegal for me to get them for myself off a disk I own.

Cubehacker
01-27-2010, 10:57 PM
Also how did you get a hold of the files? I have 2 or 3 different versions of EQ sitting around. Surely its not illegal for me to get them for myself off a disk I own.

It has nothing to do with "acquiring files" that are on an EQ cd. Specific files in your folder have to be modified with a special program to get this to work *in addition* to server side changes being made. Thus, either the P1999 team would have to distribute these modified files (illegal and not happening), or everyone would have to modify the files themselves (possible but not easy).

The biggest problem is that *everyone* would have to modify their files, otherwise those that don't will end up with the ugly-tastic "Luclin" skeleton models.

At least getting the wolf models back are easier.

drplump
01-27-2010, 11:37 PM
If this server is going to be around for a long time we should eventually make a program that modify the eqhost.txt as well as renaming the new zone files to .bak and all the other changes to play on this server. Why couldn't modifying the model files be part of this. Distributing old files is one thing but modifying some hex values is easy and not the same thing.

Smyd
01-28-2010, 07:40 AM
Just to clarify... us plebs who have no idea how to modify these files by ourselves are in essence stuck with the new gfx?

Damn my lack of creativity and intellect haha

HarmoniumGuard
02-02-2010, 06:22 AM
I tried out changing the wolf textures like in the first post. All the coyotes have giant glowing red eyes. This I do not recall.

Necran
02-04-2010, 12:35 AM
Mobs like dire wolves did indeed have glowing red eyes.

http://eqbeastiary.allakhazam.com/search.shtml?id=5351

Cubehacker
02-04-2010, 02:00 PM
Mobs like dire wolves did indeed have glowing red eyes.

http://eqbeastiary.allakhazam.com/search.shtml?id=5351

Thats a Velious model. I don't think those models were used anywhere in the classic zones.

Necran
02-05-2010, 03:43 PM
Good call.

Kosmic
02-05-2010, 04:11 PM
It's just not classic EQ if I don't see skeletons ice skating around... :p

Cubehacker
02-05-2010, 07:12 PM
I tried out changing the wolf textures like in the first post. All the coyotes have giant glowing red eyes. This I do not recall.

To get the old wolf models back (regular wolves, not shaman summons), all you need to do is remove or rename 'Global6_chr.s3d' from your EQ directory.

However, this doesn't work perfectly. The wolf models will now be too small (about half the size, maybe smaller), and the animations are too slow. Since the mob movement speeds are already increased past normal, you have a very slowly animating wolf moving very fast, and it just looks ridiculous. Anyone is free to do this change if they want, but I really don't think its worth it.