View Full Version : Rainbow Dash's Customizations Thread
Danyelle
05-05-2012, 03:59 PM
This thread is going to contain a compilation of every client customization project I have taken on, including ones I may take on in the future. Each will have their own posts (likely over-time to be scattered about the thread). This first post will serve as the 'index' if you will. All posts will be linked to in this first post, as well as a detailed layout of project goals both completed and in progress. This thread will be ever changing, I will post 'patch note' posts as things get changed or updated. At some point I would like to have an installer set up for download in this first post as well.
ANY threads related to previous projects (such as Luclin models) are now defunct as all projects will be handled by this one thread. Please do not bump the old posts/threads (That means the "[GUIDE] Using Luclin Models" thread). Stick with this one.
If you run into any bugs with the projects listed below I encourage you to post them so that a fix may be located. Only post bugs related to my customization projects in this thread. This is NOT a Project 1999 tech support thread. While I'm glad to attempt to assist you with any general problems, this is not the thread for that.
THIS THREAD IS UNDER CONSTRUCTION
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Project Listing:*
Luclin Model Guide (http://www.project1999.org/forums/showpost.php?p=638600&postcount=2)
Water Swap Project (http://www.project1999.org/forums/showpost.php?p=638601&postcount=3)
UI Customizations (http://www.project1999.org/forums/showpost.php?p=638603&postcount=4)**
Fix for Revamped Classic Zones (http://www.project1999.org/forums/showpost.php?p=638604&postcount=5)***
Velious Texture Replacement (http://www.project1999.org/forums/showpost.php?p=645740&postcount=16)****
Texture Repair Project (http://www.project1999.com/forums/showpost.php?p=1538870&postcount=61)*****
Project Goals:
Reinstate original Luclin Skeleton animations (so they actually act undead rather than simply mimic Luclin Human animations)
Complete water swaps.
Apply Velious armor textures to Luclin models. NOTE: This will, if completed, overwrite standard Luclin textures. This will also not affect helmets.
-Danyelle/Rainbowdash
*Select Links to jump to, and view, individual posts.
**These UI changes will be specific to the Titanium Default UI and will not modify or support any custom UIs, including, but not limited to, The Classic UI (http://www.project1999.org/forums/showthread.php?t=3680&highlight=Classic), The Velious UI (http://www.project1999.org/files/veliousuiv3.zip), Duxa's UI (http://www.project1999.org/forums/showthread.php?t=28335), or anything from EQInterface (http://www.eqinterface.com/).
***While the EQEmulator patcher and Project 1999 Guidebook already remove, or instruct you to remove, several files to fix Classic zones, not all of the files you need to remove are listed or removed for you. This can cause crashing in zones like Lavastorm or the continued use of the modern .mp3 zone music as opposed to Classic MIDI ambient music.
****This fix was originally created by Savok. As the links seem dead and I had someone ask me about it, I'm recreating and posting it. All credit for this particular project, however, goes to Savok.
*****This project is credited to several people, not me. Credits included on the page!
Danyelle
05-05-2012, 04:01 PM
Luclin Models Guide 3.0
This guide will involve COMPLETELY rebuilding the Global Load.txt file piece by piece. I will be as detailed as possible but please be sure to follow the instructions very very very carefully. Eventually I will get a patcher of sorts set up but for now the guide is all I can provide.
NOTE: Things highlighted in red are NOT optional. Things highlighted in green are optional.
Each Section is a different step. Let's begin :)
1: Setting up the File
Navigate to Globalload.txt in your Resources folder in your Everquest directory. Delete EVERYTHING from inside this file so that it is a blank .txt document.
2: Starting to build the File
Add the following to the top:
1,1,TFFF,GlobalFroglok_chr,Loading Classic Froglok
1,1,TFFT,GlobalPCFroglok_chr,Loading Guktan
1,1,TFFF,frogequip,Loading Guktan Parts
1,1,TFFT,GlobalSKE_chr2,Loading Froglok
1,1,TFFF,GlobalDRK_chr,Loading Froglok
1,1,TFFF,Global_obj,Loading Character Equipment Files
1,1,TFTF,GEquip,Loading Character Equipment Files
2,0,TFFF,GEquip8,Loading Character Equipment Files
2,0,TFFF,GEquip2,Loading Character Equipment Files
2,0,TFFF,grass,Loading Character Equipment Files
2,0,TFFF,GEquip4,Loading Character Equipment Files
2,0,TFFF,GEquip3,Loading Character Equipment Files
3: Adding Later Expansion Item Graphics
Some GM's have items equipped that use graphics outside the Classic-Velious era. While it is highly unlikely any player will get their hands on these items, if you desire to see if a GM has them or if you simply want them loaded "just in case" add the following lines next:
2,0,TFFF,loyequip,Loading Character Equipment Files
2,0,TFFF,ldonequip,Loading Character Equipment Files
2,0,TFFF,gatesequip,Loading Character Equipment Files
2,0,TFFF,omensequip.eqg,Loading Character Equipment Files
2,0,TFFF,donequip.eqg,Loading Character Equipment Files
2,0,TFFF,dodequip.eqg,Loading Character Equipment Files
4: Adding the Luclin Races
Add the races you want In this order. Go down the list, add the races/genders you want and skip ones you don't. The ones you skip will default to Classic models.
NOTE: At one point way back during Luclin's release, and for awhile afterwards, you HAD to have Human males/females loaded in order to use Erudites and Wood Elf males/females loaded in order to use High Elves, Half Elves and Dark Elves. I do not know if this is still the case but if you run into animation issues where a model is stiff then keep this in mind.
NOTE 2: You must add the races in the order presented below and the files in the order listed. Meaning do not flip a file line above another or load a race before another race in this list. For example. If human lines were listed as:
1,1,TFFT,load human model 2,Etc Etc
1,1,TFFT,load human model,Etc Etc
you must add the files in that order to the Globalload. NOT "load human model 2" after "load human model". Even if it makes sense numerically. Also if Human is listed before Dark Elf in the list below you can not load Dark Elf before human. Order is VERY important for this.
Human Male:
1,1,TFFT,globalHUM_chr2,Loading Human
1,1,TFFT,globalHUM_chr,Loading Human
Human Female:
1,1,TFFT,globalHUF_chr2,Loading Human
1,1,TFFT,globalHUF_chr,Loading Human
Barbarian Male:
1,1,TFFT,globalBAM_chr2,Loading Barbarian
1,1,TFFT,globalBAM_chr,Loading Barbarian
Barbarian Female:
1,1,TFFT,globalBAF_chr2,Loading Barbarian
1,1,TFFT,globalBAF_chr,Loading Barbarian
Erudite Male:
1,1,TFFT,globalERM_chr2,Loading Erudite
1,1,TFFT,globalERM_chr,Loading Erudite
Erudite Female:
1,1,TFFT,globalERF_chr2,Loading Erudite
1,1,TFFT,globalERF_chr,Loading Erudite
Wood Elf Male:
1,1,TFFT,globalELM_chr2,Loading Wood Elf
1,1,TFFT,globalELM_chr,Loading Wood Elf
Wood Elf Female:
1,1,TFFT,globalELF_chr2,Loading Wood Elf
1,1,TFFT,globalELF_chr,Loading Wood Elf
High Elf Male:
1,1,TFFT,globalHIM_chr2,Loading High Elf
1,1,TFFT,globalHIM_chr,Loading High Elf
High Elf Female:
1,1,TFFT,globalHIF_chr2,Loading High Elf
1,1,TFFT,globalHIF_chr,Loading High Elf
Dark Elf Male:
1,1,TFFT,globalDAM_chr2,Loading Dark Elf
1,1,TFFT,globalDAM_chr,Loading Dark Elf
Dark Elf Female:
1,1,TFFT,globalDAF_chr2,Loading Dark Elf
1,1,TFFT,globalDAF_chr,Loading Dark Elf
Half Elf Male:
1,1,TFFT,globalHAM_chr2,Loading Half Elf
1,1,TFFT,globalHAM_chr,Loading Half Elf
Half Elf Female:
1,1,TFFT,globalHAF_chr2,Loading Half Elf
1,1,TFFT,globalHAF_chr,Loading Half Elf
Dwarf Male:
1,1,TFFT,globalDWM_chr2,Loading Dwarf
1,1,TFFT,globalDWM_chr,Loading Dwarf
Dwarf Female:
1,1,TFFT,globalDWF_chr2,Loading Dwarf
1,1,TFFT,globalDWF_chr,Loading Dwarf
Troll Male:
1,1,TFFT,globalTRM_chr2,Loading Troll
1,1,TFFT,globalTRM_chr,Loading Troll
Troll Female:
1,1,TFFT,globalTRF_chr2,Loading Troll
1,1,TFFT,globalTRF_chr,Loading Troll
Ogre Male:
1,1,TFFT,globalOGM_chr2,Loading Ogre
1,1,TFFT,globalOGM_chr,Loading Ogre
Ogre Female:
1,1,TFFT,globalOGF_chr2,Loading Ogre
1,1,TFFT,globalOGF_chr,Loading Ogre
Halfling Male:
1,1,TFFT,globalHOM_chr2,Loading Halfling
1,1,TFFT,globalHOM_chr,Loading Halfling
Halfling Female:
1,1,TFFT,globalHOF_chr2,Loading Halfling
1,1,TFFT,globalHOF_chr,Loading Halfling
Gnome Male:
1,1,TFFT,globalGNM_chr2,Loading Gnome
1,1,TFFT,globalGNM_chr,Loading Gnome
Gnome Female:
1,1,TFFT,globalGNF_chr2,Loading Gnome
1,1,TFFT,globalGNF_chr,Loading Gnome
Iksar Male:
1,1,TFFT,globalIKM_chr2,Loading Iksar
1,1,TFFT,globalIKM_chr,Loading Iksar
Iksar Female:
1,1,TFFT,globalIKF_chr2,Loading Iksar
1,1,TFFT,globalIKF_chr,Loading Iksar
5. Vah Shir
While I'm not sure if it's necessary or not I did this anyway and since it hurts nothing to load it, considering the Guktan Froglok is loaded as well anyway, you may as well load it. Add this below the Iksar Race (Or whatever was the last Luclin race you decided to load)
1,1,TFFT,globalKEM_chr2,Loading Vah Shir
1,1,TFFT,globalKEM_chr,Loading Vah Shir
1,1,TFFF,VEquip,Loading Vah Shir Parts
1,1,TFFT,globalKEF_chr2,Loading Vah Shir
1,1,TFFT,globalKEF_chr,Loading Vah Shir
3,0,TFFF,Global5_chr2,Loading Elementals and Horses
3,0,TFFF,Global5_chr,Loading Elementals and Horses
6. Elementals
Elementals MUST be turned on via eqclient.ini
UseLuclinElementals=TRUE
No other Luclin models in eqclient.ini must be set to TRUE. Only Elementals if you want them.
7. Luclin Model Armor Files
Add this below the Vah Shir. You MUST have this loaded, in this order, to use any Luclin models.
1,1,TFFF,LGEquip_amr2,Loading Armor Files
1,1,TFFF,LGEquip_amr,Loading Armor Files
1,1,TFFF,LGEquip2,Loading Armor Files
1,1,TFFF,LGEquip,Loading Armor Files
8. Adding Later Expansion Global Races
By default, Titanium comes with several races loaded from later expansions (mostly revamped models from Depths of Darkhollow) that you will never see legitimately on Project 1999 but that the devs never removed from GlobalLoad. GM's often use them during GM events (like in East Commonlands or The Arena) or anywhere a GM may be. Turning players and NPCs into these races. While they will never be seen beyond these 'events' you may choose to have them on in case of such an event. If so, add the following lines next (They are labeled if you choose to cut ones you don't like out):
3,0,TFFF,gbn.eqg,Loading DoN Goblin
3,0,TFFF,wwf.eqg,Loading DoDH Werewolf
3,0,TFFF,kbd.eqg,Loading DoDH Kobold
3,0,TFFF,fng.eqg,Loading DoDH Sporali
3,0,TFFF,ork.eqg,Loading DoDH Orc
3,0,TFFF,ggy.eqg,Loading DoDH Gargoyle
3,0,TFFF,eve.eqg,Loading DoDH Evil Eye
3,0,TFFF,mnr.eqg,Loading Omens Minotaur
3,0,TFFF,zmm.eqg,Loading DoDH Zombie
3,0,TFFF,fry.eqg,Loading DoDH Fairy
3,0,TFFF,cwr.eqg,Loading Roboboar
3,0,TFFF,bas.eqg,Loading DoDH Basilisk
3,0,TFFF,rap_chr,Loading Kunark Raptor
3,0,TFFF,skt_chr,Loading LDoN Skeleton
9. Skeletons
Quick Note!: Thanks to the tools provided by Zaela the Luclin Skeletons and Wolves are separate and can be loaded independent of each other! The Luclin wolf has also been resized to match current Classic Wolf database sizes.
Pick which model you want below and follow the instructions:
Luclin:
Download ske_chr.s3d here: DOWNLOAD (http://www.mediafire.com/download/lmi34qza2h8qd9q/Luclin_Skeleton.rar)
Extract the .rar into your Everquest install directory and add the following line next in GlobalLoad.txt:
3,0,TFFF,ske_chr,Loading Luclin Skeleton
NOTE: Luclin Skeletons will STILL require Luclin Human males to be loaded in order to animate! Keep this in mind if your boners are stiff!!!!
Classic:
Download ske_chr.s3d here: DOWNLOAD (http://www.mediafire.com/download/zie4eguezx8rc6d/Classic_Skeleton.rar)
Extract the .rar into your Everquest install directory and add the following line next in GlobalLoad.txt:
3,0,TFFF,ske_chr,Loading Classic Skeleton
10. Wolves
Pick which model you want below and follow the instructions:
Luclin:
Download wol_chr.s3d and woe_chr.s3d here: DOWNLOAD (http://www.mediafire.com/download/irrxtkfmv2frv7o/Luclin_Wolves.rar)
Extract the .rar into your Everquest install directory and add the following lines to GlobalLoad.txt:
3,0,TFFF,wol_chr,Loading Luclin Wolf
3,0,TFFF,woe_chr,Loading Luclin Wolf
Classic:
Download wol_chr.s3d and woe_chr.s3d here: DOWNLOAD (http://www.mediafire.com/download/38833w9ccd0qf01/Classic_Wolves.rar)
Extract the .rar into your Everquest install directory and add the following line to GlobalLoad.txt:
3,0,TFFF,wol_chr,Loading Classic Wolf
3,0,TFFF,woe_chr,Loading Classic Wolf
11. Filling in models and Items
Add the following after the Skeletons/Wolves (or the Armor Files if you chose not to use the Skeletons/Wolves)
3,0,TFFF,Global4_chr,Loading Characters
3,1,TFFF,Global_chr,Loading Characters
4,0,TFFF,Global2_chr,Loading Global Items and Equipment
4,0,TFFF,Global3_chr,Loading Global Items and Equipment Files
2,0,TFFF,GEquip5,Loading Character Equipment Files
FINISH:
You should now be finished. Save the file. If you were already in-game you must log out and then back in for changes to take effect. For comparison purposes (and for the lazy) I have put up a couple of GlobalLoad.txt files. These both include every Luclin race minus the Skeletons/Wolves. The first is the "light" version. The second is the "default" version.
Lazy Load One (Contains all Luclin races minus Skeletons/Wolves. Unnecessary races and item loads have been stripped for loading purposes and a lighter load. Many of these races and files are likely stripped from your client if you use the Light Client anyway.):
1,1,TFFF,GlobalFroglok_chr,Loading Classic Froglok
1,1,TFFT,GlobalPCFroglok_chr,Loading Guktan
1,1,TFFF,frogequip,Loading Guktan Parts
1,1,TFFT,GlobalSKE_chr2,Loading Froglok
1,1,TFFF,GlobalDRK_chr,Loading Froglok
1,1,TFFF,Global_obj,Loading Character Equipment Files
1,1,TFTF,GEquip,Loading Character Equipment Files
2,0,TFFF,GEquip8,Loading Character Equipment Files
2,0,TFFF,GEquip2,Loading Character Equipment Files
2,0,TFFF,grass,Loading Character Equipment Files
2,0,TFFF,GEquip4,Loading Character Equipment Files
2,0,TFFF,GEquip3,Loading Character Equipment Files
1,1,TFFT,globalHUM_chr2,Loading Human
1,1,TFFT,globalHUM_chr,Loading Human
1,1,TFFT,globalHUF_chr2,Loading Human
1,1,TFFT,globalHUF_chr,Loading Human
1,1,TFFT,globalBAM_chr2,Loading Barbarian
1,1,TFFT,globalBAM_chr,Loading Barbarian
1,1,TFFT,globalBAF_chr2,Loading Barbarian
1,1,TFFT,globalBAF_chr,Loading Barbarian
1,1,TFFT,globalERM_chr2,Loading Erudite
1,1,TFFT,globalERM_chr,Loading Erudite
1,1,TFFT,globalERF_chr2,Loading Erudite
1,1,TFFT,globalERF_chr,Loading Erudite
1,1,TFFT,globalELM_chr2,Loading Wood Elf
1,1,TFFT,globalELM_chr,Loading Wood Elf
1,1,TFFT,globalELF_chr2,Loading Wood Elf
1,1,TFFT,globalELF_chr,Loading Wood Elf
1,1,TFFT,globalHIM_chr2,Loading High Elf
1,1,TFFT,globalHIM_chr,Loading High Elf
1,1,TFFT,globalHIF_chr2,Loading High Elf
1,1,TFFT,globalHIF_chr,Loading High Elf
1,1,TFFT,globalDAM_chr2,Loading Dark Elf
1,1,TFFT,globalDAM_chr,Loading Dark Elf
1,1,TFFT,globalDAF_chr2,Loading Dark Elf
1,1,TFFT,globalDAF_chr,Loading Dark Elf
1,1,TFFT,globalHAM_chr2,Loading Half Elf
1,1,TFFT,globalHAM_chr,Loading Half Elf
1,1,TFFT,globalHAF_chr2,Loading Half Elf
1,1,TFFT,globalHAF_chr,Loading Half Elf
1,1,TFFT,globalDWM_chr2,Loading Dwarf
1,1,TFFT,globalDWM_chr,Loading Dwarf
1,1,TFFT,globalDWF_chr2,Loading Dwarf
1,1,TFFT,globalDWF_chr,Loading Dwarf
1,1,TFFT,globalTRM_chr2,Loading Troll
1,1,TFFT,globalTRM_chr,Loading Troll
1,1,TFFT,globalTRF_chr2,Loading Troll
1,1,TFFT,globalTRF_chr,Loading Troll
1,1,TFFT,globalOGM_chr2,Loading Ogre
1,1,TFFT,globalOGM_chr,Loading Ogre
1,1,TFFT,globalOGF_chr2,Loading Ogre
1,1,TFFT,globalOGF_chr,Loading Ogre
1,1,TFFT,globalHOM_chr2,Loading Halfling
1,1,TFFT,globalHOM_chr,Loading Halfling
1,1,TFFT,globalHOF_chr2,Loading Halfling
1,1,TFFT,globalHOF_chr,Loading Halfling
1,1,TFFT,globalGNM_chr2,Loading Gnome
1,1,TFFT,globalGNM_chr,Loading Gnome
1,1,TFFT,globalGNF_chr2,Loading Gnome
1,1,TFFT,globalGNF_chr,Loading Gnome
1,1,TFFT,globalIKM_chr2,Loading Iksar
1,1,TFFT,globalIKM_chr,Loading Iksar
1,1,TFFT,globalIKF_chr2,Loading Iksar
1,1,TFFT,globalIKF_chr,Loading Iksar
1,1,TFFT,globalKEM_chr2,Loading Vah Shir
1,1,TFFT,globalKEM_chr,Loading Vah Shir
1,1,TFFF,VEquip,Loading Vah Shir Parts
1,1,TFFT,globalKEF_chr2,Loading Vah Shir
1,1,TFFT,globalKEF_chr,Loading Vah Shir
3,0,TFFF,Global5_chr2,Loading Elementals and Horses
3,0,TFFF,Global5_chr,Loading Elementals and Horses
1,1,TFFF,LGEquip_amr2,Loading Armor Files
1,1,TFFF,LGEquip_amr,Loading Armor Files
1,1,TFFF,LGEquip2,Loading Armor Files
1,1,TFFF,LGEquip,Loading Armor Files
3,0,TFFF,Global4_chr,Loading Characters
3,1,TFFF,Global_chr,Loading Characters
4,0,TFFF,Global2_chr,Loading Global Items and Equipment
4,0,TFFF,Global3_chr,Loading Global Items and Equipment Files
2,0,TFFF,GEquip5,Loading Character Equipment Files
1,0,TFFF,growthplane_chr,Loading Plane of Growth Races
1,0,TFFF,karnor_chr,Loading Karnors Castle Races
Lazy Load Two (Complete with later expansion item graphics and global races sometimes used by GMs during events. WILL NOT BE SEEN LEGITIMATELY OUTSIDE OF GM EVENTS ON PROJECT 1999. Do NOT use if you are experiencing heavy load times, memory leaks, or have a crappy computer.):
1,1,TFFF,GlobalFroglok_chr,Loading Classic Froglok
1,1,TFFT,GlobalPCFroglok_chr,Loading Guktan
1,1,TFFF,frogequip,Loading Guktan Pieces
1,1,TFFT,GlobalSKE_chr2,Loading Froglok
1,1,TFFF,GlobalDRK_chr,Loading Froglok
1,1,TFFF,Global_obj,Loading Character Equipment Files
1,1,TFTF,GEquip,Loading Character Equipment Files
2,0,TFFF,GEquip8,Loading Character Equipment Files
2,0,TFFF,GEquip2,Loading Character Equipment Files
2,0,TFFF,grass,Loading Character Equipment Files
2,0,TFFF,GEquip4,Loading Character Equipment Files
2,0,TFFF,GEquip3,Loading Character Equipment Files
2,0,TFFF,loyequip,Loading Character Equipment Files
2,0,TFFF,ldonequip,Loading Character Equipment Files
2,0,TFFF,gatesequip,Loading Character Equipment Files
2,0,TFFF,omensequip.eqg,Loading Character Equipment Files
2,0,TFFF,donequip.eqg,Loading Character Equipment Files
2,0,TFFF,dodequip.eqg,Loading Character Equipment Files
1,1,TFFT,globalHUM_chr2,Loading Human
1,1,TFFT,globalHUM_chr,Loading Human
1,1,TFFT,globalHUF_chr2,Loading Human
1,1,TFFT,globalHUF_chr,Loading Human
1,1,TFFT,globalBAM_chr2,Loading Barbarian
1,1,TFFT,globalBAM_chr,Loading Barbarian
1,1,TFFT,globalBAF_chr2,Loading Barbarian
1,1,TFFT,globalBAF_chr,Loading Barbarian
1,1,TFFT,globalERM_chr2,Loading Erudite
1,1,TFFT,globalERM_chr,Loading Erudite
1,1,TFFT,globalERF_chr2,Loading Erudite
1,1,TFFT,globalERF_chr,Loading Erudite
1,1,TFFT,globalELM_chr2,Loading Wood Elf
1,1,TFFT,globalELM_chr,Loading Wood Elf
1,1,TFFT,globalELF_chr2,Loading Wood Elf
1,1,TFFT,globalELF_chr,Loading Wood Elf
1,1,TFFT,globalHIM_chr2,Loading High Elf
1,1,TFFT,globalHIM_chr,Loading High Elf
1,1,TFFT,globalHIF_chr2,Loading High Elf
1,1,TFFT,globalHIF_chr,Loading High Elf
1,1,TFFT,globalDAM_chr2,Loading Dark Elf
1,1,TFFT,globalDAM_chr,Loading Dark Elf
1,1,TFFT,globalDAF_chr2,Loading Dark Elf
1,1,TFFT,globalDAF_chr,Loading Dark Elf
1,1,TFFT,globalHAM_chr2,Loading Half Elf
1,1,TFFT,globalHAM_chr,Loading Half Elf
1,1,TFFT,globalHAF_chr2,Loading Half Elf
1,1,TFFT,globalHAF_chr,Loading Half Elf
1,1,TFFT,globalDWM_chr2,Loading Dwarf
1,1,TFFT,globalDWM_chr,Loading Dwarf
1,1,TFFT,globalDWF_chr2,Loading Dwarf
1,1,TFFT,globalDWF_chr,Loading Dwarf
1,1,TFFT,globalTRM_chr2,Loading Troll
1,1,TFFT,globalTRM_chr,Loading Troll
1,1,TFFT,globalTRF_chr2,Loading Troll
1,1,TFFT,globalTRF_chr,Loading Troll
1,1,TFFT,globalOGM_chr2,Loading Ogre
1,1,TFFT,globalOGM_chr,Loading Ogre
1,1,TFFT,globalOGF_chr2,Loading Ogre
1,1,TFFT,globalOGF_chr,Loading Ogre
1,1,TFFT,globalHOM_chr2,Loading Halfling
1,1,TFFT,globalHOM_chr,Loading Halfling
1,1,TFFT,globalHOF_chr2,Loading Halfling
1,1,TFFT,globalHOF_chr,Loading Halfling
1,1,TFFT,globalGNM_chr2,Loading Gnome
1,1,TFFT,globalGNM_chr,Loading Gnome
1,1,TFFT,globalGNF_chr2,Loading Gnome
1,1,TFFT,globalGNF_chr,Loading Gnome
1,1,TFFT,globalIKM_chr2,Loading Iksar
1,1,TFFT,globalIKM_chr,Loading Iksar
1,1,TFFT,globalIKF_chr2,Loading Iksar
1,1,TFFT,globalIKF_chr,Loading Iksar
1,1,TFFT,globalKEM_chr2,Loading Vah Shir
1,1,TFFT,globalKEM_chr,Loading Vah Shir
1,1,TFFF,VEquip,Loading Vah Shir Parts
1,1,TFFT,globalKEF_chr2,Loading Vah Shir
1,1,TFFT,globalKEF_chr,Loading Vah Shir
1,1,TFFT,Global5_chr2,Loading Elementals and Horses
1,1,TFFT,Global5_chr,Loading Elementals and Horses
1,1,TFFF,LGEquip_amr2,Loading Armor Files
1,1,TFFF,LGEquip_amr,Loading Armor Files
1,1,TFFF,LGEquip2,Loading Armor Files
1,1,TFFF,LGEquip,Loading Armor Files
3,0,TFFF,gbn.eqg,Loading DoN Goblin
3,0,TFFF,wwf.eqg,Loading DoDH Werewolf
3,0,TFFF,kbd.eqg,Loading DoDH Kobold
3,0,TFFF,fng.eqg,Loading DoDH Sporali
3,0,TFFF,ork.eqg,Loading DoDH Orc
3,0,TFFF,ggy.eqg,Loading DoDH Gargoyle
3,0,TFFF,eve.eqg,Loading DoDH Evil Eye
3,0,TFFF,mnr.eqg,Loading Omens Minotaur
3,0,TFFF,zmm.eqg,Loading DoDH Zombie
3,0,TFFF,fry.eqg,Loading DoDH Fairy
3,0,TFFF,cwr.eqg,Loading Roboboar
3,0,TFFF,bas.eqg,Loading DoDH Basilisk
3,0,TFFF,rap_chr,Loading Kunark Raptor
3,0,TFFF,skt_chr,Loading LDoN Skeleton
4,0,TFFF,Global6_chr,Loading Luclin Beastlord Pack
3,0,TFFF,Global4_chr,Loading Characters
3,1,TFFF,Global_chr,Loading Characters
4,0,TFFF,Global2_chr,Loading Global Items and Equipment
4,0,TFFF,Global3_chr,Loading Global Items and Equipment Files
2,0,TFFF,GEquip5,Loading Character Equipment Files
1,0,TFFF,growthplane_chr,Loading Plane of Growth Races
1,0,TFFF,karnor_chr,Loading Karnors Castle Races
If you run into any issues you can post them here, PM me on the forums, or send a tell to Rainbowdash in-game and I will look into them.
Enjoy! And have fun playing Project 1999 :)
-Danyelle: the heretic for liking Space Cats: The Expansion
Danyelle
05-05-2012, 04:02 PM
Water Swap Project
You know how you can change an option under the graphical display to replace Classic water graphics with the modern Omens of War+ water graphics? You likely also notice it doesn't swap ALL water. Some zones have Classic water still with this turned on. This patch will fix that.
Highly recommend people post replies with zones that, even with the option toggled on, still display Classic water. I will fix them with each patch. NOTE: This will not affect moving water like waterfalls or streams.
RESERVED. Building in progress...
Danyelle
05-05-2012, 04:03 PM
UI Customizations Setup
This will consist of individual UI changes and will, most likely, not include complete custom UIs.
1. Modern Spell Gems (http://www.mediafire.com/?cfhre46zbbkce9n)
Restores the modern spell icons and spell gems and reshapes the spell bar to normal to allow them to fit and look proper.
http://i.imgur.com/R8VbO.png
2. SoD/Underfoot/Live style Player Info window (http://www.mediafire.com/?o3b77zie7au692w)
Changes the Player Info window to have a newer style/design. NOTE: This window is resizable. Recommend you size it how you want then lock it.
http://i.imgur.com/nXPOq.png
Danyelle
05-05-2012, 04:04 PM
Fix for Revamped Classic Zones
A lot of people have had issues getting into the old zones on Project 1999 it seems. The guide may not always be clear and there's a few files missing anyway.
Before attempting to zone into the following zones:
Nektulos
Lavastorm
Arena
You must delete the following files
nektulos.eqg
nektulos_EnvironmentEmitters.txt
nektulos.mp3
nektulos.zon
lavastorm.eqg
lavastorm.emt
lavastorm_EnvironmentEmitters.txt
lavastorm.mp3
arena.eqg
arena_EnvironmentEmitters.txt
arena.zon
MAKE SURE that you delete the right ones. NOT .s3d files for example. You also don't have to delete them you can just move them to another folder or rename them if you are sure you'll remember the old name to switch back.
As always it's highly recommended to make backups of files you change in Everquest clients.
Danyelle
05-05-2012, 05:36 PM
This spell effect/icon editing is going to take a LONG time. I'm only up to spell id 217...there's 8457 spells in the spell file. Granted many of them aren't used on P99 so I can skip some but...That project isn't going to be done in one sitting, it's gonna take me a bit.
NOTE: For now at least, to save time, the Modern Spell Graphics fix is ALSO going to include fixes for the modern spell icons.... This means it's gonna botch your icons up if you intend to continue to use Classic icons...modern icons will be fine, Luclin spell icons should also be ok. I will eventually go back and change the spell file so that it has new graphics but old icons and upload both types so people can pick and choose but for now this is taking long enough as it is...
The files required to revert back to modern spell icons/gems will be in the UI changes post. I'll add the fixes for Luclin spell icons/gems in there too.
Will update this post when the spell graphics project is complete. Depending how much time I decide to spend on it it may be done by later tonight.
EDIT: Something occured to me so I decided to log on to test what I've changed so far...I was right... Attempting to change the icons/spell graphics to match Live as Xblade did requires modifying the spells_us file which Project 1999 protects like a child... attempting to connect to the server with a file that's been modified or outdated in anyway results in the "spell file outdated, patch from project1999.org" character select crap. Xblade originally posted his fix in 2010, I think that was prior to this spellfile scanning thing going in. If I can't find a method of circumventing it I'll just have to abandon that project.
aorc001
05-07-2012, 03:40 AM
Hail sticky?
sambal
05-07-2012, 12:06 PM
/applaud
Danyelle
05-10-2012, 03:29 PM
UPDATE 5/10/2012:
***Highlights***
- Abandoning the modern spell graphics project for now. Without the ability to log in with a modified spell file it's pointless. Replaced it with a Water Swap project for now.
***Water Swap***
- Set up the water swap project's post. It's in progress.
***UI Files***
- Added a couple UI things. Modern spell gems is one of them. Will work on Luclin spell gems/icons soon.
***Notes***
Would help if people alert me to zones that still, with the Water Swap option toggled on, display Classic water and where in the zone it is located.
Mith0r
05-10-2012, 05:54 PM
Fix the brown Skeletons! tyvm
Danyelle
05-10-2012, 06:22 PM
Fix the brown Skeletons! tyvm
I already did sir :P
Or are you saying you're excited that I did? lol
Mith0r
05-12-2012, 03:14 PM
http://www.4shared.com/photo/Z11fNFZK/EQ000011.html
Their heads are fubar'ed. This is using your "lazy load" that you currently have listed. Not the end of the world and I'm probably the only one who even mentioned this to ya, if you can fix it, cool, if not no biggie ;p
Danyelle
05-12-2012, 04:05 PM
http://www.4shared.com/photo/Z11fNFZK/EQ000011.html
Their heads are fubar'ed. This is using your "lazy load" that you currently have listed. Not the end of the world and I'm probably the only one who even mentioned this to ya, if you can fix it, cool, if not no biggie ;p
Then download the .rar file found here (http://www.mediafire.com/?w6130cc6uj6dp8z).
Extract the contents to your desktop and follow the included readme. (You only need to do this if you are setting up to use Luclin Skeletons/Wolves or if you are switching BACK to Classic from Luclin Skeleton/Wolves). This will fix the texture problems with Luclin Skeletons that occurs when you see a skeleton that ordinarily would have been the second 'brown' texture.
:)
Mith0r
05-12-2012, 04:11 PM
doh! my bad ... thanks haha. As they say, reading comprehension ftw?
Danyelle
05-12-2012, 06:46 PM
doh! my bad ... thanks haha. As they say, reading comprehension ftw?
Lol no problem :) Glad to help
Danyelle
05-13-2012, 07:51 PM
Velious Texture Replacement
A recreation of Savok's work here (http://www.project1999.org/forums/showpost.php?p=64871&postcount=34). Since his links seem to be dead and I had someone ask about this I recreated it and reposted it.
All credit for this goes to Savok, NOT ME.
There are two possible downloads. Velious 1 or Velious 2. Velious 1 has leather, chain, and plate (1, 2, and 3 respectively) set to the new Velious leather, chain, and plate textures (17, 18 and 19 respectively). Velious 2 has leather, chain and plate (1, 2, and 3 respectively) set to the Velious cloth, ringmail, and scale textures (20, 21 and 22 respectively). Both have the old monk textures (Texture 4. Human/Iksar only) set to the Velious Monk armor (Texture 23). This does not and will never change helmet graphics.
You may only choose one of the sets of 3 at a time. Choose wisely and swap back and forth as you see fit.
For reference:
http://img27.imageshack.us/img27/6439/darkelfxd.jpg
Can download Velious 1 pack here (http://www.mediafire.com/?xet00zfk3baeoxu).
Can download Velious 2 pack here (http://www.mediafire.com/?g2bd9p6hmoo1ebf).
Simply extract from the .rar and move the two files over to your Everquest directory. No eqclient.ini changes are needed.
You must make backups of global_chr.s3d and global4_chr.s3d before doing this. I will NOT be providing backups of the base files (for obvious reasons). That means if you fail to make a backup of the original files and decide later you want to revert back, you'll have to completely reinstall Everquest. You've been warned.
Danyelle
05-14-2012, 05:49 AM
UPDATE 5/14/2012:
***Highlights***
- Velious armor swap put back up. This is a recreation of Savok's original work as his links seem to have completely died. I take no credit for this.
- Updated the Project Goals section of the first post.
MaksimMazor
05-14-2012, 12:35 PM
LOVE THIS!
Danyelle
05-14-2012, 08:37 PM
Added update to the post as I forgot to mention, You may only use 1 of the sets of 3 textures at a time (hence the 2 separate downloads). Either revamped leather/chain/plate, or cloth/ringmail/scale. Both include the monk textures. Swap back and forth as you see fit.
Once again, I am not providing backups of files. You must do that yourself!
Mith0r
06-16-2012, 12:40 PM
Anyone else having an issue with weapons / shields not showing after this latest patch when using Luclin models?
Danyelle
06-16-2012, 02:09 PM
Anyone else having an issue with weapons / shields not showing after this latest patch when using Luclin models?
Let me know what weapons are missing graphics and post a copy of your global load. It sounds like you're missing an equip file. Also double check to ensure everything in your globalload.txt file is in your EQ directory and isn't corrupt or missing.
Mith0r
06-16-2012, 03:16 PM
Yea not sure what I did wrong the first time, but I just re-did all the global loads again and now it works fine ;p
Danyelle
06-16-2012, 04:27 PM
Lol ok man. Yeah works fine for me :P
I'm online in EC atm. For a little bit. I'm still rather busy IRL but I had a few minutes so wanted to pop in to check up on people. If you have any questions, comments, suggestions, or bug reports you'd like to deliver to me in-game as opposed to over PMs or publicly in this thread, now is the time to do it! Hoping my schedule will be open to start playing regularly again in a couple weeks or so though. :)
Also couple notes:
1. No changes have been made to the Luclin Model guide. The recent edit was to fix a typo but the guide is the exact same. There were no new changes to P99's stock Global Load with the recent patch to need to update the guide.
2. I'm still working on the Water Swap project. But as I'm swamped, it's not yet completed. Will update when it is, of course.
And to reiterate, I'm not posting backups of files for these guides, for obvious reasons, unless I deem it absolutely necessary. That means if you do something, like set up Velious textures, you better be prepared to switch back to back up files, reinstall EQ, or live with those textures forever. :P I try to put warnings to people to make back-ups in the guides themselves, but I can't be held responsible if they aren't read or heeded.
Also someone brought this to my attention:
My hosting is going to go poof in 5 days, letting them expire so just a heads up if anyone else wants to host the files.
For this guide: Here (http://www.project1999.org/forums/showthread.php?t=2482).
While I'd love to help by hosting the downloads (I have a Classic disc from 1999, the Trilogy disc set, the Luclin disc set, and a Live patched client. So I have all possible versions of the Classic-Velious world textures) I'm afraid I don't have the cash to front to host downloads of that size. I'll look into a way to help out with that but in the meantime, I'm afraid I won't be much use in saving that project :(
KobgagDainbramage
07-09-2012, 12:16 AM
Ur hawt!
Phats
07-18-2012, 01:11 AM
bumpity
Nick687
07-18-2012, 08:29 PM
Everything looks great! Thanks so much for helping everyone unlock the newer character models...Also you were not kidding about the wolves, they are huge! The luclin skeletons seem to animate just fine for me though.
One more thing....it seems not all the npcs were updated to the newer models (guards, merchants ect) did I not do somthing correctly?
vorpal_raddish
07-31-2012, 08:08 AM
Looks amazing, I love it.
Thank you so much for your contributions.
Danyelle
07-31-2012, 01:48 PM
Everything looks great! Thanks so much for helping everyone unlock the newer character models...Also you were not kidding about the wolves, they are huge! The luclin skeletons seem to animate just fine for me though.
One more thing....it seems not all the npcs were updated to the newer models (guards, merchants ect) did I not do somthing correctly?
No you're fine. Those models did not receive updates.
poofph
08-01-2012, 10:28 PM
Hey there, I am loading the lazy one (first one listed) and I am still getting old models (this is suppose to upgrade to new character models correct?). There something else I need to do besides change that file? thanks!
Danyelle
08-01-2012, 10:37 PM
Hey there, I am loading the lazy one (first one listed) and I am still getting old models (this is suppose to upgrade to new character models correct?). There something else I need to do besides change that file? thanks!
Did you make any modifications to the client at all? Specifically...an EQ "Light" change that removed files for disc space?
poofph
08-01-2012, 11:04 PM
Did you make any modifications to the client at all? Specifically...an EQ "Light" change that removed files for disc space?
nope I did not, anyway to check it though?
Danyelle
08-01-2012, 11:10 PM
do searches for the name of the files in global load. globaldef_chr.s3d for example. Tell me if they show up.
poofph
08-01-2012, 11:13 PM
do searches for the name of the files in global load. globaldef_chr.s3d for example. Tell me if they show up.
not finding that one, there is a globaldaf_chr.s3d though
I installed with eq titanium, was 5 cd's.
Danyelle
08-01-2012, 11:19 PM
not finding that one, there is a globaldaf_chr.s3d though
I installed with eq titanium, was 5 cd's.
Sorry was a typo. Yeah that's what you need. Ok then go over your installation process. And do you use the EQEmu launcher afterwards to launch the game?
poofph
08-01-2012, 11:24 PM
Sorry was a typo. Yeah that's what you need. Ok then go over your installation process. And do you use the EQEmu launcher afterwards to launch the game?
I got eq titanium, installed the 5 cd's. Then got the EQEmuLauncher, created accounts where I needed to in order to login.. loaded up launcher and logged in, everything was working fine. Ohh and I am using the velious style ui, one downloaded from the getting started section of this site.
Just noticed, in the one on the 1st page that I used (lazy one) the globalHUM_chr2 the HUM is capitalized, its not in the filename though, hum.. that matter?
Danyelle
08-01-2012, 11:31 PM
I got eq titanium, installed the 5 cd's. Then got the EQEmuLauncher, created accounts where I needed to in order to login.. loaded up launcher and logged in, everything was working fine. Ohh and I am using the velious style ui, one downloaded from the getting started section of this site.
UI wouldn't affect it. Locate your global load. Delete the contents of the file, add the pre-built load from this thread. Save it. Do NOT launch with EQEmu launcher. Create a shortcut to eqgame.exe on your desktop (make sure titanium is installed directly to the C:/ drive, not Program files. and that the folder name is all one word no spaces. If it isn't already, you can just copy the directory to C and rename it) then right click the short cut, click "Properties" add "patchme" without quotes to the end of the "Target" box. It'll look something like this:
http://i.imgur.com/t45ae.jpg
Open EQ from that shortcut. Not EQEmu launcher. EQEmu launcher will overwrite globalload.txt.
poofph
08-02-2012, 12:00 AM
You are a genius, that worked.. for now on I will just load using the eq shortcut and not the launcher.
Danyelle
08-02-2012, 12:01 AM
You are a genius, that worked.. for now on I will just load using the eq shortcut and not the launcher.
You'll still need to use the patcher when a new patch is released. Just keep a backup of globalload handy and replace it when you patch.
poofph
08-02-2012, 12:10 AM
You'll still need to use the patcher when a new patch is released. Just keep a backup of globalload handy and replace it when you patch.
sounds good, thank you!
Phats
10-20-2012, 10:22 PM
bump
Zeelot
10-26-2012, 01:06 PM
Is it possible to just have certain Luclin models and others classic?
I just want the Iksar model!
falkun
10-26-2012, 02:34 PM
Is it possible to just have certain Luclin models and others classic?
I just want the Iksar model!
Answer: Yes.
Read about it here:
http://www.project1999.org/forums/showpost.php?p=638600&postcount=2
Zeelot
10-26-2012, 02:44 PM
Ty sir. It says order is specific so was not sure whether all were required.
falkun
10-26-2012, 02:46 PM
You can skip the ones you don't want, as long as you meet any requirements noted (like human models for skeletons). Just make sure you follow the order.
cam_jp
11-06-2012, 12:19 AM
Hi. I'm having trouble getting this to work. I've followed your guide & I've done the thing you mentioned with the shortcut to get around the patcher - still a no go.
Any suggestions?
Thanks very much.
Miyumi
11-18-2012, 08:06 PM
Well, I've followed the instructions to a T (As others have claimed) and I'm having some probs. Seems the EQEmu Launcher likes to re-write the globalload file. I looked back in the 4th page and noticed you had corrected the issue by way of creating a desktop shortcut with no spaces, "patchme" at the end and all that jazz but I still have no luck
This is my shortcut
http://img42.imageshack.us/img42/4416/prob1h.jpg
This is the error I get
http://img17.imageshack.us/img17/4207/prob2a.jpg
What am I doing wrong here? :\ Or what did I miss?
happyhappy
11-18-2012, 08:22 PM
Did you modify your eqhost.txt to have the correct address?
Miyumi
11-18-2012, 08:30 PM
Figured it out! Rather than using the shortcut made, I just used patchMEeqRUN.bat in C:/EverQuest/
Worked like a charm :)
t0lkien
06-29-2013, 07:56 PM
Is there any update on the water part of this (i.e. fixing those zones that only show the old water)?
t0lkien
06-30-2013, 05:42 PM
On this point, does anyone know of a program that will read and allow editing of S3D files? I will tag the water volumes myself if I can get to the data - I can't find anything via Google.
RevengeofGio
07-01-2013, 10:22 AM
I got this to work, but then it crashed when I tried to zone into Oggok. Also gypsie merchants looked odd.
Any way to fix the crash part? I followed the guide to a T.
Tappin
07-02-2013, 07:09 AM
For the textures, do I only need to replace those files in the EQ folder? Or do I need to edit the eq.ini(or whatever it called) file? I tried to just replace the old files with the ones provided in the DL but nothing seemed to change for me.
Thanks!
falkun
07-02-2013, 07:45 AM
http://img42.imageshack.us/img42/4416/prob1h.jpg
Shortcut is supposed to be: C:\Everquest\eqgame.exe patchme
You are/were utilizing the incorrect executable.
Oneal75
08-09-2013, 09:08 PM
I have deleted the files mentioned but still cannot access Nek Forest. When I log in to the zone it is all grey, and the other characters look like they are are falling repeatedly. I am also unable to run as my friend who is with me says I keep returning to the same spot repeatedly. I have verified the the Gobalload file is completely correct and the files that need to be deleted have been so. Any help would be greatly appreciated!
Skittlez
11-06-2013, 01:31 AM
For some reason when I activate this, my game goes into 'speed hack' mode and I can run an entire zone in like, 30 seconds. I don't get it, but I am trying to take them off but I forgot to back up my globalload file. =P
Greymantle
12-27-2013, 01:38 AM
Any chance those wolf models are going to be fixed?
Kevynne
01-02-2014, 10:43 PM
cannot reskin my toons.
have vel 1 but trying to change to vel 2, halpz pls
Volkier
02-23-2014, 09:48 PM
You have absolutely no idea how much I love you right now.
maximum
02-26-2014, 12:43 AM
Great work!
Forum posts are so ephemeral... have you thought about making a site of your own? Would be more permanent!
Annashii
06-02-2014, 03:30 AM
Okay so far in order to get this to work I have tried the lazy method (both of them) I have tried building it by copy and pasting individual sections. When neither of these worked I uninstalled EQ, and then re-installed from titanium disks.
I then followed the start up guide (deleting files putting in custom files etc) and tried all three methods of global load, and set up a shortcut with patchme. I never once used the eqemu launcher for this install and still no matter which method I use my character graphics won't switch to Luclin.
As a side note I have also checked my eqclient.ini and it shows luclin models as being set to "TRUE". I'm at a loss here and when someone points out the obvious thing that makes me feel like an idiot I will be very grateful!
Hahaha Nevermind I found that obvious detail. I don't know how or why the global load had a copy in my main directory but for some reason that was the one I was editing while the one that actually mattered went untouched. Lesson learned I need to read more carefully.
Danyelle
07-17-2014, 06:27 PM
Texture Patcher
Continuation of the texture repair project started here (http://www.project1999.com/forums/showthread.php?t=87281) by nilbog, Kanras, and ropethunder.
New download with updated patcher and two new files.
Download: Version 1.3 (http://www.mediafire.com/download/ytaac0a0466ep7a/Texture_Patcher_1-3.rar)
What this fixes:
1. Many "black splotch" issues on zone files and race files. Including, but not limited to, black evil eyes, black eye of zomm, funny sand giant hats, black splotchs on Qeynos houses, etc
2. Raptor teeth were a separate issue. The globally loaded Kunark raptor model (rap_chr.s3d) uses .dds files not .bmp files so the patcher doesn't work on it. To simplify things I simply ripped the texture out of the file with s3dspy, edited it with GIMP to make it actually transparent, then added the textures back. The modified file has been uploaded here.
3. Drakes: A few patches back on Live (https://forums.station.sony.com/eq/index.php?threads/game-update-notes-june-18-2014.211562/) they fixed two outstanding issues with the Classic drake model. one new and one that has existed since EQ started. The spines of the drake model now look like actual drake spines again, not black blocks. Furthermore, for the first time in forever, drakes no longer hold weapons they are equipped with in their mouths. The NEW file drk_chr.s3d included fixes that. Credit for this goes to SoE.
Follow instructions in the included readme for installation.
I will take over the project for nilbog so if anyone runs into anymore black splootchies let me know, I'll see about fixing them and update the file.
Legacy Downloads (These are outdated files for those that care):
Version 1.1 (http://www.mediafire.com/download/4323tsl336ztf8z/Texture_Patcher.rar)
Version 1.2 (http://www.mediafire.com/download/9oc47obvf6ar4h5/Texture_Patcher_1-2.rar)
Credits:
Nilbog/Kanras: The whole project
Ropethunder: the patcher
SoE (probably Dzarn...): Drake fix
GIMP/s3dspy: raptor fix
Dragonmist
07-19-2014, 08:00 PM
Greatness! WTG Rainbow
Danyelle
07-19-2014, 08:58 PM
Updated the patcher with one thing I missed that Nilbog had!
Danyelle
07-23-2014, 06:53 AM
***Update***
-Added wasp wing fix to the patcher (adds was_chr to global load. Will make the wasp a global race but will also fix the texture)
-Fixed Skeleton forearms to once again be transparent. (The hip bone never had transparent holes and was not/will not be added. Unless someone can provide proof that it was. Old images on Zam I used to confirm the foearms had the hip bone solid)
-Fixed the white spots on Drixie/Fae Drake wings. This had to be done by hand. it's a little sloppy (see image below) but you can choose not to use it if you wish (gfaydark_chr, lfaydark_chr, firiona_chr, airplane_chr files)
http://i.imgur.com/NpIvZ6A.jpg
http://i.imgur.com/iQUb6lX.jpg
http://i.imgur.com/b744pWP.jpg
Thanks for the guide, crossing my fingers for luclin wolf fix.
Zaela
08-14-2014, 05:50 PM
Confirmed something I'd be wondering about for a little while today: namely whether the client's texture animation system used in some zones (mostly for old water textures) could be applied to character model textures.
It can. Opens up the possibility of animated armor (I'm picturing a little gear turning in one of the gnome velious armor textures) and/or animated pet and NPC textures (dripping/maggoty zombies, pulsating fire elementals, that kind of thing).
If there's any interest in that I could make a tool to add the necessary data to whichever thing. It's a pretty simple system, just continuously swaps between images in a list every X milliseconds and starts again from the top when it reaches the end. No obvious limit to the number of "frames".
Clark
08-14-2014, 07:46 PM
Good stuff.
Zaela
08-15-2014, 07:32 PM
Made a little program to fix luclin wolf hugeness: S3D Model Scaler (https://dl.dropboxusercontent.com/u/70648819/downloads/S3D%20Model%20Scaler.7z) (source (https://github.com/Zaela/S3DModelScaler)).
Luclin wolf scaled by a factor of 0.5 (half) seems pretty reasonable. Only problem is that because the scaling is effectively around the "center" of the model, they end up hovering over the ground a bit. I tried to compensate for that but couldn't quite get the math right. For that reason, the tool also comes with a Z adjustment function. After scaling the wolf by 0.5, adjusting the Z by -0.5 seems just about right.
Made the tool general enough to apply to any model although I don't imagine there's any real use for it beyond wolf.
Instructions:
1) Unzip and open the tool and point it at your EQ folder when prompted.
2) Find "global6_chr.s3d" in the first column (you may also want to make a backup copy of it).
3) Select "WOL" in the second column and right click to bring up the menu.
4) From the menu, select "Scale Model" and input 0.5
5) After that, select "Adjust Model Z" and input -0.5
Danyelle
08-15-2014, 07:36 PM
Made a little program to fix luclin wolf hugeness: S3D Model Scaler (https://dl.dropboxusercontent.com/u/70648819/downloads/S3D%20Model%20Scaler.7z) (source (https://github.com/Zaela/S3DModelScaler)).
Luclin wolf scaled by a factor of 0.5 (half) seems pretty reasonable. Only problem is that because the scaling is effectively around the "center" of the model, they end up hovering over the ground a bit. I tried to compensate for that but couldn't quite get the math right. For that reason, the tool also comes with a Z adjustment function. After scaling the wolf by 0.5, adjusting the Z by -0.5 seems just about right.
Made the tool general enough to apply to any model although I don't imagine there's any real use for it beyond wolf.
Instructions:
1) Unzip and open the tool and point it at your EQ folder when prompted.
2) Find "global6_chr.s3d" in the first column (you may also want to make a backup copy of it).
3) Select "WOL" in the second column and right click to bring up the menu.
4) From the menu, select "Scale Model" and input 0.5
5) After that, select "Adjust Model Z" and input -0.5
<3 I'll start patching in that and the separate wolf/skeleton files tomorrow. Got work in a bit. You rock Zaela!
Gaffin 7.0
08-15-2014, 08:41 PM
naw
Rheon
08-17-2014, 01:11 AM
Thanks for this Danyelle! i can finally see the eyes of Half elfs and humans through helms now. :)
Danyelle
08-17-2014, 08:17 AM
Mmmkay running into a couple issues. Luclin wolf is loading but it's overlaying the Classic textures onto the Luclin mesh. Issue with the texture files for both sharing the same name. Luclin skeleton is not loading at all, no matter what file is loaded or the load order it's using the Classic Skeleton.
I already edited the Luclin Guide with the new wolf/skeleton changes and appropriate downloads but i'd recommend people not use Luclin wolves/skeletons until these issues can be resolved.
Zaela
08-17-2014, 06:25 PM
You didn't rename the s3d file for the skeleton model after extracting, did you? The name of the s3d needs to be the same as the name of the internal .wld file.
As for wolf textures, I had something like that happen a few times while messing around, but it always straightened itself out the next time I loaded in. I assumed it had something to do with texture caching.
Danyelle
08-17-2014, 06:30 PM
You didn't rename the s3d file for the skeleton model after extracting, did you? The name of the s3d needs to be the same as the name of the internal .wld file.
As for wolf textures, I had something like that happen a few times while messing around, but it always straightened itself out the next time I loaded in. I assumed it had something to do with texture caching.
Nope didn't rename any of em.
Hmmm didn't think about Caching.
Danyelle
08-17-2014, 08:28 PM
When will Nilbog sign off on the texture pack and just implement it into a patch so there doesn't have to be a back door download?
He's the one that was doing it originally, I took it over when he wanted to stop. It's likely because you're either gonna have to download all the patched files (they don't wanna do that) or you'll have to run the patch yourself anyway. Plus this way we can keep it up to date.
Yami Blind
08-19-2014, 01:58 AM
thank you for your great work on these
I just started and i very much appreciate these customizations you've spent your hard time working on
Thanks so much!!!
Danyelle
08-19-2014, 08:35 AM
Ok skeletons was a load order issue after all. It has been remedied. The Guide has been updated with the proper order (It's no longer the last step, but the second to last step) and i have changed the files for classic/luclin variants of wolves and skeletons. Removed the unnecessary _old from the Classic files so both Classic and Luclin are the same file names and you can simply drag/drop and overwrite to swap models rather than change GlobalLoad every time. Recommend people redownload.
Wolves are still putting the Classic textures on the Luclin model no matter how many times i log in/out and even if I turn Texture Caching off. Not sure what's wrong but i'm afraid i may end up having to overwrite the textures for the Classic wolf within it's original files with the Luclin ones and provide another file in the downloads (one whit Luclin textures and one with Classic) if I can't find another easier work around.
Classic Wolves and Luclin and Classic Skeletons are all 3 fully functional now. Luclin Wolves still have the texture issue but animate and are sized fine. I'll work on a remedy for that asap. You all may proceed with using the Wolf/Skeleton patches now.
Furthermore i have my old Luclin discs. I'll see if i can't rip the Luclin skeleton from there rather than a Live install. With any luck it'll have the undead animations (like on EQMac) and not only will finally act like a real skeleton, but should be independent of the Luclin Human Male model (as of right now you have to have it loaded for Luclin Skeletons to animate). will let you all know if that goes anywhere. EDIT: Hah there wasn't even a Luclin skeleton model in the base Luclin install. Come to think of it i think it was patched in a bit later. So much for that.
Danyelle
08-19-2014, 09:17 PM
For the record Zaela I tried the extractor/renamer on Live with....mixed results... lol
http://i.imgur.com/qVXWq9D.jpg
Zaela
08-19-2014, 09:58 PM
Yeah probably wouldn't work to good overriding player races assuming that's what you were doing there ;p
Some textures are present in multiple files... have you tried moving wolf up in the global load file too? If it still gets messed up even if it's the first thing in the global load file, I could add a function to rename the texture files and the internal references to them in the extracter tool. Shouldn't be too much trouble.
Danyelle
08-20-2014, 07:22 AM
Yeah it was the female dark elf lol. Gonna try my pet next though. ;P The texture issues actually were fixed for all but the head/face by simply unequiping her armor. Didn't try to see if the face selector tool would fix the face. I noticed the animation issue you mentioned with the LDoN over Classic/Luclin skeleton. It uses the other gnoll animations (running, idle etc) but when casting it tries to force the Classic era female dark elf casting animations, despite gnolls having their own casting anims, which results in this:
http://i.imgur.com/OWzknHU.jpg
Was hilarious.
I didn't try the very top of the GlobalLoad yet, will try that in a sec. But it IS above all over global s3d files that house any form of the wolf model. That's where i had to put them to get the skeleton to work in the first place. will try the very top real quick. If it fixes it I'll amend the guide, otherwise I'll let you know :3
EDIT: Yeah issue is still persisting.
Yami Blind
08-20-2014, 02:26 PM
Hey Danyelle,
I was successful at getting new models for all the PC races but i can't seem to get the skeleton to work. Does skeleton work for you?
Should I link my Globalload.txt?
Danyelle
08-20-2014, 08:04 PM
Hey Danyelle,
I was successful at getting new models for all the PC races but i can't seem to get the skeleton to work. Does skeleton work for you?
Should I link my Globalload.txt?
yes it does. post your file.
Yami Blind
08-21-2014, 10:07 PM
yes it does. post your file.
Okay; thanks for being willing to help me!
Here's my file:
1,1,TFFF,GlobalFroglok_chr,Loading Classic Froglok
1,1,TFFT,GlobalPCFroglok_chr,Loading Guktan
1,1,TFFF,frogequip,Loading Guktan Parts
1,1,TFFT,GlobalSKE_chr2,Loading Froglok
1,1,TFFF,GlobalDRK_chr,Loading Froglok
1,1,TFFF,Global_obj,Loading Character Equipment Files
1,1,TFTF,GEquip,Loading Character Equipment Files
2,0,TFFF,GEquip8,Loading Character Equipment Files
2,0,TFFF,GEquip2,Loading Character Equipment Files
2,0,TFFF,grass,Loading Character Equipment Files
2,0,TFFF,GEquip4,Loading Character Equipment Files
2,0,TFFF,GEquip3,Loading Character Equipment Files
2,0,TFFF,loyequip,Loading Character Equipment Files
2,0,TFFF,ldonequip,Loading Character Equipment Files
2,0,TFFF,gatesequip,Loading Character Equipment Files
2,0,TFFF,omensequip.eqg,Loading Character Equipment Files
2,0,TFFF,donequip.eqg,Loading Character Equipment Files
2,0,TFFF,dodequip.eqg,Loading Character Equipment Files
1,1,TFFT,globalHUM_chr2,Loading Human
1,1,TFFT,globalHUM_chr,Loading Human
1,1,TFFT,globalHUF_chr2,Loading Human
1,1,TFFT,globalHUF_chr,Loading Human
1,1,TFFT,globalBAM_chr2,Loading Barbarian
1,1,TFFT,globalBAM_chr,Loading Barbarian
1,1,TFFT,globalBAF_chr2,Loading Barbarian
1,1,TFFT,globalBAF_chr,Loading Barbarian
1,1,TFFT,globalERM_chr2,Loading Erudite
1,1,TFFT,globalERM_chr,Loading Erudite
1,1,TFFT,globalERF_chr2,Loading Erudite
1,1,TFFT,globalERF_chr,Loading Erudite
1,1,TFFT,globalELM_chr2,Loading Wood Elf
1,1,TFFT,globalELM_chr,Loading Wood Elf
1,1,TFFT,globalELF_chr2,Loading Wood Elf
1,1,TFFT,globalELF_chr,Loading Wood Elf
1,1,TFFT,globalHIM_chr2,Loading High Elf
1,1,TFFT,globalHIM_chr,Loading High Elf
1,1,TFFT,globalHIF_chr2,Loading High Elf
1,1,TFFT,globalHIF_chr,Loading High Elf
1,1,TFFT,globalDAM_chr2,Loading Dark Elf
1,1,TFFT,globalDAM_chr,Loading Dark Elf
1,1,TFFT,globalDAF_chr2,Loading Dark Elf
1,1,TFFT,globalDAF_chr,Loading Dark Elf
1,1,TFFT,globalHAM_chr2,Loading Half Elf
1,1,TFFT,globalHAM_chr,Loading Half Elf
1,1,TFFT,globalHAF_chr2,Loading Half Elf
1,1,TFFT,globalHAF_chr,Loading Half Elf
1,1,TFFT,globalDWM_chr2,Loading Dwarf
1,1,TFFT,globalDWM_chr,Loading Dwarf
1,1,TFFT,globalDWF_chr2,Loading Dwarf
1,1,TFFT,globalDWF_chr,Loading Dwarf
1,1,TFFT,globalTRM_chr2,Loading Troll
1,1,TFFT,globalTRM_chr,Loading Troll
1,1,TFFT,globalTRF_chr2,Loading Troll
1,1,TFFT,globalTRF_chr,Loading Troll
1,1,TFFT,globalOGM_chr2,Loading Ogre
1,1,TFFT,globalOGM_chr,Loading Ogre
1,1,TFFT,globalOGF_chr2,Loading Ogre
1,1,TFFT,globalOGF_chr,Loading Ogre
1,1,TFFT,globalHOM_chr2,Loading Halfling
1,1,TFFT,globalHOM_chr,Loading Halfling
1,1,TFFT,globalHOF_chr2,Loading Halfling
1,1,TFFT,globalHOF_chr,Loading Halfling
1,1,TFFT,globalGNM_chr2,Loading Gnome
1,1,TFFT,globalGNM_chr,Loading Gnome
1,1,TFFT,globalGNF_chr2,Loading Gnome
1,1,TFFT,globalGNF_chr,Loading Gnome
1,1,TFFT,globalIKM_chr2,Loading Iksar
1,1,TFFT,globalIKM_chr,Loading Iksar
1,1,TFFT,globalIKF_chr2,Loading Iksar
1,1,TFFT,globalIKF_chr,Loading Iksar
1,1,TFFT,globalKEM_chr2,Loading Vah Shir
1,1,TFFT,globalKEM_chr,Loading Vah Shir
1,1,TFFF,VEquip,Loading Vah Shir Parts
1,1,TFFT,globalKEF_chr2,Loading Vah Shir
1,1,TFFT,globalKEF_chr,Loading Vah Shir
3,0,TFFF,Global5_chr2,Loading Elementals and Horses
3,0,TFFF,Global5_chr,Loading Elementals and Horses
1,1,TFFF,LGEquip_amr2,Loading Armor Files
1,1,TFFF,LGEquip_amr,Loading Armor Files
1,1,TFFF,LGEquip2,Loading Armor Files
1,1,TFFF,LGEquip,Loading Armor Files
3,0,TFFF,gbn.eqg,Loading DoN Goblin
3,0,TFFF,wwf.eqg,Loading DoDH Werewolf
3,0,TFFF,kbd.eqg,Loading DoDH Kobold
3,0,TFFF,fng.eqg,Loading DoDH Sporali
3,0,TFFF,ork.eqg,Loading DoDH Orc
3,0,TFFF,ggy.eqg,Loading DoDH Gargoyle
3,0,TFFF,eve.eqg,Loading DoDH Evil Eye
3,0,TFFF,mnr.eqg,Loading Omens Minotaur
3,0,TFFF,zmm.eqg,Loading DoDH Zombie
3,0,TFFF,fry.eqg,Loading DoDH Fairy
3,0,TFFF,cwr.eqg,Loading Roboboar
3,0,TFFF,bas.eqg,Loading DoDH Basilisk
3,0,TFFF,rap_chr,Loading Kunark Raptor
3,0,TFFF,skt_chr,Loading LDoN Skeleton
3,0,TFFF,ske_chr,Loading Luclin Skeleton
3,0,TFFF,wol_chr,Loading Luclin Wolf
3,0,TFFF,woe_chr,Loading Luclin Wolf
3,0,TFFF,Global4_chr,Loading Characters
3,1,TFFF,Global_chr,Loading Characters
4,0,TFFF,Global2_chr,Loading Global Items and Equipment
4,0,TFFF,Global3_chr,Loading Global Items and Equipment Files
2,0,TFFF,GEquip5,Loading Character Equipment Files
3,0,TFFF,drk_chr,Loading Characters
3,0,TFFF,was_chr,Loading Characters
I followed the guide to a T pretty much and built a custom file instead of copy pasta the lazy one
Danyelle
08-22-2014, 06:49 AM
Okay; thanks for being willing to help me!
Here's my file:
I followed the guide to a T pretty much and built a custom file instead of copy pasta the lazy one
Ok your GlobalLoad is fine which means the problem lies elsewhere. Did you download the model files for the Skeleton like the guide says? If so, when you put them in your install (the directory that the Resources folder, where you found GlobalLoad, is in) did you unzip them from the .rar file or did you just put the .rar file in the folder and leave it as is? The extracted file should be called "ske_chr.s3d" as well as "wol_chr.s3d" and "woe_chr.s3d" for the wolves.
Yami Blind
08-22-2014, 12:41 PM
Ok your GlobalLoad is fine which means the problem lies elsewhere. Did you download the model files for the Skeleton like the guide says? If so, when you put them in your install (the directory that the Resources folder, where you found GlobalLoad, is in) did you unzip them from the .rar file or did you just put the .rar file in the folder and leave it as is? The extracted file should be called "ske_chr.s3d" as well as "wol_chr.s3d" and "woe_chr.s3d" for the wolves.
Ah, the guide said to "put it into your Everquest install directory" so I naturally assumed that it went in the base EQ Emu folder and not the resources folder.
I went ahead and extracted the files from the .rar, then put the files in the resources folder, and still no joy.
EDIT: Actually, I found out that I actually did have Luclin skeletons up... These things look awful, I'm so glad you have the default skeletons available
Danyelle
08-22-2014, 12:53 PM
Ah, the guide said to "put it into your Everquest install directory" so I naturally assumed that it went in the base EQ Emu folder and not the resources folder.
I went ahead and extracted the files from the .rar, then put the files in the resources folder, and still no joy.
EDIT: Actually, I found out that I actually did have Luclin skeletons up... These things look awful, I'm so glad you have the default skeletons available
Aye i did mean the install directory not the resources folder, just used that to describe where the directory is (since people install it in different areas lol)
and np :P
Yami Blind
09-02-2014, 02:38 AM
Now I've got an interesting problem...
I can't get Luclin skeletons to go away!
I used the model from the classic .zip and changed my GlobalLoad accordingly
Any bright ideas?
Danyelle
09-02-2014, 07:17 AM
You shouldn't have to change globalload to swap between the two, the files for both are the same name now and will overwrite each other when you unzip/rar them. I did it for ease of swapping. The only difference in the guide between the two lines is the end where it says "Loading Classic ...." or "Loading Luclin ..." and that's unimportant. What is written at the end with the Loading lines is what appears as text inside your loading bar when loading into the game or zoning. I could have wrote "Peniscake" in there and it'd have loaded just fine :P It was mostly changed as a debugging measure so that I could see the files being loaded in conjunction with dbg.txt to make sure they were loading properly and it's mostly unimportant as anything but an identifier on the user end.
Swapping works fine for me. Just make sure you unzip the files (.s3d, not the whole .rar) into the install directory where all the other .s3d and .eqg files are. And make sure you're completely logged out of the game (no EQ windows even open) before doing so.
Cistern
09-02-2014, 08:46 AM
Leave it to the bronies to have the absolute worst taste.
Yami Blind
09-04-2014, 12:03 PM
Out of curiousity, is it possible to use LDoN skeletons in place of the average run of the mill skeletons?
Danyelle
09-07-2014, 11:52 AM
Out of curiousity, is it possible to use LDoN skeletons in place of the average run of the mill skeletons?
Technically no. With file modifications yes but I have not set up a method of getting it to work yet. and there may be animation issues if previous swap tests are any indicator.
xblade724
09-22-2014, 10:59 AM
Water Swap Project
You know how you can change an option under the graphical display to replace Classic water graphics with the modern Omens of War+ water graphics? You likely also notice it doesn't swap ALL water. Some zones have Classic water still with this turned on. This patch will fix that.
Highly recommend people post replies with zones that, even with the option toggled on, still display Classic water. I will fix them with each patch. NOTE: This will not affect moving water like waterfalls or streams.
RESERVED. Building in progress...
did you ever get this going :)
xblade724
09-22-2014, 11:02 AM
This spell effect/icon editing is going to take a LONG time. I'm only up to spell id 217...there's 8457 spells in the spell file. Granted many of them aren't used on P99 so I can skip some but...That project isn't going to be done in one sitting, it's gonna take me a bit.
NOTE: For now at least, to save time, the Modern Spell Graphics fix is ALSO going to include fixes for the modern spell icons.... This means it's gonna botch your icons up if you intend to continue to use Classic icons...modern icons will be fine, Luclin spell icons should also be ok. I will eventually go back and change the spell file so that it has new graphics but old icons and upload both types so people can pick and choose but for now this is taking long enough as it is...
The files required to revert back to modern spell icons/gems will be in the UI changes post. I'll add the fixes for Luclin spell icons/gems in there too.
Will update this post when the spell graphics project is complete. Depending how much time I decide to spend on it it may be done by later tonight.
EDIT: Something occured to me so I decided to log on to test what I've changed so far...I was right... Attempting to change the icons/spell graphics to match Live as Xblade did requires modifying the spells_us file which Project 1999 protects like a child... attempting to connect to the server with a file that's been modified or outdated in anyway results in the "spell file outdated, patch from project1999.org" character select crap. Xblade originally posted his fix in 2010, I think that was prior to this spellfile scanning thing going in. If I can't find a method of circumventing it I'll just have to abandon that project.
4 years late better than never: Yes, my patch was BEFORE they took out any priv's for this file. A bit frustrating. I haven't found a way around this, but surely there's a way without modifying this file.
Esheon
09-29-2014, 06:49 PM
An oddity for me... Just hit 24 on my druid, and wolf form is the semi-transparent ghost wolf shaman pet. If I'm remembering correctly from Live, druid wolf form should be an opaque living wolf model. I built my file from scratch, and included everything. I also just double-checked it to make sure it was correct.
TBH, it's not really a big deal... anything is better than the old "I only have two poses and neither of them is sitting down" classic wolf form model.
xblade724
09-29-2014, 09:02 PM
Also to add, almost all skeletal models look great except the tall ones (necro pets): no textures on mouth, crotch, hands and feet. So weird looking lol.
dealicious
10-18-2014, 01:45 AM
Heya there, is it just me or Butterfly skin (Eye of Veeshan) in PoSky are buged? there is some white buged in the skin! Not beautiful at all :( i think it supose to transparently where the white is.
dealicious
10-22-2014, 09:41 PM
anyone else experienced boat problem in freeport? I can't get on the boat cause since i installed this, i see the freeport boat being the big firiona vie boat, somethings wrong there....
xblade724
10-23-2014, 04:19 AM
lol interesting, i dont have that problem , i have same pack, id bet you arent using titanium tho
dealicious
10-23-2014, 09:55 AM
i am using titanium.
Whatley
10-23-2014, 07:57 PM
Water Swap Project
You know how you can change an option under the graphical display to replace Classic water graphics with the modern Omens of War+ water graphics? You likely also notice it doesn't swap ALL water. Some zones have Classic water still with this turned on. This patch will fix that.
Highly recommend people post replies with zones that, even with the option toggled on, still display Classic water. I will fix them with each patch. NOTE: This will not affect moving water like waterfalls or streams.
RESERVED. Building in progress...
Looking forward to this, any update?
xblade724
10-23-2014, 10:13 PM
Hey customizers: After testing some spell swapping, I am getting SOME new spell effects, but not all -- however, this means that it IS possible to get new spell effects without changing the spells_us file! I'm still testing, of course. I'm just now testing with kdiff to see the differences
RedPainStain
11-09-2014, 10:59 AM
stupid as this sounds, but I updated the new model character graphix. (btw TYVM) unfortunately, all the characters in the game are bald. And Skele's and Elementals are Humans (bald as well) followed ur steps to the T. not sure what I did wrong.
Danyelle
12-06-2014, 10:35 AM
Looking forward to this, any update?
It's been awhile since i'v touched it, and I no longer even have the old backups. When I get some time I'll have to rebuild it and try to remember the target spots.
defeater
12-25-2014, 03:21 AM
Hey Rainbow, amazing work!
Just wondering if there is any update on the translucent spirit wolf graphic for druid wolf form.
Also, There's some funny textures over the black wolves in GFay - correct model, but the skin is all messed up. Ill upload a picture later, was laughing so hard.
Darguth
04-23-2015, 06:06 PM
I've updated my GlobalLoad.txt file as suggested to enable the Luclin models and they are all set =TRUE for loading in my eqclient.ini file, yet when I login they are not displaying. Any help?
PinkRose
05-02-2015, 02:37 AM
I think RainbowDash's instructions say to have them all set to False, except for the elementals.
Danyelle
05-02-2015, 03:12 AM
You are correct. Set all but elementals to false. Then post Globalload.txt contents here so I can help debug.
Danyelle
05-03-2015, 12:50 PM
Also, for those that were wanting it, now that I have had things calm down a bit I have started working on the Water Swap Project again. I had no back ups but it's not tough, just a matter of going zone to zone finding water that wasn't replaced. Give it about a week for the first usable version.
Hey Rainbow, amazing work!
Just wondering if there is any update on the translucent spirit wolf graphic for druid wolf form.
Also, There's some funny textures over the black wolves in GFay - correct model, but the skin is all messed up. Ill upload a picture later, was laughing so hard.
Are you referring to the candy-cane striping that I used to see over a lot of the wolves? That used to crack me up.
Also, thank you Danyelle for all the hard work; I've since stopped using actual luclin models (Even though I prefer my elves to look like elves and not polyhedral beings from another dimension), I've since foudn that the armor models in classic were actually quite nice.
For example, my main is a high elf cleric, he has Chain chest, plate wrists and helm, and leather arms/legs-- With the luclin models on this looks just plain ridiculous.. it just clashes. But with the old school models it's actually got quite a good look to it.
Another example is the dark elf plate helmet graphic. Classic graphics give almost all dark elf plate helmets the look of the top half of a horned skull-- whereas luclin models give it that obscenely silly decorated/frilly look.
But I took advantage of your work for quite some time, and it's much appreciated :)
Danyelle
05-03-2015, 06:52 PM
Are you referring to the candy-cane striping that I used to see over a lot of the wolves? That used to crack me up.
Also, thank you Danyelle for all the hard work; I've since stopped using actual luclin models (Even though I prefer my elves to look like elves and not polyhedral beings from another dimension), I've since foudn that the armor models in classic were actually quite nice.
For example, my main is a high elf cleric, he has Chain chest, plate wrists and helm, and leather arms/legs-- With the luclin models on this looks just plain ridiculous.. it just clashes. But with the old school models it's actually got quite a good look to it.
Another example is the dark elf plate helmet graphic. Classic graphics give almost all dark elf plate helmets the look of the top half of a horned skull-- whereas luclin models give it that obscenely silly decorated/frilly look.
But I took advantage of your work for quite some time, and it's much appreciated :)
Thank you :)
The wolf issue, if it's what i think, is with the Luclin and Classic wolves mapping textures over each other. idk Why. Zaela, who made the program that splits the model files, didn't run into the issue. Idk what I can do but I can look into it.
I once considered mapping Classic/Velious armor textures onto Luclin models in "Texture Pack DLCs" but that'd be an immense amount of work and quite a bit of Photoshopping so I never undertook it. I may in the future, I may not. We'll see :P
Skinnah
05-05-2015, 11:12 AM
Can someone help me please ? I ginf my gloabalload.txt delete everything and add in the easy load, it wont let me save it now :( would someone help me through it? please and thank you
Danyelle
05-05-2015, 05:28 PM
is the globalload file set to read only?
post file name and where it's located so i know you're in the right file.
MteniPheet
05-18-2015, 01:15 PM
I've tried using your links and it just sends me to an error page?
katarjin
05-19-2015, 08:36 PM
cool thanks for this.
EsmyD
06-07-2015, 09:03 PM
is there a way to get just the skeletons to load ? i follow the steps, and add the human model line. then the skeleton line for luclin model.
i load the game and every race is the luclin human model, even when all races in options are unselected
( goal keep classic models, (other than humans if needed ) to get luclin skelly mods )
Revelation
06-27-2015, 12:13 PM
You are correct. Set all but elementals to false. Then post Globalload.txt contents here so I can help debug.
"I've updated my GlobalLoad.txt file as suggested to enable the Luclin models and they are all set =TRUE for loading in my eqclient.ini file, yet when I login they are not displaying. Any help?"
"I think RainbowDash's instructions say to have them all set to False, except for the elementals."
"You are correct. Set all but elementals to false. Then post Globalload.txt contents here so I can help debug."
... you say nothing about this on the main page, is this true? should i set all to FALSE except elementals? you might want to edit first page to mention this, i had no idea until i started reading the other pages of replies. plz confirm this if u can. thanks!
Revelation
06-28-2015, 06:00 AM
Nevermind, I see it on the main page now. Must have missed it. Thx ;)
I'm sorry if this is posted somewhere already, but is there a image comparison of all the races, pre/post Luclin?
Danyelle
07-31-2015, 11:02 AM
I'm sorry if this is posted somewhere already, but is there a image comparison of all the races, pre/post Luclin?
From me, no. But you can Google Images search them easily enough.
is there a way to get just the skeletons to load ? i follow the steps, and add the human model line. then the skeleton line for luclin model.
i load the game and every race is the luclin human model, even when all races in options are unselected
( goal keep classic models, (other than humans if needed ) to get luclin skelly mods )
Techinally no, Human males will have to be loaded no matter what in order to get skeletons to animate (for now, i may look into if the kinda recent patches on Live changed this, i also need to update the guide to reflect this but life hit me hard so EQing and vidya gaming in general have been put on hold for...awhile)
As for why they are ALL humans, that is...not right. Have you deleted any files from your client ever? And post contents of GlobalLoad.txt
I've tried using your links and it just sends me to an error page?
At some point the forums changed a bit and the urls all changed with it. The urls are now incorrect and those same changes prevent me from editing the posts to fix it =/. Unless i can get some special permission to do so, you'll have to navigate the thread normally i am afraid...
Revelation
08-01-2015, 09:14 AM
R.I.P. Luclin models. New patch forces global load file to match the patch one.:(
myriverse
08-01-2015, 09:56 AM
/mourn
add2add
08-01-2015, 10:36 AM
R.I.P. Luclin models. New patch forces global load file to match the patch one.:(
I'm very sad about this. I know I will get flamed but I really don't think I can play without Luclin models :(
Revelation
08-01-2015, 10:50 AM
I'm very sad about this. I know I will get flamed but I really don't think I can play without Luclin models :(
It won't stop me from playing the game but jeez these classic models are terrible. Dunno what's the problem its not like it alters the gameplay in any way... its just plain silly to not allow this.
Corydon
08-01-2015, 11:19 AM
I disapprove the change -.-
I know, the amount of fucks given equals zero...
Anyway, I pretty much prefer to have Luclin models! (Except the silly elf models...)
/mourn
Rajahten
08-01-2015, 12:36 PM
this sucks
Danyelle
08-01-2015, 01:20 PM
Before anyone else asks me, no I cannot circumvent this. And even if I could I wouldn't. I haven't looked at the files as I no longer play here but I am 80% certain the change was specifically to disable this. This patch has been living on borrowed time since I made it, it was going to happen at some point. This is the same method they have had in place to prevent tampering with the spell file for a few years now. There is ways I could potentially work around this without global load, but it's longer and more complicated (many struggled with global load as it is) and it may not even work right. Besides, I have no interests in going against the dev's wishes.
I am not upset, incidentally. I could care less. I play EQ rarely now and P99 not really at all. I just popped in to help when I could with whatever and maintain this. I am pretty busy in real life and this is just one less thing I ever have to bother with again lol.
Maybe one day the devs will make a custom divergent server that goes beyond Luclin like they have talked about, and maybe they will enable the models themselves then. But until then, enjoy winter and have fun in Norrath! :)
Corydon
08-01-2015, 01:24 PM
Hey Danyelle,
thanks for your post. I myself already programmed myself to like the old models. So, I'm good LOL. I only miss the Luclin Iksar model but I guess I will adapt to the new situation...
zeo1987
08-01-2015, 03:03 PM
Well i just wanted to say Thanks to Danyelle for making P99 special to me and everyone else who prefers the luclin models.
It'd be nice if the devs would just F off about it since it doesn't do anything at all to game play, only ascetics, but whatever, I'll continue to play here until the old models bug me enough to go back to live and say screw p99
Loved you p99 but its coming about time to cut the cord and go our own ways.
Corydon
08-01-2015, 03:04 PM
Don't overreact over this change, bud :)
zeo1987
08-01-2015, 03:11 PM
I know, I just bugs me to be forced to play a game at deliberately lowered potential and visuals.
Ill most likely still play around here once in a while, bit I boubt I can get my gf to keep playing it, onlu reason she tried it was cause of the character customization only available to the luclin models.
Will donate for Luclin models!
Ranndom
08-01-2015, 03:14 PM
This thread is going to contain a compilation of every client customization project I have taken on, including ones I may take on in the future. Each will have their own posts (likely over-time to be scattered about the thread). This first post will serve as the 'index' if you will. All posts will be linked to in this first post, as well as a detailed layout of project goals both completed and in progress. This thread will be ever changing, I will post 'patch note' posts as things get changed or updated. At some point I would like to have an installer set up for download in this first post as well.
ANY threads related to previous projects (such as Luclin models) are now defunct as all projects will be handled by this one thread. Please do not bump the old posts/threads (That means the "[GUIDE] Using Luclin Models" thread). Stick with this one.
If you run into any bugs with the projects listed below I encourage you to post them so that a fix may be located. Only post bugs related to my customization projects in this thread. This is NOT a Project 1999 tech support thread. While I'm glad to attempt to assist you with any general problems, this is not the thread for that.
THIS THREAD IS UNDER CONSTRUCTION
Loading, Please Wait...
Project Listing:*
Luclin Model Guide (http://www.project1999.org/forums/showpost.php?p=638600&postcount=2)
Water Swap Project (http://www.project1999.org/forums/showpost.php?p=638601&postcount=3)
UI Customizations (http://www.project1999.org/forums/showpost.php?p=638603&postcount=4)**
Fix for Revamped Classic Zones (http://www.project1999.org/forums/showpost.php?p=638604&postcount=5)***
Velious Texture Replacement (http://www.project1999.org/forums/showpost.php?p=645740&postcount=16)****
Texture Repair Project (http://www.project1999.com/forums/showpost.php?p=1538870&postcount=61)*****
Project Goals:
Reinstate original Luclin Skeleton animations (so they actually act undead rather than simply mimic Luclin Human animations)
Complete water swaps.
Apply Velious armor textures to Luclin models. NOTE: This will, if completed, overwrite standard Luclin textures. This will also not affect helmets.
-Danyelle/Rainbowdash
*Select Links to jump to, and view, individual posts.
**These UI changes will be specific to the Titanium Default UI and will not modify or support any custom UIs, including, but not limited to, The Classic UI (http://www.project1999.org/forums/showthread.php?t=3680&highlight=Classic), The Velious UI (http://www.project1999.org/files/veliousuiv3.zip), Duxa's UI (http://www.project1999.org/forums/showthread.php?t=28335), or anything from EQInterface (http://www.eqinterface.com/).
***While the EQEmulator patcher and Project 1999 Guidebook already remove, or instruct you to remove, several files to fix Classic zones, not all of the files you need to remove are listed or removed for you. This can cause crashing in zones like Lavastorm or the continued use of the modern .mp3 zone music as opposed to Classic MIDI ambient music.
****This fix was originally created by Savok. As the links seem dead and I had someone ask me about it, I'm recreating and posting it. All credit for this particular project, however, goes to Savok.
*****This project is credited to several people, not me. Credits included on the page!
RBD, get back on the test server :P
HatefulxxDesign
08-01-2015, 08:20 PM
There is ways I could potentially work around this without global load, but it's longer and more complicated (many struggled with global load as it is) and it may not even work right. Besides, I have no interests in going against the dev's wishes.
I am fairly certain that this has to do with the dsetup.dll update as it is the only file that was changed capable of it, but I know nothing about editing programming languages after they have already been compiled. Also, I don't want to take the risk of being banned for it. =P
AMeanCow
08-07-2015, 06:19 PM
This is really sad, it kills some of my long-term enjoyment of the game because it looks seriously bad in places. I remember when I first played in '99 I thought some of the bucket-looking armor was atrocious or laughable and always hoped they would fix it or add more.
Is there any effort to petition for the ability to load luclin models even if it's manual like this method?
zeo1987
08-08-2015, 04:30 PM
Welp, its been nice using luclin models and playing with my friend and GF who cant stand the classic :P
I'll still be around. either camping in Rathe mountains or working on my druid.
Gonna need to start looking for an active guild soon too probably. Who needs a 40 necro?
Kesselring
08-09-2015, 11:50 PM
just letting you know the velious texture pack is not working it wont save when I add those 2 lines of code to the notepad, no idea how to override.
xblade724
08-21-2015, 02:36 AM
Before anyone else asks me, no I cannot circumvent this. And even if I could I wouldn't. I haven't looked at the files as I no longer play here but I am 80% certain the change was specifically to disable this. This patch has been living on borrowed time since I made it, it was going to happen at some point. This is the same method they have had in place to prevent tampering with the spell file for a few years now. There is ways I could potentially work around this without global load, but it's longer and more complicated (many struggled with global load as it is) and it may not even work right. Besides, I have no interests in going against the dev's wishes.
I am not upset, incidentally. I could care less. I play EQ rarely now and P99 not really at all. I just popped in to help when I could with whatever and maintain this. I am pretty busy in real life and this is just one less thing I ever have to bother with again lol.
Maybe one day the devs will make a custom divergent server that goes beyond Luclin like they have talked about, and maybe they will enable the models themselves then. But until then, enjoy winter and have fun in Norrath! :)
I am still calling out that this was a selfish move - we all remember the game in our own way, and luclin models didn't effect anyone else. Some models we're especially bonded to, and some people just use a few models. I was in love with the mage elemental models, for example. They were incredibly badass and were more exciting than any blob. Dark elves looked really cool too with luclin gfx. That was all. No biggie for anyone else. Hell no one would even know you're using it, much like UI customization - IT DOES NOT EFFECT ANYONE ELSE.
Still a bit grumpy about this patch. Might as well restrict to classic resolution, 800x600. How is that any different than disabling luclin models? Or live's spell gfx (my old patch before nerfed like this one)?
You gonna disable "hide helmet" too? Warning: Gamebreaker. -___-
nymphloa
08-23-2015, 05:26 AM
So are we not aloud to use Luclin graphics now even if someone figures out how? :(
Peace,
AMeanCow
08-23-2015, 04:58 PM
Yeah, so our modern interface works. You can still use high-res environment graphics... and oh yes, Luclin Elemental graphics are still available it seems.
But you know. Pure 1999 experience and all that.
Zaela
08-23-2015, 05:56 PM
So are we not aloud to use Luclin graphics now even if someone figures out how? :(
I know at least a few people are still using them, regardless. It's out there...
AMeanCow
08-23-2015, 08:29 PM
It's a client-side modification, I don't know how it could be bannable if it only effects the game in that very limited, personal aesthetic capacity. The only outside effect that was explained, was that it allowed some races to access rooftops in places they couldn't normally. As long as you don't do that, there's no noticeable effect.
nymphloa
08-25-2015, 02:06 AM
It's a client-side modification, I don't know how it could be bannable if it only effects the game in that very limited, personal aesthetic capacity. The only outside effect that was explained, was that it allowed some races to access rooftops in places they couldn't normally. As long as you don't do that, there's no noticeable effect.
Yep just do not want to get banned for using Luclin models.
Peace,
banning the use of luclin models? Shame, I just patched up for the first time in quite a few months (since well before velious launch), appears I won't be playing after all.
Skinnah
11-08-2015, 10:28 AM
If there is a way to do it im sure they wouldnt ban you for doing it as long as youre not going around talking about it and as long as youre not using it to get an advantage in some way like the getting on building etc.
DevGrousis
02-12-2016, 10:21 PM
[SIZE="5"]
10. [B]Wolves
Pick which model you want below and follow the instructions:
Luclin:
Download wol_chr.s3d and woe_chr.s3d here: DOWNLOAD (http://www.mediafire.com/download/irrxtkfmv2frv7o/Luclin_Wolves.rar)
Extract the .rar into your Everquest install directory and add the following lines to GlobalLoad.txt:
3,0,TFFF,wol_chr,Loading Luclin Wolf
3,0,TFFF,woe_chr,Loading Luclin Wolf
Classic:
I have put the files into the EQ Directory, and copy/pasted the 2 lines into globalload.txt. I go to select server and press "play everquest' and it pops up a box that says: "Resources\GlobalLoad.txt does not match correct version. Please make sure to extract ALL files from the P99 Files ZIP."
I'm 100% certain I followed the instructions perfectly. Has something changed with the client since this guide was made?
Thanks
myriverse
02-13-2016, 02:26 PM
This is no longer legal. Ninjas have been dispatched to your location. :)
Seriously, they've changed things to stop this.
DevGrousis
02-15-2016, 04:14 PM
Haha time to go on the run!
I had no idea this wasn't allowed. But ok, its still the greatest game ever.. Even though my damn wolf wont sit haha
Kevynne
03-16-2016, 11:58 PM
is anyone else having trouble with the velious textures?
im trying to sue set 2 but set 1 keeps coming up ingame, despiteme using set 2.
Kevynne
03-17-2016, 12:01 AM
is anyone else having trouble with the velious textures?
im trying to sue set 2 but set 1 keeps coming up ingame, despiteme using set 2.
nevermind, the data sets are mislabeled.
set 1 contains what the post says set 2 contains and vice versa
seananetsberger
02-07-2017, 07:40 PM
When I try to save the GlobalLoad file, it says Access denied. why?
dela7460
01-17-2019, 12:55 PM
Finally got it working again!
I'm sure the powers that be won't want me showing folks how.
Just know that it is possible to do.
;)
nymphloa
01-17-2019, 02:51 PM
Finally got it working again!
I'm sure the powers that be won't want me showing folks how.
Just know that it is possible to do.
;)
:cool:
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