Thread: Miscellaneous: Issues with Skeleton Models
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Old 08-02-2010, 04:10 PM
Secrets Secrets is offline
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Originally Posted by mmiles8 [You must be logged in to view images. Log in or Register.]
If you get a chance, could you throw up an example of how the white model is referenced?
Short answer, we don't know how they are referenced in the S3d files. We do know that the EQ client loads textures from a file, though I don't know which file it references for that texture list (probably an s3d file too.)

We moved/removed some files from loading in Resources/GlobalLoad.txt to begin with. Then, I saw that the luclin models for skeletons and wolves (the mesh for them) get loaded from global6_chr. I removed that entirely (the only textures were the luclin elementals in there, so it's fine to remove.) and the classic skeleton mesh loaded.

I then moved gequip5 down the list for loading, which told it "load the luclin textures later.", which causes it to not apply them, as it loads the classic skeleton textures beforehand. The EQ client never loads textures on top of each other. Instead, it loads them once for one model. In this case it loaded the classic mesh and the classic textures, thus resulting in a classic model
loading.

The growthplane line is somehow required for the wolves to animate. There are no animations unless that line is there, dunno why, but it requires it. Possibly because growthplane had classic wolves in it, and that's where they stored the animation files.

That's the long explanation.

The reason why dark-bone skeletons couldn't be referenced is because the client somehow has the texture list either: In a file, or hardcoded into the client. Since the luclin skeleton has one texture, which is 0, the dark-boned skeleton can't be used. It probably is referenced in the s3d but it's a client limitation.
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