Quote:
Originally Posted by dealicious
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for truee classic spells effect, delete the Spellsnew.eff and spellsnew.edd from your eq folder, back it up somewhere else or w/e. try it, no particles gettin out of the hand when casting, but 100% classic when casted dunno if that help lol
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Oh yes we know about that, the glorious original particles are really just too broken for anyone to want to use them right now. It makes sense to keep working on the newer particles first since they're still not perfect yet, but may help teach us a lot about how the older particle system works.
The main thing is finding the code to link the emitters to the character model's skeletal mesh. I'm not sure if it is as simple as an offset, a few, or require reverse engineering all spell-related sections of the client itself. I have been looking into this possibility. I probably cannot talk about what actions I'm taking. I have tested a lot of offsets using the spellsnew.eff and spellsnew.edd. So far I haven't found anything to align them to the character's arms. This client really is quite different then the clients before it. They never used the character's arm alignment in any spell effect at this point. That's probably why it's not working currently. The spell effects from this era were all "floaty". A lot of spell points for the character models are defined though, just not the one we need.