EQ model data is not in any nice format, or any well-documented or standardized format at all. Extracting the data and transforming it into a nice format is doable, but getting it back in to the EQ format is harder (it's not a trivial format to understand, and it can't just be plunked back in if any of the data changes size).
But that's all moot anyway: it looks like all of the classic wolf animations are hardcoded. I can make the model fail to load by corrupting its id in the external model data, but editing the keyframe data (e.g. by making them all identical, should appear not to animate at all) produces no change in-game.
They did things like that with some of the really old models.
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