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#91
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bump?
at a cursory glance the rogue epic drips seems like a skeletal animation rather than a particle... which is kind of weird. Makes me less interested in trying to look at it. The s3d skeleton/animation format is terrible. | ||
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#92
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Bump, I'm not going to quote the guy a couple pages back with a fix... But, if the Devs could fix this? I'm working on getting my epic for my monk... and knowing that the awesome particle effects won't show is really pissing me off... Half the fun of getting something cool like that is showing it off and being proud of it. If your epic looks no different than regular items, it's kinda lame.
If that guy posted a fix and it worked on test servers, why not just implement it? And why hasn't any devs responded to this post in over 2 and a half years? | ||
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#93
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Bump for monks everywhere
Gotta show off mah fist bubbles | ||
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#94
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Quote:
__________________
Gunnter - 60 Assassin Syzzurp Purpledrank - 60 Grandmaster Scientology Tomcruise -60 Phantasmist < The Mystical Order > | |||
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#95
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Quote:
__________________
Gunnter - 60 Assassin Syzzurp Purpledrank - 60 Grandmaster Scientology Tomcruise -60 Phantasmist < The Mystical Order > | |||
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#96
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C'mon devs, let's get this fixed. See page 8 of this thread. Someone make a thread about the rogue epic too!
And, Quote:
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Last edited by paulgiamatti; 08-10-2014 at 02:18 AM..
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#97
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If we were being really forward thinking (potential future custom content..?) a general system where monks inherit weapon models from their gloves when barehanded (assuming the gloves have a model listed and it isn't IT63 [default baggie-on-the-ground model]) wouldn't be much more complicated. (And would be more satisfying from a programmer's point of view ;p)
Could probably do the same with epic-style barehand damage/delay override, have it take damage and delay from gloves if present rather than being hardcoded. I can't remember if damage and delay values will show up on stat windows for non-weapon-type items, though. Code checking for "is this item a weapon?" may need to be tweaked a bit, too. | ||
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#98
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Quote:
In my files, one of the fields related to the bone has a value of 33; looking at some other models with skeletons, I'm pretty sure this field sets the number of milliseconds per frame in the animation (33 milliseconds = 30 frames per second). The animation of the bone is only 6 frames long; 0.2 seconds seems a bit brisk. The particle itself has its own timing values: in my files, the lifetime of the particle is set to 400 milliseconds while the delay between emissions of the particles is 1500 milliseconds. Changing the milliseconds-per-frame value on the bone to 250 (1500 / 6) seemed promising for a few seconds, but it quickly desynchronized (eventually the bead of poison starts dripping up). Tried a few other values, but didn't get anything that seemed right. So, I made a very straightforward tool to mess with these three timing values: Rogue Epic Particle Speed Adjuster (source). If you have a rogue epic, download and unzip that, run it and point it at your EQ folder when prompted. Any changes you make will immediately be saved to the relevant file on disk. If you want to back it up, gequip.s3d is the file that gets changed. Hopefully with some experimentation someone will be able to come up with satisfactory values. Note that you'll have to log all the way out and close the EQ program after making a change in order to see the difference; the game keeps these files cached after you load in for the first time to speed up reloading. | |||
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#99
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Might I recommend asking Telin, See the thread in the Server Chat Forum for Old School Particle Effects.
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#100
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Bump for great justice!
Sry Nilbog & Co. can't let this die on page 2 | ||
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