#11
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Quote:
But the texture itself is fine. The problem is in the gequip2.wld data -- the visibility/blending flag is wrong for the material that is applied to that texture. Oldschool EQ models used two kinds of (cheap) partial transparency/blending algorithms. One is mainly used for particles and such (skulls with green beams of light coming out of their eyes in various old zones are an example): the texture is transparent as its color approaches black, opaque as it approaches white. The other, main one is more basic, essentially just multiplying the color of the texture with the colors of the world behind it, which makes for a somewhat more even effect as far as the transparency goes. The erudite veil is using the first one instead of the second. This is what it looks like with the particle-style blending (visibility flag: 0x80000017): (I couldn't remember what packet or command is needed to make the model show up on the head, which is why it's in a dark elf's hand instead) [You must be logged in to view images. Log in or Register.] And with the main transparency style (visibility flag: 0x80000005): [You must be logged in to view images. Log in or Register.] I don't know if your texture fixer application can edit the .wld files; that's what would be needed here. | |||
#12
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[QUOTE=nilbog;2237209]This is fixed, pending update.
Thanks nilbog. Does this include the custom cowl of mortality too? There's also a slight tint on it atm | ||
#13
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Quote:
On the other hand, it seems unlikely that the particle-style blending would change that much between clients or versions of DirectX, that colors approaching white would be substantially more opaque. Ghost mob models (iksars, dwarves, erudites, sarnaks...) use the same blending, and they don't looks substantially less transparent than they used to, do they? It's a pretty fundamental blending algorithm, too... probably not something that would be screwed up if they had to go back and write shaders for all the old stuff that used fixed-function rendering somewhere along the line or something. [You must be logged in to view images. Log in or Register.] The texture itself looks pretty normal to me, although a lot of it is really really close to white. I dunno. | |||
#16
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White Dragon Helm aka KT head quest does not have a Velious graphic
https://www.youtube.com/watch?v=1ytCEuuW2_A
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Eratani / Cleratani / Eratou / Stabatani / Flopatani / Eratii
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#17
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Bump. Please fix my Erudite helmet.
My human ranger's hair sticking out the back of his chain helmet I imagine is the same problem; hair and hoods showing when a helmet is equipped. | ||
#18
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I'm the author of the classic texture patcher:
https://www.project1999.com/forums/s...ad.php?t=32380 Send me a PM on how to contact you over Skype on the WLD file specifications and I would be VERY happy to add support for blending modes. This is something I've wanted to add but didn't know how to parse the WLD files to do it. | ||
#19
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Quote:
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#20
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Kind of an old thread but the Noctivagant Crown from Growth has no graphic on my ogre shadow knight's head. No quest giver of course so can't turn it in for any customization.
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Grallos Rek - 58 ogre shadowknight
Grigorii Grallosovich - 51 human cleric Brallos Rek - 43 ogre warrior Crallos Rek - 35 ogre shaman Timothe - 31 human enchanter Variol Cutthroat - 27 human paladin Telehr - 23 human magician | ||
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