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  #31  
Old 08-07-2014, 07:04 AM
Danyelle Danyelle is offline
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Quote:
Originally Posted by Zaela [You must be logged in to view images. Log in or Register.]
Yeah. Made a quick little tool for it this morning. Something I'd meant to do at some point before, but never had an excuse. Especially with all the hoops WLD format makes you jump through...

S3D Model Extracter: download, source. Takes a selected model from a multi-model S3D file and copies all its data into its own individual S3D file so it can be loaded separately.

Could theoretically make zoning slightly faster by separating out individual models for chr.txt file loading. The way it's set up means the client would have to process most of the file even when it only wants 1 out of 16 models in it or whatever. Probably more effort than it's worth, though.

Not a perfect tool since some models use animations from different models (e.g. GOL uses GIA animations) but doesn't indicate that in any reliable way in the data itself, as far as I know. Hardcoded stuffs. May be bugs etc etc too.
I think I may be in love with you right now. Only way I could know for sure is if you're also a cute pixel-elf. Known for awhile what would have to be done to be able to pick and choose but never had the know-how or tools to do it. You're a lifesaver <3. Gonna work on this a bits later when I'm not exhausted and will update the Luclin model guide so that people may continue crying about their opinions of what does and doesn't look good because tears sustain me!
  #32  
Old 08-07-2014, 11:39 AM
Kika Maslyaka Kika Maslyaka is offline
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Early Luclin models were indeed very ugly, but they only existed for a short time. they were reworked into better models a few months later:

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  #33  
Old 08-07-2014, 12:26 PM
Swish Swish is offline
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I dunno, that metallic look implies that we're all terminators [You must be logged in to view images. Log in or Register.]
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  #34  
Old 08-07-2014, 12:53 PM
Glenzig Glenzig is offline
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Quote:
Originally Posted by Kika Maslyaka [You must be logged in to view images. Log in or Register.]
Early Luclin models were indeed very ugly, but they only existed for a short time. they were reworked into better models a few months later:

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Yeah those actually look way better than the current skellies.
  #35  
Old 08-07-2014, 01:18 PM
Kika Maslyaka Kika Maslyaka is offline
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the models above are blue "Ice" and red "Blood", there is also regular white bone skelly, and also dark brown sort of "Burned/Ash" skeleton.
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[Rogean;750468]
Aren't you suppose to be banned?

[Zuranthium;1453395]
The people who invented the first space ships were brilliant. That doesn't mean anybody should actually want to use them 200 years later. Ideas are limited by means of execution. Everquest has amazing ideas that need to be completely reworked in their execution, in order for classic Everquest as it was envisioned to actually exist and continue to be relevant as things have evolved.
  #36  
Old 08-07-2014, 03:57 PM
Zaela Zaela is offline
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Thought those were PoP models. Their ID numbers are up there, in any case.
  #37  
Old 08-07-2014, 04:03 PM
Zaela Zaela is offline
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Quote:
Originally Posted by Danyelle [You must be logged in to view images. Log in or Register.]
Known for awhile what would have to be done to be able to pick and choose but never had the know-how or tools to do it.
Have an idea how to scale giganto-wolves down as well. Might be annoying to get right due to how vertex positions are encoded in S3D-based meshes, though.
  #38  
Old 08-07-2014, 04:26 PM
Danyelle Danyelle is offline
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Quote:
Originally Posted by Zaela [You must be logged in to view images. Log in or Register.]
Thought those were PoP models. Their ID numbers are up there, in any case.
LDoN. Aye it's an unrelated race that can't overwrite the Classic/Luclin ones (Classic/Luclin = 60, LDoN = 367)

And neat! That was the other issue lol.
  #39  
Old 08-07-2014, 04:42 PM
Zaela Zaela is offline
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Quote:
Originally Posted by Danyelle [You must be logged in to view images. Log in or Register.]
it's an unrelated race that can't overwrite the Classic/Luclin ones (Classic/Luclin = 60, LDoN = 367)
Well, they could... just a matter of giving the data for one the name of the other. Unless classic skeles are hardcoded to use human animations as well? Although I don't recall humans collapsing into a pile of bones when they sit.
  #40  
Old 08-07-2014, 04:43 PM
Danyelle Danyelle is offline
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At the moment Luclin skeletons are hardcoded to use luclin human male animations. There was a period of time that they had custom skeleton animations but they got replaced somewhere along the way.it may have ben the patch that let them ride horses, as they couldn't initially do that. Sony's way of being lazy i guess.
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