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  #1  
Old 08-14-2014, 05:50 PM
Zaela Zaela is offline
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Confirmed something I'd be wondering about for a little while today: namely whether the client's texture animation system used in some zones (mostly for old water textures) could be applied to character model textures.

It can. Opens up the possibility of animated armor (I'm picturing a little gear turning in one of the gnome velious armor textures) and/or animated pet and NPC textures (dripping/maggoty zombies, pulsating fire elementals, that kind of thing).

If there's any interest in that I could make a tool to add the necessary data to whichever thing. It's a pretty simple system, just continuously swaps between images in a list every X milliseconds and starts again from the top when it reaches the end. No obvious limit to the number of "frames".
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  #2  
Old 08-14-2014, 07:46 PM
Clark Clark is offline
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Good stuff.
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  #3  
Old 08-15-2014, 07:32 PM
Zaela Zaela is offline
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Made a little program to fix luclin wolf hugeness: S3D Model Scaler (source).

Luclin wolf scaled by a factor of 0.5 (half) seems pretty reasonable. Only problem is that because the scaling is effectively around the "center" of the model, they end up hovering over the ground a bit. I tried to compensate for that but couldn't quite get the math right. For that reason, the tool also comes with a Z adjustment function. After scaling the wolf by 0.5, adjusting the Z by -0.5 seems just about right.

Made the tool general enough to apply to any model although I don't imagine there's any real use for it beyond wolf.

Instructions:
1) Unzip and open the tool and point it at your EQ folder when prompted.
2) Find "global6_chr.s3d" in the first column (you may also want to make a backup copy of it).
3) Select "WOL" in the second column and right click to bring up the menu.
4) From the menu, select "Scale Model" and input 0.5
5) After that, select "Adjust Model Z" and input -0.5
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  #4  
Old 08-15-2014, 07:36 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.]
Made a little program to fix luclin wolf hugeness: S3D Model Scaler (source).

Luclin wolf scaled by a factor of 0.5 (half) seems pretty reasonable. Only problem is that because the scaling is effectively around the "center" of the model, they end up hovering over the ground a bit. I tried to compensate for that but couldn't quite get the math right. For that reason, the tool also comes with a Z adjustment function. After scaling the wolf by 0.5, adjusting the Z by -0.5 seems just about right.

Made the tool general enough to apply to any model although I don't imagine there's any real use for it beyond wolf.

Instructions:
1) Unzip and open the tool and point it at your EQ folder when prompted.
2) Find "global6_chr.s3d" in the first column (you may also want to make a backup copy of it).
3) Select "WOL" in the second column and right click to bring up the menu.
4) From the menu, select "Scale Model" and input 0.5
5) After that, select "Adjust Model Z" and input -0.5
<3 I'll start patching in that and the separate wolf/skeleton files tomorrow. Got work in a bit. You rock Zaela!
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  #5  
Old 08-15-2014, 08:41 PM
Gaffin 7.0 Gaffin 7.0 is offline
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naw
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  #6  
Old 08-17-2014, 01:11 AM
Rheon Rheon is offline
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Thanks for this Danyelle! i can finally see the eyes of Half elfs and humans through helms now. [You must be logged in to view images. Log in or Register.]
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  #7  
Old 08-17-2014, 08:17 AM
Danyelle Danyelle is offline
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Mmmkay running into a couple issues. Luclin wolf is loading but it's overlaying the Classic textures onto the Luclin mesh. Issue with the texture files for both sharing the same name. Luclin skeleton is not loading at all, no matter what file is loaded or the load order it's using the Classic Skeleton.

I already edited the Luclin Guide with the new wolf/skeleton changes and appropriate downloads but i'd recommend people not use Luclin wolves/skeletons until these issues can be resolved.
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  #8  
Old 08-17-2014, 06:25 PM
Zaela Zaela is offline
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You didn't rename the s3d file for the skeleton model after extracting, did you? The name of the s3d needs to be the same as the name of the internal .wld file.

As for wolf textures, I had something like that happen a few times while messing around, but it always straightened itself out the next time I loaded in. I assumed it had something to do with texture caching.
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  #9  
Old 08-17-2014, 06:30 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.]
You didn't rename the s3d file for the skeleton model after extracting, did you? The name of the s3d needs to be the same as the name of the internal .wld file.

As for wolf textures, I had something like that happen a few times while messing around, but it always straightened itself out the next time I loaded in. I assumed it had something to do with texture caching.
Nope didn't rename any of em.

Hmmm didn't think about Caching.
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  #10  
Old 08-19-2014, 01:58 AM
Yami Blind Yami Blind is offline
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thank you for your great work on these

I just started and i very much appreciate these customizations you've spent your hard time working on

Thanks so much!!!
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