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-   -   Question about armor textures (and where they are stored) (https://www.eqemulator.org/forums/showthread.php?t=42428)

t0neg0d 05-03-2019 01:11 AM

Question about armor textures (and where they are stored)
 
So...

npc_types.texture ... global default... check
npc_types.[slotname]texture ... arms, legs, bracer, feet, hand... check

Here is where I am confused a bit:

Where is the chest armor texture stored?
You can set npc_type.texture to 3 (plate) and send a WearChange for chest to chain and the rest of the armor (if not set specifically) will stay as plate.
And... npc_types.helmtexture ?? I assume this where the helm texture is stored? If so, how does one go about showing helms on npcs? Setting helm texture via WearChange doesn't do anything (assuming this is due to some show helm flag?)

Thanks in advance!

Huppy 05-03-2019 03:00 AM

Did you try helmtexture - 255 (for show equipment) ?

t0neg0d 05-03-2019 04:31 PM

Well... Here is what I've come up with:

If the initial value of npc_types.helmtexture is set to 255 or 0... WearChange DOES NOT WORK (at least in RoF2 client)
If it is set to 1-3, Wear change will apply any other texture between 1-3, but will default back to the initial value if set to 0 or 255... so you can not remove the helm after this point.

I assume that this is not WAI?

t0neg0d 05-03-2019 04:36 PM

One last thing... tint will not reapply to the helm if you '#repop the zone, though helm texture will display properly.

Is helm tint stored somewhere other than npc_types_tint.red1h/grn1h/blu1h?


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