|
|
 |
 |
 |
 |
|
 |
 |
|
 |
 |
|
 |
|
Archive::General Discussion Archive area for General Discussion's posts that were moved here after an inactivity period of 90 days. |

08-05-2004, 03:31 PM
|
Dragon
|
|
Join Date: Feb 2002
Posts: 583
|
|
Quote:
Originally Posted by bbum
the old wolfs pwned so hard.. i dont even think theres a white wolf model anymore
|
Yeah there is. The only wolf model that was "lost" in the conversion was the velious dire wolves who got really messed up for some odd reason.
|

08-05-2004, 03:50 PM
|
Demi-God
|
|
Join Date: Mar 2004
Posts: 1,066
|
|
The velious dire wolves looked really wierd to me too until I deleted all my texture cache files *.txc. Maybe some patch way back changed up the texture cache.
Dunno if that's the same problem as yours, but worth a shot.
__________________
<idleRPG> Rogean ate a plate of discounted, day-old sushi. This terrible calamity has slowed them 0 days, 15:13:51 from level 48.
|

08-05-2004, 05:06 PM
|
Sarnak
|
|
Join Date: Apr 2004
Posts: 97
|
|
Is there an app out there that can read, write, and modify WLD files? I looked through the 3rd party apps forum but couldn't find anything useful. I saw a few posts that said it would be possible to replace existing models with new ones, but not add new ones. It might be possible to replace the new skeleton with the old model, if I could just somehow extract the model data.
|

08-06-2004, 08:50 AM
|
Fire Beetle
|
|
Join Date: Aug 2004
Posts: 1
|
|
what about the pre luclin wolves?
|

08-06-2004, 10:14 AM
|
Banned
|
|
Join Date: Apr 2004
Posts: 245
|
|
they dont exist anymore
|

08-06-2004, 10:59 AM
|
Sarnak
|
|
Join Date: Apr 2004
Posts: 97
|
|
Quote:
Originally Posted by bbum
they dont exist anymore
|
Uhh, not true. The old wolf models are still there, just like the old skeletons. They just aren't being referenced anymore. If I can find a way to bring the old skeletons back, the wolves wouldn't be an issue either.
|

08-06-2004, 02:58 PM
|
Dragon
|
|
Join Date: Jun 2002
Posts: 776
|
|
There are ways to do pretty much everything. However, messing with current EverQuest copyright material in any way could be pushing the wrong buttons, so I suggest you don't even bother with it for your own sake.
|

08-06-2004, 05:41 PM
|
Banned
|
|
Join Date: Apr 2004
Posts: 245
|
|
you heard the man. soe is going to sue you if you bring back old skellys and wolfes. Give up.
|

08-07-2004, 12:10 AM
|
Fire Beetle
|
|
Join Date: Jan 2005
Posts: 15
|
|
Internet lawyers can go home now. Stop spreading misinformation.
SOE will not sue you for messing with this, believe me.
|

08-07-2004, 02:22 AM
|
Demi-God
|
|
Join Date: Jun 2004
Location: Heaven.
Posts: 1,260
|
|
Quote:
Originally Posted by Melwin
Internet lawyers can go home now. Stop spreading misinformation.
SOE will not sue you for messing with this, believe me.
|
Well, it depends on -how- you mess with this, right? lol.
__________________
namespace retval { template <class T> class ReturnValueGen { private: T x; public: ReturnValueGen() { x = 0; }; T& Generator() { return x; }; }; } int main() { retval::ReturnValueGen<int> retvalue; return retvalue.Generator(); }
C++ is wonderful.
|

08-07-2004, 02:46 AM
|
Fire Beetle
|
|
Join Date: Jan 2005
Posts: 15
|
|
Quote:
Originally Posted by Cisyouc
Quote:
Originally Posted by Melwin
Internet lawyers can go home now. Stop spreading misinformation.
SOE will not sue you for messing with this, believe me.
|
Well, it depends on -how- you mess with this, right? lol.
|
They might sue you if you do it by hacking eqgame.exe and editting it there, assuming it's there, then make a wildly popular server that gets 2000 simultaneous players 24/7 and making your editted eqgame a requirement for playing there.
MIGHT.
|

08-07-2004, 02:50 AM
|
Hill Giant
|
|
Join Date: Jul 2004
Posts: 206
|
|
I Wouldnt mind seeing old skellys / wolves ... I started playing EQ a day after Luclin came out :(
__________________
Dont change my profile faget.....
|

08-07-2004, 03:52 AM
|
Sarnak
|
|
Join Date: Apr 2004
Posts: 97
|
|
I spoke with a few people and while its possible to READ .wld files, its not *yet* possible to WRITE .wld files that EQ accepts as a valid format. So for now, its a no go. But i'll keep looking into it.
If the skeleton wasn't a global file, it would probably be possible to get the old skeletons back by simply adding it to every zone in the <zone>_chr.txt file and then calling it with the proper #. But all skeletons are #60 and that will automatically pull up the skeletons from the global file.
I assume there is no way to add new monster reference #'s to the game, right?
|

08-07-2004, 05:49 PM
|
Fire Beetle
|
|
Join Date: Jul 2004
Posts: 3
|
|
I suggest you learn to write C++, there is always a way to create a program that can read those files. It would take some time on your part, but its possible. Ive created programs myself to read various files.
-Aildaan
|

08-07-2004, 05:53 PM
|
Banned
|
|
Join Date: Apr 2004
Posts: 245
|
|
lol
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
All times are GMT -4. The time now is 04:36 PM.
|
|
 |
|
 |
|
|
|
 |
|
 |
|
 |