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  #11  
Old 08-05-2004, 11:31 AM
Raddiux
Sarnak
 
Join Date: Apr 2004
Posts: 97
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Quote:
Originally Posted by Charmy
Corrrect me if i am wrong radd but isn't that picture the old skelle? i started eq at the kunark release and thats the skeletons i remember, the funny shaped looking ones, if there was one that came before that i don't know what it is. as for forcing people to see that, as long as it is still a global model, or it still exists in the most recent s3d files, you just need to change all the values of the skeletons (and the model numbers in the necro pet code in spells.cpp) models in the database. you can do this with a single sql command. just UPDATE mobtable set model=oldskellymodel WHERE model=newskellynumber; or somthing similar will work.
That picture I posted IS the old skeleton model. I posted that so Melwin could check to see if thats what he was seeing or not.

The problem with getting the old models to load is that the value of the skeletons (#60 if you check through the EQemu guidebook) ends up loading the luclin model and not the original model. The client completly ignores the old model and goes straight for the newer one located in a different s3d file. AFAIK there is no way to hack the client to make it load the old s3d file.

If you use EQinside, you can clearly see the original skeletons located in global_chr.s3d. The luclin skeletons appear to be in global6_chr.s3d (although I can't be sure since i have no way of opening dds files). But these are only the textures. I still don't understand where the actual MODEL file is stored. It can't possibly all be in that single .wld file inside the s3d file can it? If I could figure that out, I might be able to replace and rename some files and fool the client into loading the old skeleton. This is all just speculation though.

EDIT:

Actually, the luclin skeleton MODEL appears to be located in globalske_chr2.s3d, which was created on 12/20/2001 - just when luclin was released. So the client now appears to point to this file to load the skeleton model. If I could replace the .wld file inside here with the old skeleton .wld file, I might be able to get the old skeleton to load. The problem there is that I can't find the model file for the old skeleton. Either its someplace i'm not looking, or all the original global models are somehow embedded in a single .wld file.
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