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  #1  
Old 03-08-2008, 07:48 PM
moydock
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Perfectly happy so far George but there are more graphics unfortunately. The order of them is pretty strange but there are some at 300-305ish, 400-405ish etc. Up to 900ish. Then there are a whole bunch at 10,000-10,050. Then 10,100-10,150, then 10,200-10,250, and so on. They're all scattered from the different expansions (sony must be headed by a retarded goldfish).
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Old 03-08-2008, 08:50 PM
ChaosSlayer
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mmm something tells me that the #w(whatever) code of the item in game DOES NOT correspand to the "idfile" number code

soem fo the weapons shown in 0-200 numbers have way higher "idfile" #code - Centi LS for exmaple, or Velious/ST graphic weapons.

And of course there are WAY more actual weapon models in game. I am prety sure I havent seen a single PoP/LOY/LDON era weapon or later.

The big problem that- the encyclopedia won't realy have any usage unless the user can obtain the actual "idfile" code from it.
SO - going into game and doing #w thing won't realy help you if #w numders DO NOT correspand to "idfile" # codes which are what is actualy needed to assign the graphic to an item
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  #3  
Old 03-09-2008, 12:07 AM
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trevius
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There are MANY more items not listed on that list. It is a great start, but it would take quite a while longer to make the full list. There are hundreds more.

As for the #wc number id matching up with the item number in the database, it works perfectly. Take IT10653 for example. The number 10653 is the ID for the new short sword graphic. If you use the command #wc 7 10653 in game, it will show you that graphic. Same goes for the stuff in the encyclopedia. For example, the BFG graphic is listed as 198 in GeorgeS new tool and has an image. If you go in game and type #wc 7 198, that will show you the graphic. And if you put IT198 on an item for weapon slots, it will show up with that graphic.

VERY nice work so far though GeorgeS! I am sure this will be very handy to the entire community. These new tools along with your icon one are something that the Emu could have used since it was created. These things will always be handy no matter what changes come
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  #4  
Old 03-09-2008, 03:50 AM
GeorgeS
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As trevius mentioned, the IT #'s do match in game. I used wc commands to generate these. Now the problem is reverse figuring out what weapons there are. I have something like 90% of the expansions, so may not have all the textures and models.

I'll start looking into getting more models somehow, but it's a bit brute force. I'll start with modelviewer and see what I get from it.

oh btw, the S3D models have the models for all the weapons - so i'm pulling those first. Hopefully will have the entire weapon model later...


GeorgeS
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Last edited by GeorgeS; 03-09-2008 at 11:52 AM..
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  #5  
Old 03-09-2008, 04:49 AM
GeorgeS
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..just an addendum -

I've found a boat load more weapons - in fact 100's more. I've pulled them into the encyclopedia, and will have it ready later. There will be some code change to encompass these and future ones...

Stay tuned
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  #6  
Old 03-09-2008, 07:28 AM
ChaosSlayer
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ah good then we don't have the problem with #wc to idfile correspandance

BTW, George- imho we don't actualy need the spell viewer program =)
as long as .avi files have names correspanding to spell # - it is easier to just view them directly with windows media player =)

still great work on recording the spell effects =)


PS. one important note- are you only recording particle effecst or casting animations too?
Cuase particle effecst is whjat appears when spell is DONE casting, but while you still in the process there is also casting animation. - what about them?
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  #7  
Old 03-09-2008, 02:58 PM
GeorgeS
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The spell particle effects are what's shown in the avi (divx) files. No animations are intended to, but can be inferred to in those files from the spell editor. All the #wc weapon files are done and now i'm redoing the code to handle them.

GeorgeS



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