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  #46  
Old 08-19-2004, 10:28 AM
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Rogean
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  #47  
Old 08-19-2004, 10:33 AM
Raddiux
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Yep, it works

I'm still looking into the skeleton problems though. If you look really close, you can see the luclin skeleton models texture incorrectly skinned on the head of the old model. The question is, where is it getting this luclin texture from? I've looked through a bunch of s3d files, and the only place i see luclin skeleton textures is in global6, which is removed for this to work.

Anyone have any ideas?

Edit: Oh yeah, any idea how to spawn the brown skellie? I've tried playing with the texture values but nothing seems to affect it.
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  #48  
Old 08-19-2004, 11:07 AM
killspree
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Be sure to confirm that the skeleton model is the only one in the file you're planning on deleting, otherwise you may lose out on global models you might want to use eventually.
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  #49  
Old 08-19-2004, 11:18 AM
Raddiux
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Quote:
Originally Posted by killspree
Be sure to confirm that the skeleton model is the only one in the file you're planning on deleting, otherwise you may lose out on global models you might want to use eventually.

Global6 seems to include models/skins for the following mobs:

Snake
Drakes
Skeletons
Tigers
Wolves

Not sure why snakes were made global, but by getting rid of global6 you'd be affecting wizard familiars as well as beastlord pets.
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  #50  
Old 08-24-2004, 03:48 PM
Raddiux
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Not sure if anyone is still interested in this, but I finally found the stray texture files. They are located in gequip5.s3d. Skeletons now look normal.



Now, how the hell do you spawn the brown skeletons?
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  #51  
Old 08-24-2004, 04:58 PM
Wumpas
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EDIT -- it seems when you take the textures and delete them with eqinside it wont let you resave the file I tried renaming the textures. Eq still found the renamed textures so I guess until a workaround is found we need to delete both those files.

I can handle global6 but is there anything important we will lose in gequip5?
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  #52  
Old 08-26-2004, 09:31 AM
Jollyhalfling
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Skelotons had boooone decaay....
Laughing every round awaaay...
Cracked staves Rule the noobies Daaaay

THOSE WERE THE DAAAAAAYSSS......


*and might I add my satisfaction they're keeping the skeloton sounds for EQ2
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  #53  
Old 08-26-2004, 10:43 AM
Cisyouc
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Quote:
Originally Posted by Jollyhalfling
Skelotons had boooone decaay....
Laughing every round awaaay...
Cracked staves Rule the noobies Daaaay

THOSE WERE THE DAAAAAAYSSS......


*and might I add my satisfaction they're keeping the skeloton sounds for EQ2
And ya didn't know where ya WERE THEN!!!!!
Newbs were newbs and mobs were mobs....
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C++ is wonderful.
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  #54  
Old 09-03-2004, 04:15 PM
Kuud
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Can this be used for real eq? Or just eqemu
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  #55  
Old 09-04-2004, 05:59 AM
gayfag~
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i have the same question. if this can be used on live... omg thank u jesus &lt;#&lt;#&lt;#

edit: is this possible on live? tell me plz kthnxthnx
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  #56  
Old 09-05-2004, 06:22 AM
Raddiux
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Quote:
Originally Posted by Kuud
Can this be used for real eq? Or just eqemu
Only on eqemu, and only if the skeletons are spawned as #60 (luclin skeletons) and not the newer LDON skeletons. If EQlive still used the old luclin skeletons then this would work, but all skeletons on live no longer point to model #60.
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  #57  
Old 09-05-2004, 06:25 AM
gayfag~
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cant you just replace the ldon skellies instead of replacing the luclin ones? (oh jesus plz say yes)

what about wolves? i want the more wolves back more then skellys. i can still get those right?

the new wolves like paw at your leg lol. i like how the old ones were vicious.
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  #58  
Old 09-05-2004, 05:16 PM
Raddiux
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Skeletons will never work on live unless someone figures out how to WRITE (not read) .wld models.

As for wolves, yes those will work on live just fine with this trick. However, the wolves animate a bit too slowly. Still, i prefer slow moving old wolves to the new ones.
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  #59  
Old 09-05-2004, 08:45 PM
gayfag~
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what files do i delete or swap or whatever?
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