Adventures In Texture Editing

Would a .zip with a folder for each set of .bmp/.dds files be okay? Do you want me to do anything with the names, or leave them alone so a staff member could assign, say, the "lava" gemathian as texture set 01, the "sand" gemathian as 02, etc.?

Easiest would be to get your copy of whatever _chr file you loaded them in to and I can just overwrite the one in the patcher. As long as the file is otherwise what we are using now.
 
if projects like continue with more monsters, is it gonna have any negative effects on load times for the server, or can we just get a little creative. we obviously have a pretty adept community on the texture side here. and the prettier is always nicer.
 
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if projects like continue with more monsters, is it gonna have any negative effects on load times for the server, or can we just get a little creative. we obviously have a pretty adept community on the texture side here. and the prettier is always nicer.
I don't know the specifics/logistics of the loading process, but I think it's mostly negligible. I've heard of some EQEmu folks setting out to make every single model global via mass expansion of the _chr.txt files, and if that's even considered feasible by people who presumably know a lot about the game, I think any potential texture work we whip up would be a drop in the bucket compared to that. Globally loaded models in SoD already encompass something along the lines of 60-70 models, most of which have multiple texture sets, so any potential effect of adding a few extra bits and bobs seems like it would be -- to use the word again -- negligible. All this talk of models doesn't even take into account everything else that factors into the loading time when you zone, such as rendering zone geometry, the sky, NPC data, etc.

Of course, I could be wrong. I'm just the guy who gets a thrill out of making hot pink Frogloks and superimposing female Ogre skins onto male Human bodies.

Also,
adept community
this phrasing made me grin. :D
 
It's quite feasible to have most every model load globally. On my test server I use a modified GlobalLoad file that actually loads every single zone file. This is probably the most memory-intensive way to get every single model to load, but aside from a slightly longer loading-screen, there is no noticeable difference in game play.

When a model is to become global, you can load either the entire parent zone (Ex. 1,0,TFFF,grobb_chr,Loading Characters in GlobalLoad for all Grobb models) or you can call a specific model/textures (Ex. rat,akanon_chr).

The tricky part comes with the "order of operations" as to which file is used for pulling the texture. Usually, when globally-focused, one zone is chosen for a particular model, and all textures are placed there.

A fun component here is you can openly create new files, say holiday themed, give them a different name, and load them as a unique zone with priority. This could be used to give every character a giant Pepsi logo on their back for instance, and is a simple text-file edit once it's implemented.

There is quite a bit more to it, including some methods I've only seen on this server. Hopefully this helps.

Grinkles - I may need your hot-pink frogloks and ogre-mutant-people for when I create a server around an accident involving a Gnomish nuclear power plant... :)
 
if projects like continue with more monsters, is it gonna have any negative effects on load times for the server, or can we just get a little creative. we obviously have a pretty adept community on the texture side here. and the prettier is always nicer.

In 1999, it was something they had to keep in mind. On modern PCs, it is negligible.
 
Does that mean we could implement that global NPC/ race list to work in every zone? Would fix stuff like human Puma in the Wastes of Tarhyl and other weird zone/ NPC issues.
I posted it years ago, but Tao had said it was to much of a burden on PCs and the server with zoning.

Code:
1,0,TFFF,abysmal_chr,Loading Characters 
1,0,TFFF,acrylia_chr,Loading Characters
1,0,TFFF,ael_chr,Loading Characters
1,0,TFFF,airplane_chr,Loading Characters
1,0,TFFF,akanon_chr,Loading Characters
1,0,TFFF,akheva_chr,Loading Characters
1,0,TFFF,anguish_chr,Loading Characters
1,0,TFFF,arena_chr,Loading Characters
1,0,TFFF,barindu_chr,Loading Characters
1,0,TFFF,befallen_chr,Loading Characters
1,0,TFFF,beholder_chr,Loading Characters
1,0,TFFF,bgb_chr,Loading Characters
1,0,TFFF,blackburrow_chr,Loading Characters
1,0,TFFF,bloodfields_chr,Loading Characters
1,0,TFFF,bon_chr,Loading Characters
1,0,TFFF,bothunder_chr,Loading Characters
1,0,TFFF,box_chr,Loading Characters
1,0,TFFF,brl_chr,Loading Characters
1,0,TFFF,broodlands_chr,Loading Characters
1,0,TFFF,brv_chr,Loading Characters
1,0,TFFF,burningwood_chr,Loading Characters
1,0,TFFF,butcher2_chr,Loading Characters
1,0,TFFF,butcher_chr,Loading Characters
1,0,TFFF,bvk_chr,Loading Characters
1,0,TFFF,bwd_chr,Loading Characters
1,0,TFFF,cabeast_chr,Loading Characters
1,0,TFFF,cabwest_chr,Loading Characters
1,0,TFFF,cauldron_chr,Loading Characters
1,0,TFFF,causeway_chr,Loading Characters
1,0,TFFF,cazicthule_chr,Loading Characters
1,0,TFFF,chambersa_chr,Loading Characters
1,0,TFFF,chambersb_chr,Loading Characters
1,0,TFFF,chambersc_chr,Loading Characters
1,0,TFFF,chambersd_chr,Loading Characters
1,0,TFFF,chamberse_chr,Loading Characters
1,0,TFFF,chambersf_chr,Loading Characters
1,0,TFFF,charasis_chr,Loading Characters
1,0,TFFF,chardok_chr,Loading Characters
1,0,TFFF,chardokb_chr,Loading Characters
1,0,TFFF,citymist_chr,Loading Characters
1,0,TFFF,clb_chr,Loading Characters
1,0,TFFF,cobaltscar_chr,Loading Characters
1,0,TFFF,codecay_chr,Loading Characters
1,0,TFFF,commons_chr,Loading Characters
1,0,TFFF,corathus_chr,Loading Characters
1,0,TFFF,corathusa_chr,Loading Characters
1,0,TFFF,corathusb_chr,Loading Characters
1,0,TFFF,cpt_chr,Loading Characters
1,0,TFFF,crb_chr,Loading Characters
1,0,TFFF,crushbone_chr,Loading Characters
1,0,TFFF,crystal_chr,Loading Characters
1,0,TFFF,cst_chr,Loading Characters
1,0,TFFF,dalnir_chr,Loading Characters
1,0,TFFF,dawnshroud_chr,Loading Characters
1,0,TFFF,delvea_chr,Loading Characters
1,0,TFFF,delveb_chr,Loading Characters
1,0,TFFF,dji_chr,Loading Characters
1,0,TFFF,dpf_chr,Loading Characters
1,0,TFFF,dpm_chr,Loading Characters
1,0,TFFF,dr2_chr,Loading Characters
1,0,TFFF,dra_chr,Loading Characters
1,0,TFFF,drachnidhive_chr,Loading Characters
1,0,TFFF,drachnidhivea_chr,Loading Characters
1,0,TFFF,drachnidhiveb_chr,Loading Characters
1,0,TFFF,drachnidhivec_chr,Loading Characters
1,0,TFFF,dranik_chr,Loading Characters
1,0,TFFF,draniksscar_chr,Loading Characters
1,0,TFFF,dreadlands_chr,Loading Characters
1,0,TFFF,dreadspire_chr,Loading Characters
1,0,TFFF,droga_chr,Loading Characters
1,0,TFFF,drv_chr,Loading Characters
1,0,TFFF,dulak_chr,Loading Characters
1,0,TFFF,eastkarana_chr,Loading Characters
1,0,TFFF,eastkorlach_chr,Loading Characters
1,0,TFFF,eastwastes_chr,Loading Characters
1,0,TFFF,echo_chr,Loading Characters
1,0,TFFF,ecommons_chr,Loading Characters
1,0,TFFF,eel_chr,Loading Characters
1,0,TFFF,eey_chr,Loading Characters
1,0,TFFF,efc_chr,Loading Characters
1,0,TFFF,efe_chr,Loading Characters
1,0,TFFF,efw_chr,Loading Characters
1,0,TFFF,emeraldjungle_chr,Loading Characters
1,0,TFFF,emp_chr,Loading Characters
1,0,TFFF,epf_chr,Loading Characters
1,0,TFFF,epm_chr,Loading Characters
1,0,TFFF,erudnext_chr,Loading Characters
1,0,TFFF,erudsxing_chr,Loading Characters
1,0,TFFF,everfrost_chr,Loading Characters
1,0,TFFF,fbf_chr,Loading Characters
1,0,TFFF,fbm_chr,Loading Characters
1,0,TFFF,fdr_chr,Loading Characters
1,0,TFFF,fearplane_chr,Loading Characters
1,0,TFFF,feerrott_chr,Loading Characters
1,0,TFFF,fel_chr,Loading Characters
1,0,TFFF,felwithea_chr,Loading Characters
1,0,TFFF,felwitheb_chr,Loading Characters
1,0,TFFF,ferubi_chr,Loading Characters
1,0,TFFF,fgh_chr,Loading Characters
1,0,TFFF,fhalls_chr,Loading Characters
1,0,TFFF,fieldofbone_chr,Loading Characters
1,0,TFFF,firiona_chr,Loading Characters
1,0,TFFF,fmo_chr,Loading Characters
1,0,TFFF,fmp_chr,Loading Characters
1,0,TFFF,fmt_chr,Loading Characters
1,0,TFFF,freporte_chr,Loading Characters
1,0,TFFF,freportn_chr,Loading Characters
1,0,TFFF,freportw_chr,Loading Characters
1,0,TFFF,frontiermtns_chr,Loading Characters
1,0,TFFF,frozenshadow_chr,Loading Characters
1,0,TFFF,fsk_chr,Loading Characters
1,0,TFFF,fud_chr,Loading Characters
1,0,TFFF,fungusgrove_chr,Loading Characters
1,0,TFFF,gbl_chr,Loading Characters
1,0,TFFF,gdr_chr,Loading Characters
1,0,TFFF,gfaydark_chr,Characting Loaders
1,0,TFFF,ggl_chr,Loading Characters
1,0,TFFF,ggm_chr,Loading Characters
1,0,TFFF,goo_chr,Loading Characters
1,0,TFFF,gpf_chr,Loading Characters
1,0,TFFF,gpm_chr,Loading Characters
1,0,TFFF,greatdivide_chr,Loading Characters
1,0,TFFF,gri_chr,Loading Characters
1,0,TFFF,griegsend_chr,Loading Characters
1,0,TFFF,grimling_chr,Loading Characters
1,0,TFFF,grobb_chr,Loading Characters
1,0,TFFF,growthplane2_chr,Loading Characters
1,0,TFFF,growthplane_chr,Loading Characters
1,0,TFFF,gtd_chr,Loading Characters
1,0,TFFF,guka_chr,Loading Characters
1,0,TFFF,gukb_chr,Loading Characters
1,0,TFFF,gukbottom_chr,Loading Characters
1,0,TFFF,gukc_chr,Loading Characters
1,0,TFFF,gukd_chr,Loading Characters
1,0,TFFF,guke_chr,Loading Characters
1,0,TFFF,gukf_chr,Loading Characters
1,0,TFFF,gukg_chr,Loading Characters
1,0,TFFF,gukh_chr,Loading Characters
1,0,TFFF,guktop_chr,Loading Characters
1,0,TFFF,gunthak_chr,Loading Characters
1,0,TFFF,gvk_chr,Loading Characters
1,0,TFFF,halas_chr,Loading Characters
1,0,TFFF,harbingers_chr,Loading Shit
1,0,TFFF,hateplane_chr,Loading Characters
1,0,TFFF,hateplaneb_chr,Loading Characters
1,0,TFFF,hatesfury_chr,Loading Characters
1,0,TFFF,highkeep_chr,Loading Characters
1,0,TFFF,highpass_chr,Loading Characters
1,0,TFFF,hohonora_chr,Loading Characters
1,0,TFFF,hohonorb_chr,Loading Characters
1,0,TFFF,hole_chr,Loading Characters
1,0,TFFF,hollowshade_chr,Loading Characters
1,0,TFFF,hpf_chr,Loading Characters
1,0,TFFF,hpm_chr,Loading Characters
1,0,TFFF,ibr_chr,Loading Characters
1,0,TFFF,iceclad_chr,Loading Characters
1,0,TFFF,icy_chr,Loading Characters
1,0,TFFF,iec_chr,Loading Characters
1,0,TFFF,ifc_chr,Loading Characters
1,0,TFFF,ihu_chr,Loading Characters
1,0,TFFF,ikkinz_chr,Loading Characters
1,0,TFFF,ila_chr,Loading Characters
1,0,TFFF,ilb_chr,Loading Characters
1,0,TFFF,illsalin_chr,Loading Characters
1,0,TFFF,inktuta_chr,Loading Characters
1,0,TFFF,innothule_chr,Loading Characters
1,0,TFFF,isb_chr,Loading Characters
1,0,TFFF,ise_chr,Loading Characters
1,0,TFFF,iwf_chr,Loading Characters
1,0,TFFF,iwh_chr,Loading Characters
1,0,TFFF,iwm_chr,Loading Characters
1,0,TFFF,izf_chr,Loading Characters
1,0,TFFF,izm_chr,Loading Characters
1,0,TFFF,jaggedpine_chr,Loading Characters
1,0,TFFF,jkr_chr,Loading Characters
1,0,TFFF,kael_chr,Loading Characters
1,0,TFFF,kaesora_chr,Loading Characters
1,0,TFFF,kaladima_chr,Loading Characters
1,0,TFFF,kaladimb_chr,Loading Characters
1,0,TFFF,karnor_chr,Loading Characters
1,0,TFFF,katta_chr,Loading Characters
1,0,TFFF,kedge_chr,Loading Characters
1,0,TFFF,kerraridge_chr,Loading Characters
1,0,TFFF,kithicor_chr,Loading Characters
1,0,TFFF,kob_chr,Loading Characters
1,0,TFFF,kodtaz_chr,Loading Characters
1,0,TFFF,krk_chr,Loading Characters
1,0,TFFF,kurn_chr,Loading Characters
1,0,TFFF,lakeofillomen_chr,Loading Characters
1,0,TFFF,lakerathe_chr,Loading Characters
1,0,TFFF,lavastorm_chr,Loading Characters
1,0,TFFF,letalis_chr,Loading Characters
1,0,TFFF,lfaydark_chr,Loading Characters
1,0,TFFF,lga_chr,Loading Characters
1,0,TFFF,lgr_chr,Loading Characters
1,0,TFFF,lmf_chr,Loading Characters
1,0,TFFF,lmm_chr,Loading Characters
1,0,TFFF,lug_chr,Loading Characters
1,0,TFFF,luj_chr,Loading Characters
1,0,TFFF,maiden_chr,Loading Characters
1,0,TFFF,mal_chr,Loading Characters
1,0,TFFF,mep_chr,Loading Characters
1,0,TFFF,mim_chr,Loading Characters
1,0,TFFF,mischiefplane_chr,Loading Characters
1,0,TFFF,mistmoore_chr,Loading Characters
1,0,TFFF,misty_chr,Loading Characters
1,0,TFFF,mmf_chr,Loading Characters
1,0,TFFF,mmm_chr,Loading Characters
1,0,TFFF,mmv_chr,Loading Characters
1,0,TFFF,mmy_chr,Loading Characters
1,0,TFFF,moi_chr,Loading Characters
1,0,TFFF,mseru_chr,Loading Characters
1,0,TFFF,mtc_chr,Loading Characters
1,0,TFFF,muh_chr,Loading Characters
1,0,TFFF,nadox_chr,Loading Characters
1,0,TFFF,najena_chr,Loading Characters
1,0,TFFF,natimbi_chr,Loading Characters
1,0,TFFF,necropolis_chr,Loading Characters
1,0,TFFF,necropolis_chr,Loading Characters
1,0,TFFF,nedaria_chr,Loading Characters
1,0,TFFF,nektulos_chr,Loading Characters
1,0,TFFF,nektulosa_chr,Loading Characters
1,0,TFFF,neriaka_chr,Loading Characters
1,0,TFFF,neriakb_chr,Loading Characters
1,0,TFFF,neriakc_chr,Loading Characters
1,0,TFFF,netherbian_chr,Loading Characters
1,0,TFFF,nexus_chr,Loading Characters
1,0,TFFF,nightmareb_chr,Loading Characters
1,0,TFFF,nin_chr,Loading Characters
1,0,TFFF,nmh_chr,Loading Characters
1,0,TFFF,northkarana_chr,Loading Characters
1,0,TFFF,nro2_chr,Loading Characters
1,0,TFFF,nro_chr,Loading Characters
1,0,TFFF,nurga_chr,Loading Characters
1,0,TFFF,nyd_chr,Loading Characters
1,0,TFFF,nym_chr,Loading Characters
1,0,TFFF,oasis2_chr,Loading Characters
1,0,TFFF,oasis_chr,Loading Characters
1,0,TFFF,oggok_chr,Loading Characters
1,0,TFFF,oot_chr,Loading Characters
1,0,TFFF,opf_chr,Loading Characters
1,0,TFFF,opm_chr,Loading Characters
1,0,TFFF,overthere_chr,Loading Characters
1,0,TFFF,paf_chr,Loading Characters
1,0,TFFF,paineel_chr,Good god
1,0,TFFF,paludal_chr,Loading Characters
1,0,TFFF,paw_chr,Loading Characters
1,0,TFFF,pbr_chr,Loading Characters
1,0,TFFF,permafrost_chr,Loading Characters
1,0,TFFF,poair_chr,Loading Characters
1,0,TFFF,podisease_chr,Loading Characters
1,0,TFFF,poeartha_chr,Loading Characters
1,0,TFFF,poearthb_chr,Loading Characters
1,0,TFFF,pofire_chr,Loading Characters
1,0,TFFF,poinnovation_chr,Loading Characters
1,0,TFFF,pojustice_chr,Loading Characters
1,0,TFFF,poknowledge_chr,Loading Characters
1,0,TFFF,ponightmare_chr,Loading Characters
1,0,TFFF,postorms_chr,Loading Characters
1,0,TFFF,potactics_chr,Loading Characters
1,0,TFFF,potimea_chr,Loading Characters
1,0,TFFF,potimeb_chr,Loading Characters
1,0,TFFF,potorment_chr,Loading Characters
1,0,TFFF,potranquility_chr,Loading Characters
1,0,TFFF,povalor_chr,Loading Characters
1,0,TFFF,powar_chr,Loading Characters
1,0,TFFF,powater_chr,Loading Characters
1,0,TFFF,pri_chr,Loading Characters
1,0,TFFF,provinggrounds_chr,Loading Characters
1,0,TFFF,pum_chr,Loading Characters
1,0,TFFF,pus_chr,Loading Characters
1,0,TFFF,qcat_chr,Loading Characters
1,0,TFFF,qey2hh1_chr,Loading Characters
1,0,TFFF,qeynos2_chr,Loading Characters
1,0,TFFF,qeynos_chr,Loading Characters
1,0,TFFF,qeytoqrg_chr,Loading Characters
1,0,TFFF,qimini_chr,Loading Characters
1,0,TFFF,qrg_chr,Loading Characters
1,0,TFFF,rak_chr,Loading Characters
1,0,TFFF,rap_chr,Loading Characters
1,0,TFFF,rathemtn_chr,Loading Characters
1,0,TFFF,rem_chr,Loading Characters
1,0,TFFF,rgm_chr,Loading Characters
1,0,TFFF,rivervale_chr,Loading Characters
1,0,TFFF,roe_chr,Loading Characters
1,0,TFFF,rom_chr,Loading Characters
1,0,TFFF,runnyeye_chr,Loading Characters
1,0,TFFF,scarlet_chr,Loading Characters
1,0,TFFF,scr_chr,Loading Characters
1,0,TFFF,sdc_chr,Loading Characters
1,0,TFFF,sdf_chr,Loading Characters
1,0,TFFF,sdm_chr,Loading Characters
1,0,TFFF,selibis_chr,Loading Characters
1,0,TFFF,sed_chr,Loading Characters
1,0,TFFF,sef_chr,Loading Characters
1,0,TFFF,sem_chr,Loading Characters
1,0,TFFF,shadeweaver_chr,Loading Characters
1,0,TFFF,shadowhaven_chr,Loading Characters
1,0,TFFF,sharvahl_chr,Loading Characters
1,0,TFFF,shp_chr,Loading Characters
1,0,TFFF,shr_chr,Loading Characters
1,0,TFFF,sir_chr,Loading Characters
1,0,TFFF,sirens_chr,Loading Characters
1,0,TFFF,skb_chr,Loading Characters
1,0,TFFF,skt_chr,Loading Characters
1,0,TFFF,skyfire_chr,Loading Characters
1,0,TFFF,skyshrine2_chr,Loading Characters
1,0,TFFF,skyshrine_chr,Loading Characters
1,0,TFFF,sleeper2_chr,Loading Characters
1,0,TFFF,sleeper_chr,Loading Characters
1,0,TFFF,snn_chr,Loading Characters
1,0,TFFF,soldunga_chr,Loading Characters
1,0,TFFF,soldungb_chr,Loading Characters
1,0,TFFF,solrotower_chr,Loading Characters
1,0,TFFF,soltemple_chr,Loading Characters
1,0,TFFF,southkarana_chr,Loading Characters
1,0,TFFF,spd_chr,Loading Characters
1,0,TFFF,sro_chr,Loading Characters
1,0,TFFF,sseru_chr,Loading Characters
1,0,TFFF,ssratemple_chr,Loading Characters
1,0,TFFF,steamfont_chr,Loading Characters
1,0,TFFF,stf_chr,Loading Characters
1,0,TFFF,stonebrunt_chr,Loading Characters
1,0,TFFF,str_chr,Loading Characters
1,0,TFFF,stu_chr,Loading Characters
1,0,TFFF,swampofnohope_chr,Loading Characters
1,0,TFFF,syn_chr,Loading Characters
1,0,TFFF,tac_chr,Loading Characters
1,0,TFFF,tbf_chr,Loading Characters
1,0,TFFF,tbl_chr,Loading Characters
1,0,TFFF,tbm_chr,Loading Characters
1,0,TFFF,tef_chr,Loading Characters
1,0,TFFF,tem_chr,Loading Characters
1,0,TFFF,templeveeshan_chr,Loading Characters
1,0,TFFF,ten_chr,Loading Characters
1,0,TFFF,tenebrous_chr,Loading Characters
1,0,TFFF,tgl_chr,Loading Characters
1,0,TFFF,thedeep_chr,Loading Characters
1,0,TFFF,thegrey_chr,Loading Characters
1,0,TFFF,thurgadina_chr,Loading Characters
1,0,TFFF,thurgadinb_chr,Loading Characters
1,0,TFFF,timorous2_chr,Loading Characters
1,0,TFFF,timorous_chr,Loading Characters
1,0,TFFF,tmb_chr,Loading Characters
1,0,TFFF,tmt_chr,Loading Characters
1,0,TFFF,tnf_chr,Loading Characters
1,0,TFFF,tnm_chr,Loading Characters
1,0,TFFF,torgiran_chr,Loading Characters
1,0,TFFF,tox_chr,Loading Characters
1,0,TFFF,tpb_chr,Loading Characters
1,0,TFFF,tpo_chr,Loading Characters
1,0,TFFF,trakanon_chr,Loading Characters
1,0,TFFF,trk_chr,Loading Characters
1,0,TFFF,trn_chr,Loading Characters
1,0,TFFF,trw_chr,Loading Characters
1,0,TFFF,tsm_chr,Loading Characters
1,0,TFFF,ttb_chr,Loading Characters
1,0,TFFF,tvp_chr,Loading Characters
1,0,TFFF,twf_chr,Loading Characters
1,0,TFFF,twilight_chr,Loading Characters
1,0,TFFF,tzf_chr,Loading Characters
1,0,TFFF,tzm_chr,Loading Characters
1,0,TFFF,udk_chr,Loading Characters
1,0,TFFF,umbral_chr,Loading Characters
1,0,TFFF,unb_chr,Loading Characters
1,0,TFFF,unrest_chr,Loading Characters
1,0,TFFF,vac_chr,Loading Characters
1,0,TFFF,vas_chr,Loading Characters
1,0,TFFF,veeshan_chr,Loading Characters
1,0,TFFF,veg_chr,Loading Characters
1,0,TFFF,vek_chr,Loading Characters
1,0,TFFF,velketor_chr,Loading Characters
1,0,TFFF,vexthal_chr,Loading Characters
1,0,TFFF,wakening_chr,Loading Characters
1,0,TFFF,warrens_chr,Loading Characters
1,0,TFFF,warslikswood_chr,Loading Characters
1,0,TFFF,wbu_chr,Loading Characters
1,0,TFFF,wel_chr,Loading Characters
1,0,TFFF,westwastes_chr,Loading Characters
1,0,TFFF,wmp_chr,Loading Characters
1,0,TFFF,wof_chr,Loading Characters
1,0,TFFF,wrf_chr,Loading Characters
1,0,TFFF,wuf_chr,Loading Characters
1,0,TFFF,wyv_chr,Loading Characters
 
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The global load scripts came with a later client. When someone says "global load" here it means editing the zone load scripts for every single zone. Not sure if our client actually hangs on to anything between zoning (well, actual global player race models and such are probably not reloaded, at least) or starts from scratch every time.
 
I want to bump the classic Froglok textures from two sets to nine so I could post an updated globalfroglok_chr.s3d file for Woldo or any other staff to sample, but I seem to be having some issues with Zaela's Texture Adder. I recall running into the same problem before; in short, the new textures won't load even after the .wld has been modified and the .s3d has been packed with the fresh new texture sets. I'm too tired to post the details now, but I'll look at it again with fresh eyes in the afternoon and see if maybe my own incompetence was to blame. :rolleyes:

EDIT: In other news, Jaggedpine Forest? More like Nakedpine Forest! It's strange to see this much open sky in a zone notorious for being packed to the brim with high-res, lagtastic foliage!

TreelessJaggedpine1_zpsd785ad89.jpg


I guess these guys have been working overtime lately:

TreelessJaggedpine2_zps58b4d1f1.jpg


(I mainly just wanted to do this to test if transparencies with .dds textures could be manipulated the same way I manipulated the .bmp tree textures in Fearstone several pages back. Seems the same concept applies!)
 
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I'm a complete newbie to Unity, but I just discovered that downloading the EQ Unity project source (here) can provide quite a bit of entertainment. Specifically, the ability to hot-swap textures to view them without loading into the actual game. There's also this free .fbx player (here) that works really well to open the Unity files and view animations.

My hastened attempt at a proof of concept includes a bear with a Bixie face on his rump, among other hideous test subjects. Since this is not at all my work, I'll name-drop http://eqbrowser.com/ where all of this is utilized.

Note that this is limited to features/textures/NPCs from Titanium.
upload_2014-10-18_12-19-33.png
 
Would you see yourself using this to quickly test custom texture jobs for use in a server like ours, or is it more for fun just as a gimmick? I can't really tell how much would be applicable to my usual (tedious) process because I know nothing whatsoever about Unity. It looks very complicated to me. :confused:

On another note, I've been attempting to compile a list of global models in SoD for my own reference and thought others might find it useful (either for texture editing or for new NPC considerations). The list includes model name, the zone from which the model is loaded, and a list of the available textures for the model.

It can be viewed here: Global Models Spreadsheet

Any advice is welcome. The orange-tinted cells represent texture sets accompanied by a head change (i.e. unicorn with horn vs black steed without, same model). The blue-tinted cells represent new texture jobs, including those by Reppots for the Iksar Skeleton model. I'm not sure what to put for the Tiger, Skeleton, Spirit Wolf, or Wolf models because these were changed with the arrival of Luclin yet some people still play with the classic models for these. I also don't know what the deal is with the classic Dragon. I thought it was global, but I can't seem to find it in any of the global files, and it isn't forced to load in every _chr.txt file either.
 
Methinks this is coming a bit too late to be of use this year, but maybe next year we can have a massive zombified Garden Duty PVP event during the Halloween season? (Alarcon's idea!)

ZombieGnomes_zps028800ad.jpg
You could ghostify all the pc race models and we could have an undead city of pc models that didn't know they were dead! Atlantis style. Heh, now that I think of it, it could be a cool lore location in the expansion to put a mop :p
 
Methinks this is coming a bit too late to be of use this year, but maybe next year we can have a massive zombified Garden Duty PVP event during the Halloween season? (Alarcon's idea!)

ZombieGnomes_zps028800ad.jpg

Woot you did it! Looks awesome! Zombie PVP gnome plague!

Another idea Grinkles and I discussed was doing a war event, but replacing all the kaezulians with zombie gnomes... and the bosses could be GIANT MEGA ZOMBIE GNOMES. Have them drop limited time zombie clockwork gnome gear. And cookies.

How's that for some fun, eh?
 
Almost a year ago, Olive asked me to come up with a few potential new Lizardman textures. None of them ever went into the game, but I figured I'd share them here just to show what might have been. Some are more extreme or cartoonish than others. I found out after the first few tests that Olive was looking more for a darker, more realistic coloration, which is where the last two came in.
LizardmanTest1_zps8a33a7c8.jpg

LizardmanTest2_zps65c1ba1e.jpg

LizardmanTest3_zpsce7bf257.jpg

LizardmanTest4_zpsb8944534.jpg

LizardmanTest6_zps6d1b2cb0.jpg

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You really need to start posting files with your pictures!
Maybe I'll start doing that on posts where it makes sense to do it. :)

I came across an interesting find a long time ago and forgot to post about it, so here I am getting around to it now. The file gequip.s3d contains all the Classic and Kunark held item textures. While perusing this file, I stumbled upon two oddities that seem not to have made it into the game for reasons we'll never know. Judging by the filenames, they were intended for use on shields. However, I don't even believe they were mapped over wireframes or assigned proper entries in the item model database, so they'll never see the light of day as they were originally intended. Nonetheless, here are the (terribly low-res) textures here in case others are curious:

228shield_zps6856c83b.jpg


it227front_zps9dd8fb43.jpg


These would've been interesting to see on shields, particularly the second one. It almost seems as if the one with the torch was simply cobbled together as a "rough draft" of the rose version. What's the second one meant to depict, anyway? A rose in a glass vase, surrounded by a thorny vine? It looks very Felwithe-esque to me. It's a shame neither made it into the game. On the other hand, I blew these images up to more than double their original resolutions, so the resulting shields probably wouldn't actually have been any more elegant than, say, the Qeynos Kite Shield texture. (Which I suppose doesn't look half bad, given its age in the database.) These shield textures were numbered with item model IDs of 228 and 227 respectively, so maybe a staff member can confirm that they indeed never went in on actual shield models.

I also came across this lovably low-res shield front which is in the database, though I'm fairly certain SoD has never once assigned it to an item:

shkiteleather_zps9ce23a80.jpg


Anyone else remember this shield? I seem to recall it being on a very small shield with an unusual shape to it. I think that's meant to be a griffon on it, but you'd never know given the graininess. I don't have a clue what item model ID this is attached to, but I say it ought to be brought back in all its ugly glory! :D
 
Anyone else remember the alternate texture set for Kerrans that came with the advent of the mini-expansion that included Stonebrunt Mountains? They aren't used even once anywhere in Shards of Dalaya as far as I can see, so I'm wondering if maybe the staff forgot about them. They really are nice textures, both the male and the female variant:

KerranMaleTexture01_zpsbe559230.jpg


KerranFemaleTexture01_zps71e2377b.jpg


I could easily do a little cutting and pasting with the default Kerran model that we have in Paw to give Theurgist Iztala her own unique texture from the female outfit, if nothing else. Is that something the staff want to pursue?

Also, is there anywhere for this palette swapped Specter to go? I was going for an undead monk look (as in monks from a monastic order, not the punch kick monks we tend to think of), but I don't suppose there's any kind of "fallen monastery" in SoD that needs anything quite like this. Even after all these years, the classic Specter model from '99 is still one of the coolest-looking models in the game! It's a shame its animation cycle is so wonky, though.... (Seriously, next time you see a stationary Specter, stand there and watch its tail/sleeve cuffs for a few seconds!)

SpecterinBrownCloak_zps46963797.jpg


Obligatory .zip with the raw texture pieces in case a staff member wants to tinker with it: Specter in Brown Cloak
 
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