Adventures In Texture Editing

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Beautiful. And all this can be done with duplicates and inventing your own ID numbers/prefixes? If so, there's room for a whole lot of diversification in the loot tables of raid mobs, particularly for overused held items...

Also, I have only ever skimmed a bit to do with custom particle effects over at EQEmu forums before, but I haven't yet taken the time to dig in and try to make sense of the technicalities. Could a person, in theory, hijack the data pertaining to the particle effect for, say, the Wand of the High Researcher (which I think bears the ID# 10733 in gequip8.s3d) and apply it to a totally unrelated but similarly proportioned held item like the ENC 1.0 Epic (the serpent stick, can't locate ID in a jiffy but it's probably somewhere in gequip2 or so)? If this too can be done, then all the better! Since particles can be recolored easily, this could make for some very cool mash-ups.
 
I'm sure that particles could be added to anything in principle. Just not sure if it will be worth the effort, considering that if we ever do get the client upgraded we'll have access to a large number of much nicer particle weapons in a completely different format I know nothing about (and which there doesn't seem to be any eqemu documentation for -- and even if there is, they only seemed to be interested in data relevant to zones rather than mob models and items in particular).
 
Doing some trial and error to figure out fields for particle data (the parts not about how they move around). Figured out fields for particle lifetime and delay between emissions. Also found the bit in a flag that controls whether particles stay strictly relative to their source (e.g. particles that swing with a weapon no matter where they are in their animation) or trail behind as their source moves.

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Also have a suspicion about a certain field controlling how many particles can exist at once based on the above (I jacked up the lifetime to 5 seconds and minimized the delay here, kind of blooms the particles all at once and then does nothing until the 5 seconds are up -- there's a field with a value of "20" which seems like a probable number of particles in there, gonna try bumping it up to 200 next).
 
Interesting finds as usual, Zaela. I must say, I always preferred the particles that remain static upon being rendered (i.e. not following the weapon about). Presumably, the .wld governs the coordinates and geometry of the particles just as it governs the coordinates and geometry of model wireframes, though not sure if that'd be relevant to your interests here.
 
A question, you made the swords translucent, is there also the option to color them? (Like red, or gold, etc.) Would be a ton of room for variation of a base model if you could. Would be awesome if color change and translucent were a thing, but sadly, I expect that can't happen.
 
A question, you made the swords translucent, is there also the option to color them? (Like red, or gold, etc.) Would be a ton of room for variation of a base model if you could. Would be awesome if color change and translucent were a thing, but sadly, I expect that can't happen.
This is 100% possible now, especially given Zaela's confirmation that new item IDs can be invented and applied to duplicated held item mods to coexist alongside the originals. Check earlier in the thread (page 2 or 3, I think) for some recolor tests I did on a couple of held items. :)
 
Need to split off items from this thread! Too much exciting shit to be lost in page 10 of the (albeit independently awesome) NPC texture thread!
 
This is 100% possible now, especially given Zaela's confirmation that new item IDs can be invented and applied to duplicated held item mods to coexist alongside the originals. Check earlier in the thread (page 2 or 3, I think) for some recolor tests I did on a couple of held items. :)
Now, that is just plain awesome-sauce then. Could make some really cool stuff that way. Why stop with a ruby-hilted long sword, when you can have a ruby (red+translucent) bladed one? The ideas are endless.
 
rusty weapons can finally look rusty.
how different are weapons and armor handled? helms with particle effects is the future we need, nah, deserve.
that or entire suits of flaming sword.
nm, too cool. no way it can be done.
 
rusty weapons can finally look rusty.
how different are weapons and armor handled? helms with particle effects is the future we need, nah, deserve.
that or entire suits of flaming sword.
nm, too cool. no way it can be done.

Adding cool armor particles would be awesome. Maybe they could even be added as an in game dye?

To be honest, I can't even play with particles on. The computer can't handle it, and even if it could, when they are turned all the way up I can't tell wtf is happening because there is color everywhere.
 
Old model velious helmets, at least, are weapon models that attach to a point on your head... Other armor, probably not.

Spent a few days looking at newer client particle formats to see if I could apply what I learned. Turns out newer weapons use a different data model for particles; where old s3d-based weapons are particle emitters in which individual particles are created, tracked/animated, and then destroyed (and can easily have their values mucked with to crank out more or less particles), eqg-based weapons have static numbers of particles which are simply animated and then reset to their base position to animate again (and are thus harder to muck with -- to get more particles you'd need to add more animations, I think). Nice to know (and probably a lot less taxing on the client), but probably too ambitious for me to make a tool for yet...

Might go back to looking at wld stuff, even if it is more tedious and (hopefully) will become irrelevant eventually... Dunno.

On the plus side, since S3DSpy was crashing/hanging for me when trying to insert stuff into certain item s3d/eqg's, the extract and insert logic will be integrated into any future tools I make.
 
Zaela, I wonder if coordinates for the implemented Velious helms could be duplicated for the unused Velious helms (see a couple pages back in this thread for a slew of screenshots). Just a thought.

I sure wish S3D Spy had received further upgrades. Search would be incredibly useful, for starters. The ability to scroll through the lists would also be nice. Another complaint of mine is that any attempt to extract multiple files at once does not pop up the prompt asking you where you'd like them to go; the prompt only appears when extracting a single file at a time. Lastly, the ability to select multiple noncontiguous items (by holding control) would also have proven highly useful. Alas, at least we have something to work with in the first place that let's us do all this fun stuff!

Would it eventually be possible for your tools to be able to modify .wld contents within the parent .s3d file? This could cut out the tedious middle step of having to fire up S3D Spy just to extract the .wld, then having to drop it back in with S3D Spy a couple minutes after that.

Finally, I wanted to inquire about a hiccup I encountered with Texture Adder. I seem unable to add a second Blood Raven texture set. Unless I'm doing something wrong, I suspect there may be some problem with this model because its race abbreviation and .s3d file are brv, but all its textures are simply br. I'll try tinkering with it more when I'm home later, as I've been trying to whip up a dove or 'bird of peace' variant as an experiment.

EDIT: Just reread your previous post and noted the bit about extract/insert steps. Looking forward to that!
 
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I sure wish S3D Spy had received further upgrades. Search would be incredibly useful, for starters. The ability to scroll through the lists would also be nice. Another complaint of mine is that any attempt to extract multiple files at once does not pop up the prompt asking you where you'd like them to go; the prompt only appears when extracting a single file at a time. Lastly, the ability to select multiple noncontiguous items (by holding control) would also have proven highly useful. Alas, at least we have something to work with in the first place that let's us do all this fun stuff!

I'm right there with you. A little extra work into this tool, would really have made it much easier to use.
 
Yeah s3d is awesome in that it is the only thing that currently does what it does - but it is pretty clunky and makes doing many edits in a row tedious. Auto export/import would be a very welcome addition.

Also, donator particle effect hat dyes, anyone?
 
Old model velious helmets, at least, are weapon models that attach to a point on your head... Other armor, probably not.

Also, in addition to velius helms, I think that hair is actually a weapon model attached to your head. You can equip hair in your primary and carry around little wigs.
 
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