Hey Grinkles, I love the work you've done here and what you've posted.
Do you think it would be possible to map armor textures to The Chetari in the Velious expansion? Or The Ratmen in The Hole?
Sorry to have failed to reply to this for so long. The two NPCs you refer to share the same model:
vrm. I assume this stands for "Vermin Rat Man" or some such, and the model number is 156. The one on the right is the original texture set (00), whereas the one on the left (texture 01 for this model) was added with Velious. This model is found natively in the following
.s3d files:
- charasis_chr.s3d
- chardok_chr.s3d
- hole_chr.s3d
- mischiefplane_chr.s3d
- necropolis_chr.s3d
- pojustice_chr.s3d
- vrm_chr.s3d
It's definitely possible to create new armor for this model using Zaela's
EQGExport and Texture Adder utilities. The only difficulty I foresee is that this model has no legs, practically speaking; it may only look convincing giving them upper body armor (which is what the Verant devs did anyway). I imagine that yoinking and recoloring some of the beautiful Velious armor textures from
global17_amr.s3d,
global18_amr.s3d, etc. would be a great starting point for giving them all sorts of colorful vests, tunics, and perhaps even robes.
If you're specifically asking me to whip up something for this model myself, I'll take a rain check on that. "Serious" texture experiments can be time-consuming, and I've not been inclined to tinker with this sort of thing for some time now. However, when I end up looking to get my hands dirty with texture editing again, I'll keep this in mind. Was there a specific purpose you had in mind for new armor on this model? Perhaps you were hoping to make it a playable race on a custom server (à la
Ratonga from EQ2) and wanted more than two armor sets to work with?
As a side note, your bmpwad8.s3d worked great on fixing the verticle cutoff of the graphic, yet the horizontal portion is still messed up...
I think that this fix was made obsolete with the new client. I am pretty sure I haven't used it myself for some time now, but my SoD directory is so full of quirks that I can't recall for certain. You've still experienced the loading artwork cutoff problem since the "upgrade" to 2.5 ten months ago?