Well, this is an interesting find! I had intended on waiting to post it until someone else had posted in this thread, but I cannot wait (and I doubt any will mind a double post here).
While perusing through
akanon_chr.s3d, the file which handles all the models and textures used in that Live zone, I could not help but notice several scattered texture pieces that I could not place simply by looking at them. They looked similar to a clockwork Gnome in some areas but other pieces bore what lookted like a strange, reddish coat. I say they were scattered because they contained only a mysterious
two-letter prefix (
cl) rather than the standard three, which meant that they ended up being mixed in with a ton of the male and female clockwork pieces (
clm and
clf, respectively). For instance,
clft0001.bmp, piece one of the foot textures for this mysterious
cl model, was alphabetized in with the female clockwork's textures (all of which begin with
clf), yet the head, chest, etc. pieces were elsewhere in the listing.
Finally, I gathered all the pieces and noticed they corresponded nearly perfectly to the set for the clockwork Gnome model, which (unsurprisingly) corresponded nearly perfectly to the playable race Gnome model. I had a hunch what the model was intended to be just based on eyeballing the texture pieces, but I
had to see it in action, so I went about renaming the pieces from, say,
clhe0001.bmp to
gnmhe0001.bmp (
gnome /
male /
head region / set
00 / piece
01). Down the line I went, overwriting each vanilla Gnome texture in
global_chr.s3d, and when I logged into the game,
this is what stared back at me after I eagerly shifted to third-person view:
Look at that! I am certain that this was intended to be used for the curiously lore-deprived
King Ak'Anon of Live, but oddly enough (check that P99 screenshot), I already knew that he had never been given such textures on Live. In fact, remember how I just said that this set corresponded "nearly perfectly" to the clockwork and playable Gnome models? In fact, there was a single leftover texture piece which, sadly, I had no way of seeing in action. I could tell from the name,
clhe0004.bmp, that it pertained to the
head region, and viewing the bitmap showed that it was indeed a very low-resolution crown. Unfortunately, as no such working Gnome-related model has any referencing data to accommodate a crown atop the head, there seems to be no way whatsoever to see the would-be King Ak'Anon in full, gleaming glory.
I then remembered a fun little program called
Delphi Zone Converter, which is used to peep into
.wld files to render the wireframe of any given zone or model. I opened the program, pointed it to
akanon_chr.s3d, and lo and behold, there was indeed a listing using the oddball two-letter prefix
cl. Here is what it looks like:
That fixture atop the Gnome's head is where the orphaned crown texture piece would have gone! This is about as far as the resources can take us, so you have to use your imagination beyond this.
So, apparently in the early stages of development, the art team put together this unique model, textures and all, and the developers included King Ak'Anon the NPC in the game, yet the poor king was never assigned his own custom-tailored texture and model! What a shame.
In fact, I distinctly remember hearing circa 2000 of a clockwork king in my hometown on Live, running around the zone and eventually through the central clockwork "castle," and then being utterly disappointed to find that not only did he not respond to hails, but he looked like every other humdrum, run-of-the-mill, mass-produced male clockwork whom I had passed by the dozens in my quest to pay respects to the king.
Given that the texture set is complete and the model itself is fully capable of animation (presumably by piggybacking on the global playable Gnome model's animations, which is what standard clockwork Gnomes do), the one thing that seems to hold this model back from working in-game is that he simply has no numerical entry on
the huge list of races. Apart from that, everything else is perfectly in place for a working King Ak'Anon.
Why did this mishap occur? Poor communication on the ~1998 dev team, maybe? I have my own suspicion that the ornery two-letter prefix is what might have been the king's downfall, as his texture pieces were all over the place between the standard clockwork textures, and even his wireframe listing looks amiss next to the seventeen other three-letter prefixes for the models used in
akanon_chr.wld. Whatever the reason, I'm just glad to have made this little discovery.