you can mess with the global s3d files. for example, luclin skeleton model bitmap files are contained in...
global6_chr.s3d and gequip5.s3d
a handful of people do this for eqlive, but it has some weird results and its annoying to have to re-do each patch, so i would make a .bat file.
off memory some weird issues occur such as human beastlord pets, certain weapon/shield graphics invisible.
your best chance would be to be able to get into those bitmap files, pinpoint the exact areas, and nuke them whilst leaving the others in-tact. easier said than done though. good luck.
totw is right that the mesh, texture, and model data are stored in these two
.s3d files. Why Sony would have placed four or five of the dozen or so Luclin skeleton textures inside
gequip5.s3d -- a global *equipment* file is beyond me -- likely a goof on their end, though it's coded to work this way so we're stuck with it. One thing to note, however, is that recovering classic skeletons involves more than simply "nuking" bitmap files; bitmaps may handle texture images, but the infamous
.wld files located within the
.s3d files handle meshing those textures to wireframes, determining which
.bmp filenames are mapped to which polygons, etc. Thus, the process involves replacing whole
.s3d files rather than simply axing a few bitmaps.
With a little tinkering, it is indeed possible to recover the original skeleton model:
Here is a step-by-step guide if you wish to go ahead with this on your own:
- Make backups of the following files in a separate folder just in case something goes awry:
- gequip5.s3d
- global6_chr.s3d
- If the following files exist, delete them from your install directory:
- gequip5.wld.txc
- global6_chr.wld.txc
- Save the following files:
- Place the above two files in your directory and overwrite the pre-existing ones when prompted.
- Log in and (hopefully) see classic skeletons once and for all!
If any problem arises, let me know. My own directories (I keep several different versions for various purposes) are a bit of a mess thanks to all the manipulating I've done with these files in the past months, so it's possible I'm leaving something out without realizing it....
A few things to note:
- Classic brown skeletons will never work with this method (nor with any other method I am aware of, sadly).
- One of the files in question (global6_chr.s3d) also handles a couple other globals, most notably Luclin wolves. If you want classic skeletons, you'll have to take classic wolves along with them. This may also revert you to pre-Luclin tigers, though this needs confirmation.
- Classic skeletons piggyback on classic Human animations, meaning you get all the animations that would otherwise not show up with the Luclin skeleton (such as Bards playing instruments, Monks doing Flying Kicks, etc.).
- Classic skeletons are easier to loot en masse. I'm looking at you, Highkeep farmers!
- Given that these files will most likely never be patched for SoD, this method should stick indefinitely or until the "Repatch All" feature is used.