Possible to Revert to Old Skeleton Models?

Erude1

Dalayan Adventurer
Is there a way to do this? If so would anyone know how? I just like playing the game in as oldschool of fashion as I can, and I just love the original skeleton models. Thoughts?
 
In my personal opinion if you were to take a poll, I'm sure people would much rather prefer the old skeleton models. They're just way better in so many ways: easier to target, doesn't bug out and look like its not attacking, cool cus it's from original EQ times, etc.
 
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.
 
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:

OldSkeleton_zps2d180b3f.jpg

Here is a step-by-step guide if you wish to go ahead with this on your own:
  1. Make backups of the following files in a separate folder just in case something goes awry:
    • gequip5.s3d
    • global6_chr.s3d
  2. If the following files exist, delete them from your install directory:
    • gequip5.wld.txc
    • global6_chr.wld.txc
  3. Save the following files:
  4. Place the above two files in your directory and overwrite the pre-existing ones when prompted.
  5. 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.
 
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thank you for the update grinkles. i didn't realize it wouldn't be possible to just nuke and replace bitmaps using the file as a guide, however it now makes more sense.

side note: i am noticing some issues with the files above, most noticeably so far, frost giants. they appear to have a face for their arms and armor over their face.
 
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Texture mishaps are always good for a laugh, aren't they? :) That is most likely a corruption of your texture caches. Simply open the Options menu before logging into the server and un-check the Texture Caching option, then check it again. This automatically deletes all current .txc files to make room for new ones. Then, log in and see if the matter has fixed itself. This sometimes happens following major patches, too; the fix is the same in those instances.
 
Had the same problem actually with the messed up faces and stuff, fixed now thanks Totw for the comment and Grinkles with solution!
 
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