Thread: Animated seismic wand and orb of signularity

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  1. #1 Animated seismic wand and orb of signularity 
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    Download Orb.and.Wand.rar @ UppIT
    Back with them models yo !
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  3. #2  
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    I have this like for 1 month. I don't think peoples really want it otherwise I might release sirenic, malevolent, tectonic, ascension, vengeful and all other shit

    Thanks anyway
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    Quote Originally Posted by Al4n View Post
    I have this like for 1 month. I don't think peoples really want it otherwise I might release sirenic, malevolent, tectonic, ascension, vengeful and all other shit

    Thanks anyway
    Only reason i uploaded it was this http://www.rune-server.org/runescape...ngularity.html
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  5. #4  
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    can someone put this on mediafire / dropbox :O cant download from uppit
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  6. #5  
    What's a sundial in the shade?

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    Quote Originally Posted by TemptedLegend View Post
    Download Orb.and.Wand.rar @ UppIT
    Back with them models yo !
    http://www.rune-server.org/runescape...smic-wand.html
    Already released like 3 times now, commoooonnn.

    Secondly, the Orb is absolutely pointless to animate, unless you have Particle Support.
    But, I guess thanks for the contribution? Lol.

    Quote Originally Posted by Al4n View Post
    I have this like for 1 month. I don't think peoples really want it otherwise I might release sirenic, malevolent, tectonic, ascension, vengeful and all other shit

    Thanks anyway
    Everyone wants that shit, if you have it and care to release it, you should.
    I'd personally like some Malevolent, and the Shields, but other than that, I got the rest.

    Quote Originally Posted by Pea2nuts View Post
    how about use the model header I released and keep the original animation instead of using the the model viewer that I never even finished to strip the animation and convert it to 317 format...
    The minute you convert any model to a .mqo, it's stripped of the animation to begin with.
    Making wield animations for Weapons and Shields through Datmaker is the easiest thing I've ever done involving Modeling.
    So I don't see the problem, especially considering the main point was resizing them to 317.
    Anything sized from 508 to 803+ isn't going to work on a 317, that should be common sense.

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  8. #6  
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    Quote Originally Posted by Pea2nuts View Post
    how about use the model header I released and keep the original animation instead of using the the model viewer that I never even finished to strip the animation and convert it to 317 format...
    How about you stop calling it model header? It's called a decoder..

    @op
    nice release
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  10. #7  
    What's a sundial in the shade?

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    Quote Originally Posted by Pea2nuts View Post
    It strips the animation because I never finished the tool...
    Unless you're talking about Datmaker, I have no clue what "tool" you're talking about.

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  11. #8  
    What's a sundial in the shade?

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    Quote Originally Posted by Pea2nuts View Post
    The tool everyone is using to convert 768+ models to mqo... datmaker keeps the animations but the tool isnt finished and I'm not going to finish it but I will rewrite it in another language because that one is a piece of shit imo
    http://www.rune-server.org/runescape...en-source.html
    I guess I'm not apart of that "everyone", because I've used Datmaker for all the models I convert.
    Also, Datmaker strips the animations the minute you convert it to .mqo, then when you re-convert the .mqo model to .dat, you're giving it the animations again.
    Unless of-course its armor, then you'd be animating that through Metasequoia, then converting it to .dat through the Datmaker.

    EDIT:
    I'll have to check that out, as Datmaker of-course doesn't open some 718+ models, but I've gotten most of them to open.

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  12. #9  
    What's a sundial in the shade?

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    Quote Originally Posted by Pea2nuts View Post
    on datmaker "MQO V2" keeps the tskin and vskin.... and the reason i made that tool is because datmaker cannot load 768 models
    I gotcha. I never knew that, but what's the difference in converting it to .mqo, resizing it, then converting back to .dat, giving it the right hand animations? (For weapons of-course)
    I'd only see the need to keep the animations if it was for a body, or legs.

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  13. #10  
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    Quote Originally Posted by Lumiere View Post
    I gotcha. I never knew that, but what's the difference in converting it to .mqo, resizing it, then converting back to .dat, giving it the right hand animations? (For weapons of-course)
    I'd only see the need to keep the animations if it was for a body, or legs.
    by using mqov2 it holds his skins if you just resize them and or recolor them save it don't change the skin don't remove any mat from 1 tot 255- open it up in datmaker put animation on no animation pri 10 and make dat then you will have it with animation.
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