Thread: What is wrong with these models?

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  1. #1 What is wrong with these models? 
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    In this gif I will alternate between the fixed 667 models and the 742 broken ones. Are my models screwed up (there's an hole in the shoulder) or is it something else I should be looking for?:



    Somehow almost any 742 animations work fine on 667 models but some are glitchy on 742... Anyone can test if their models are the same on their 742 server?
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    Quote Originally Posted by clem585 View Post
    In this gif I will alternate between the fixed 667 models and the 742 broken ones. Are my models screwed up (there's an hole in the shoulder) or is it something else I should be looking for?:



    Somehow almost any 742 animations work fine on 667 models but some are glitchy on 742... Anyone can test if their models are the same on their 742 server?

    Does this happen if you are using something other than a dungeoneering player model?

    Because of course there will be small off sets, even the shoulder pads change of this character model, which means the character model might be changed in the 742 cache as well, and in that cache, it would be made to fit the AGS model as well, so some 742 models may be bugged for characters that aren't also 742, if that makes some sense.

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    Quote Originally Posted by reattach View Post
    Does this happen if you are using something other than a dungeoneering player model?

    Because of course there will be small off sets, even the shoulder pads change of this character model, which means the character model might be changed in the 742 cache as well, and in that cache, it would be made to fit the AGS model as well, so some 742 models may be bugged for characters that aren't also 742, if that makes some sense.

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    I didn't spot any major bugs like shoulder holes in other models but there is, of course, some differences between the 667 and 742 models because of the revision. I'm sure I could probably stop a few more though.

    And if the 742 armor models were reworked to fit with the ags model, then why does it glitch out with the 742 armor models but works with the 667 ones?
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    probably model offset when wielding the weapon.
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    Quote Originally Posted by Teek View Post
    probably model offset when wielding the weapon.
    The offset the weapon gives would be declared in the item's definition I presume?
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    Quote Originally Posted by clem585 View Post
    The offset the weapon gives would be declared in the item's definition I presume?
    Yuh, you're going to have to refactor the stream for it and manually set it. (Can be done in client too)
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    Quote Originally Posted by Teek View Post
    Yuh, you're going to have to refactor the stream for it and manually set it. (Can be done in client too)
    Making the offsets the same as the 667 ones is going to be quite easy. To make it faster, do you know what the offset opcode ids are?
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    Quote Originally Posted by clem585 View Post
    Making the offsets the same as the 667 ones is going to be quite easy. To make it faster, do you know what the offset opcode ids are?
    nope sorry, I lost all my data from streams when my HD corrupt ;3
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    Quote Originally Posted by Teek View Post
    nope sorry, I lost all my data from streams when my HD corrupt ;3
    Checked and model offset isn't used for wearing the weapon... or is there 2 types of offset (1 for icon, 1 for wield)?

    EDIT: I checked and the offset for some working that don't work are the same for both old and new items. So it's the model itself? Ot the animation themselves? Which one?
    ^ After looking back, it is of course the models since 1/2 model work with the same animation.

    EDIT2: Currently have dumped the animation frames/skeletons, writing the model dumper. I'll compare the raw data afterwards.

    EDIT3: Done making the model decoder, need to make a dumper (easy & fast) when I wake up. I will update in 12 hours.
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    Quote Originally Posted by clem585 View Post
    Checked and model offset isn't used for wearing the weapon... or is there 2 types of offset (1 for icon, 1 for wield)?

    EDIT: I checked and the offset for some working that don't work are the same for both old and new items. So it's the model itself? Ot the animation themselves? Which one?
    ^ After looking back, it is of course the models since 1/2 model work with the same animation.

    EDIT2: Currently have dumped the animation frames/skeletons, writing the model dumper. I'll compare the raw data afterwards.

    EDIT3: Done making the model decoder, need to make a dumper (easy & fast) when I wake up. I will update in 12 hours.
    I think there are two offsets I might be wrong but look at opcode 125 and 126.
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