#21
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Changing the FA C2/C4 values on eq Mac only changed direction of particles. The particles still looked affected by gravity. That effect might be outside these files! What exactly would make the particles behave like ribbons during the animation phase?
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Last edited by Telin; 05-13-2013 at 03:46 PM..
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#22
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Maybe the spells_us.txt? Ive kinda been suspecting this file might have something to do with it. However, it might be that the game is still calling functions from Spells.eff (Which I would LOVE to know more about and what effect is the shielding effect, or even how to fix origin...) or even the exe itself. Dunno, more testing might tell.
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There's always a pile of dog shit you're going to inevitably step in.
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#23
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It does read from the spells.eff file before it moves on to spellnew files, but it says error creating spell table. That file is so much older though, I can't imagine it being necessary to load the spellsnew particles. The classic spells.eff particles I noticed are missing more than just the character hand origins. It doesn't know where the waist or tunic area is, because all target particles work except for those that are supposed to be binding to the center areas. Such as the higher healing ring, the sow particles start at the feet instead of the waist probably for similar reasons.
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#24
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If you delete the 2 new spell files, Spellsnew .edd and .eff, go to 0 0 in the zone, and cast a shielding spell, you will see the spell effects. You'll also notice... the gravity is fine. It looks like the origin is the only thing that is screwed up, and I bet if we found the root of the problem, it would fix the PROPER origins for every spell.
__________________
There's always a pile of dog shit you're going to inevitably step in.
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#25
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Yes I've seen the particles fall from the sky Near the east commonlands inn closest to Freeport. Its probably in the exe file and/or the directx 9 dll. It could be as simple as offsets being out of range after changes were made. or worse if titanium had overwritten important parts of it. That would take someone who knew about graphical programming wouldn't it?
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#26
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I dunno, But Somehow, I fail to see what the issue would be with modifying this somehow to support the DX8 file that actually comes with Titanium as it is the same file and date as the one in trilogy, which I know works. If it used to work, why cant it now with some editing? I dont know jack and squat about this but Im sure someone does and that would be our best bet.
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There's always a pile of dog shit you're going to inevitably step in.
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#27
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You can probably recode the dx8.dll file to work with dx9 and use the dx9 file name unless it does a checksum. Ive read where people have done this for other games, but it would have to be specifically done for this file and version of eq. Dx level 81 is probably the most the client needs since we aren't using anything too complex. All this work sounds expensive
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#28
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Quote:
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#29
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Interesting discussion on another game's particle system that wasnt loading. They figured it out lol. http://irrlicht.sourceforge.net/foru...hp?f=1&t=42084
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#30
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Quote:
__________________
There's always a pile of dog shit you're going to inevitably step in.
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