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  #21  
Old 04-27-2016, 06:05 PM
Sorn Sorn is offline
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I tried the wolf form tool but my system objected, saying it wasn't a valid Win32 application.

Currently running XP.
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  #22  
Old 04-28-2016, 02:07 AM
Zaela Zaela is offline
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Quote:
Originally Posted by Sorn [You must be logged in to view images. Log in or Register.]
I tried the wolf form tool but my system objected, saying it wasn't a valid Win32 application.

Currently running XP.
Should work now. May need to download and run vcredist_x86.exe from Microsoft here.

Microsoft's compilers haven't supported XP by default (if at all) in years... Had to go back to 2008 to get the GUI library I use to play nice.
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  #23  
Old 04-28-2016, 11:31 AM
gildor gildor is offline
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Zaela your a beast...thank you
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  #24  
Old 04-28-2016, 02:22 PM
Sorn Sorn is offline
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Hooray, it works!

https://www.youtube.com/watch?v=lq06W0GjD8M
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  #25  
Old 04-29-2016, 10:36 AM
Mizard Mizard is offline
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Default It works!

Just an FYI - YOU will see your wolf animating at the proper animation speed. However, other players will still see you animating at the slow animation speed.
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  #26  
Old 04-29-2016, 10:54 AM
khanable khanable is offline
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Quote:
Originally Posted by Mizard [You must be logged in to view images. Log in or Register.]
Just an FYI - YOU will see your wolf animating at the proper animation speed. However, other players will still see you animating at the slow animation speed.
I think everyone is aware of this; it's along the same lines as luclin models - folks just like looking at those more than something else

I know it brings me great comfort being able to see my lizard swing a 2hs like a normal person, I don't give a shit what everyone else sees~
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  #27  
Old 04-29-2016, 10:56 AM
Mizard Mizard is offline
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Default Not me!

It was not obvious to me that other players would not be able to see the animation speed working properly after the fix.

You are right though, I could care less what the other players see - as long as my Wolf Form animates properly =)

I just wanted people to know the pros and cons.
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  #28  
Old 04-29-2016, 11:09 AM
Manticmuse Manticmuse is offline
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this thread or a new thread should be stickied
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  #29  
Old 04-30-2016, 09:49 PM
Zaela Zaela is offline
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Quote:
Originally Posted by khanable [You must be logged in to view images. Log in or Register.]
I'm somewhat curious too - if Iksar did in fact never have a 2hs animation, if we used whatever files you were looking at from a kunark install would that give us more info, Zaela? I honestly can't remember it but I didn't really use 2hs all that often back then :3
All the iksar model/animation data from the kunark CD is identical to what you get from Titanium (and the super-up-to-date free-to-play download, for that matter). I'm not surprised -- they pretty much never changed their data files once they were out there, except to upgrade textures. (And when they upgraded from BMP to DDS textures, they kept the .bmp file extension on replaced textures so they wouldn't have to change the model data to look for different filenames. Never changed their data.)

If they didn't use the 2hs anim that they had in the original kunark data, they would have probably just "redirected" which anim to use in the animation packets, like I was suggesting could be done on the serverside. Would have been odd of them to put something like this in and not use it, though. Been way too long for me to remember what iksars swinging a 2hs looked like (I think I had an Iksar SK alt, but I mostly played casters...).
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  #30  
Old 05-06-2016, 12:38 AM
Zaela Zaela is offline
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Small iksar 2hs update in this increasingly non-technical-discussion thread...

It kind of bugged me: I played and dev'd on a server that used an earlier client for several years, and we used the iksar 2hs animation for both 2hs and 2hb. It's been a few years since I logged in there, but I couldn't remember the animation being that bad. Figured I would remember something like that.

I had a little project on the backburner, making an API/framework for using EQ's graphics in programs. This thread got me working on it a bit again, and I just got to the point of supporting classic model animations. I figured I might as well use Iksar to test it out.

Turns out my memory isn't failing me. The 2hs animation -- the same one that comes with Titanium, and that hasn't changed since the Kunark CD -- looks a lot less wonky than what gets loaded by the Titanium client.

First ever screengrabbing and youtubing from me...
What it looks like in Titanium: https://www.youtube.com/watch?v=atVitN1wG0I
What the animation data looks like when treated like any other animation data: https://www.youtube.com/watch?v=JlF0pwuNuAc

Note the lack of sinking into the ground, and the involvement of both hands. That's what it's supposed to look like. Somehow, the Titanium client is corrupting the animation, or loading it incorrectly. The way it goes makes me think that it might be mis-aligning the "bones" from the skeleton with the animation, e.g. applying the motion that is meant for the left arm to the pelvis instead or something. Would explain why the left arm doesn't move, and the weird sinking into the ground.

Pretty weird that just this one animation would be affected, though.
Last edited by Zaela; 05-06-2016 at 12:43 AM..
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