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Roja

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Posts posted by Roja


  1. Currently the leg and foot are part of the same mesh for the character models, meaning we can't have different boots or feet mesh changes-only texture. Is it possible to add in the code a separate mesh parameter for the boots? So then we'll be able to add the meshes into the actor def files.

     

    I tried it just for the hell of it-made the meshes separate and updated the actor defs-but the client crashes when trying to load the actor defs so looks like it needs a code change! :)

     

    If it helps at all, the crash message said: Assertion failed! File: io/elfilewrapper.cpp Line: 262 Expression: self

    And I can email you the modified actor defs and test meshes if needed too.


  2. With the vertex programs, the render uses the order of the meshes that is defined in the XML files so actually it's quite good because you can choose it yourself. :)

    If you're interested, I can take more time to see if we can use the same mechanism for the normal render mode...

     

    Whenever you do have some time, I do think this would be the best way. I noticed some "see through" bugs with the medallions when I had the vertex program off. But since I reordered the xml file like you said to do, it looks fine with it turned on.


  3. Hi, ok I tried it and it still happens. I also tried changing the line in the shader...so yeah you're right, I guess it's not related-it was just at this time that I first noticed these things :P

    And I'm sorry, I was partially wrong about the weapon effects-the particles are still working(I was looking at the axes which apparently don't have particles) it's just that with animation program turned on the glowy swords/axes show as opaque, and when off they show as transparent. But probably also not related..sorry for the needless trouble.


  4. Also when you wear SOME armors it cuts off some of the medallions. look at image above of motters.

     

    Please always post exactly what these "SOME armors" are, and all the character races/sexes you see them on.

     

     

    Also those with the "invisible legs" bug, can you try turning "USE Animation Program" on/off, see what happens?


  5. Ok you all can test the neck items by typing: #set_neck username #

    where # can be from 0-13. Please test this as much as possible and if you notice anything strange with the models post screenshots!

     

    Also, we need testing done for fighting on horses! Type #horse username and a testing horse will show up for you to ride. Fight monsters, each other, during invasions, etc..change armor/weapons/magic try all kinds of things with this. Post screenshots and details of anything odd with the models or animations.


  6. Ok, it's alright Schmurk-thanks for your help thus far :)

     

    However is it possible to revert the changes, until someone has time to work on it more? I guess we have to pick what we want: no shadows on transparent, or the other bugs I mentioned above. I think the no shadows is the better option.


  7. Ok here's another idea. What if we get rid of those 2 icons, and put the windows up on the side permanently? The only thing looking out of place then would be that the character is not centered in the view. This doesn't matter much with higher resolutions, but with lower(like the 800x600 pictured here, it looks kinda off. Also ideally because of lower resolutions, the right bar would be better off gone.

     

    http://www.eternal-lands.com/forum/index.php?app=gallery&module=images&section=viewimage&img=1204


  8. Ok, thanks, I got the xml thing to work now, order I put:

    	&boots;
    &legs;
    &shirts;	
    &necks;
    &capes;
    &hairs;	
    &helmets;
    &weapons;	
    &shields;

     

     

    One odd thing I noticed...If I have "use animation program" turned off, the vertices at the top of the boots while wearing "baggy pants" are messed up. I only seem to be able to get rid of it by putting the animation prog. back on.


  9. Thanks for fixing the shadow bug! :)

     

    The xml files you're talking about, which ones exactly? Like I tried changing the order in human_female.xml but it gave the same effect.

     

    Oh another thing, when Use animation program is on, then no shadows appear for the characters.--Also does this change the placement of the bones? Because the mesh is moving slightly in the shoulders and other areas when I toggle it on/off.

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