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Custom Models

Posted: Mon Apr 12, 2010 4:31 pm
by Tiger
Hello all. I have been experimenting with static models and how they get loaded in the Memory.
Any ways the static models stay mostly intact in RAM, but are loaded into at least 12 different section with some repetitiveness. I have found that by using a memory editor (like Cheat Engine) to search for the static models (the Vertexes and Face List Array) I can paste arbitrary models in to memory that replace the default ones. I'm still working out the kinks because certain models either crash the game, do not show up in memory properly. I think this is related to some subtle differences in the face array list as, when I load a eq2 mesh, to replace another eq2 mesh it works perfectly provided you insert a smaller model into a larger model, and you can clearly see the whole new mesh with clear whole parts of the old mesh (unless you add zeros to the end of the new mesh, but EQ2 tends to crash when the face list has null faces) When I use a non-everquest 2 mesh there are extra "phantom" faces that muddy up the mesh
I want to make a batch program that would find Pointers to the models and load an arbitrary mesh (in Ogre3d Binary format) to replace it
Here is a screenshot of a non-everquest2 werewolf model replacing a Royal Bed model.
And the second picture is the new model in a 3d editor, to use as a reference to see how it should look
EQ2_000015.jpg
EQ2_000015.jpg

Re: Custom Models

Posted: Mon Apr 12, 2010 4:37 pm
by Scatman
That is really cool. I wasn't sure if anyone was ever going to be able to do something that like. Good work! I look forward to seeing what else you can do with that.

Re: Custom Models

Posted: Mon Apr 12, 2010 4:48 pm
by ZexisStryfe
Awesomesauce!

Re: Custom Models

Posted: Mon Apr 12, 2010 11:34 pm
by ilythor
Nice! This would help out the community based unique servers Heaps!!!!

Good work!

Re: Custom Models

Posted: Wed Apr 14, 2010 3:33 pm
by Tiger
Here is a better picture that has less lines on it:
EQ2_000018.jpg
Something gives me the feeling that all regular meshes in this game have to be under 12 units in length otherwise the
graphic engine freezes.