Guide (sort of) Rendering GLB files inside conquer

08/13/2026 19:44 dolhabogdan#1
A Dragon from Tarisland + Kayn from League of Legends.
Use a native x86 DLL loaded into Conquer.exe. The DLL hooks the client’s monster RoleView/D3D8 render path and intercepts the draw of entities using a reserved custom Look ID. For those entities, the native Conquer object is left intact for UID, targeting, HP, movement, AOI and combat, while only the C3 draw is suppressed.
The DLL loads the GLB directly, evaluates its skeleton/animations, captures the monster’s already computed native WORLD matrix from Conquer, and submits the skinned GLB through the game’s existing Direct3D 8 device using the same VIEW/PROJECTION state. After drawing the original D3D state is restored.
Normal entities continue through the original renderer unchanged.
Animation mapping is also handled client-side by translating Conquer’s native idle/move/attack/death states to the corresponding GLB clips.
No C3 conversion and no separate rendering engine are required.

Here is a video with a GLB model
08/24/2026 04:33 Fernando Soares#2
I found this really interesting and I want to test it, but for me it only makes sense if I have access to the `.glb` files. Where can I find complete models with textures, skeletons, and animations?
08/25/2026 21:56 dolhabogdan#3
Quote:
Originally Posted by Fernando Soares View Post
I found this really interesting and I want to test it, but for me it only makes sense if I have access to the `.glb` files. Where can I find complete models with textures, skeletons, and animations?
GLB isnt a requirement. You could use any format that your conversion pipeline supports. Ive mainly used GLB because it can package the mesh, textures, skeleton, and animations together in one file. I then convert the GLB into my own custom binary format for the renderer. GLB models are also pretty easy to find.
08/30/2026 22:04 ner0_#4
I'm building a completely re-written custom game client, but your logic has helped me with a custom World Boss layer. I am working on it as we speak, I thought you might like to see my progress.

08/31/2026 09:59 CipherXS#5
Quote:
Originally Posted by dolhabogdan View Post
A Dragon from Tarisland + Kayn from League of Legends.
Use a native x86 DLL loaded into Conquer.exe. The DLL hooks the client’s monster RoleView/D3D8 render path and intercepts the draw of entities using a reserved custom Look ID. For those entities, the native Conquer object is left intact for UID, targeting, HP, movement, AOI and combat, while only the C3 draw is suppressed.
The DLL loads the GLB directly, evaluates its skeleton/animations, captures the monster’s already computed native WORLD matrix from Conquer, and submits the skinned GLB through the game’s existing Direct3D 8 device using the same VIEW/PROJECTION state. After drawing the original D3D state is restored.
Normal entities continue through the original renderer unchanged.
Animation mapping is also handled client-side by translating Conquer’s native idle/move/attack/death states to the corresponding GLB clips.
No C3 conversion and no separate rendering engine are required.

Here is a video with a GLB model
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frumos gg
09/02/2026 10:49 dolhabogdan#6
A bit of an update! d3x11 hook while making my custom renderer the main renderer -> client will chose between c3 and mine! and a short video with an Unity VFX (again no c3 ) rendered in Conquer