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
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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