Register for your free account! | Forgot your password?

Go Back   elitepvpers › MMORPGs › Conquer Online 2 › CO2 Private Server › CO2 PServer Guides & Releases
You last visited: Today at 09:19

  • Please register to post and access all features, it's quick, easy and FREE!

Advertisement



Guide (sort of) Rendering GLB files inside conquer

Discussion on Guide (sort of) Rendering GLB files inside conquer within the CO2 PServer Guides & Releases forum part of the CO2 Private Server category.

Reply
 
Old   #1
 
elite*gold: 0
Join Date: Jan 2009
Posts: 31
Received Thanks: 4
Guide (sort of) Rendering GLB files inside conquer

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
dolhabogdan is offline  
Old   #2
 
elite*gold: 0
Join Date: Aug 2011
Posts: 26
Received Thanks: 12
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?
Fernando Soares is offline  
Old   #3
 
elite*gold: 0
Join Date: Jan 2009
Posts: 31
Received Thanks: 4
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.
dolhabogdan is offline  
Old   #4
 
ner0_'s Avatar
 
elite*gold: 0
Join Date: Apr 2020
Posts: 20
Received Thanks: 18
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.

ner0_ is offline  
Old   #5
 
CipherXS's Avatar
 
elite*gold: 0
Join Date: Feb 2021
Posts: 32
Received Thanks: 3
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


frumos gg
CipherXS is offline  
Old   #6
 
elite*gold: 0
Join Date: Jan 2009
Posts: 31
Received Thanks: 4
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
dolhabogdan is offline  
Thanks
1 User
Reply


Similar Threads Similar Threads
[Selling] ⭐CHEAP GLB ACCOUNTS WITH 8000-8400 DRAGON STONES (VIDEO INSIDE)⭐
09/22/2023 - Dragon Ball Z Dokkan Battle Trading - 0 Replies
DEAR ALL I AM SELLING CHEAP GLB ACCOUNTS WITH 8000-8400 DRAGON STONES FOR ONLY 11.99$ instant delivery https://dragonball.mysellix.io/ FOR QUESTIONS DISCORD:davidzeani#4466 https://www.youtube.com/watch?v=D1TtYkrDuGw&a b_channel=DokkanBattleSummons
Virtuos Files v19 cooldown rendering.
10/28/2014 - Flyff Private Server - 1 Replies
I want to fixed the cooldown rendering in taskbar. Thank you. http://puu.sh/a8HBD/5cb736fb7b.jpg
[Rendering Service]Cheap rendering service ^^
08/16/2010 - elite*gold Trading - 17 Replies
Hello e*pvpers! Today I want to start a rendering service. *+ What is that? If you liked screenshot from a game and there's a character on it,for example you've made screenshot of an Altair from Assassin's Creed murdering someone and you want your character without background,just Altair. That's render. Examples:



All times are GMT +2. The time now is 09:19.


Powered by vBulletin®
Copyright ©2000 - 2026, Jelsoft Enterprises Ltd.
SEO by vBSEO ©2011, Crawlability, Inc.

Support | Contact Us | FAQ | Advertising | Privacy Policy | Terms of Service | Abuse
Copyright ©2026 elitepvpers All Rights Reserved.