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[Guide]Adding an Extra Stage to Mounts

Discussion on [Guide]Adding an Extra Stage to Mounts within the EO PServer Guides & Releases forum part of the EO PServer Hosting category.

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[Guide]Adding an Extra Stage to Mounts

This guide is to just show you how to add an extra stage to your mount's looks, it does not include any files for such a thing.

Files Being Edited:
Code:
3dTexture.ini
3dObj.ini
Mount.ini
MountType.ini
Mount we will edit is: SaintBear

Finding the "ID" of the Saintbear easiest way for you is searching within your Eudbook.ini

First we Search for "SaintBear"

Now we have the line. (As highlighted by the red box)



Now we can see the "ID" by the number on the very left.
(As highlighted by the red box)

Now close EudBook.ini
Open "MountType.ini"


Push Ctrl+F to search for the "ID" within "MountType.ini" (As highlighted by the red box)

Once you find that you will see "1071860" highlighted we need to edit ALL 6 entries for the pet.
If you don't understand why please read below:
Code:
All pets are made up of a pattern [107][1][86][0] tells us a few things.
[107] - This tells the game it is a "Pet"
[1] - This tells the game the Pet is of [I]Normal[/I] race - It can only otherwise be 9 which tells the game it is [I]Thunder[/I]
[86] - This defines what Pet we are using, this is the only [I]unique[/I] number within a pet's ID
[0] - This Defines what evolution you are at, currently only a total of 3 are availble 0 = No Evolution  1 = 1st Evolution and 2 = 2nd Evolution

That is why we need the following 6 IDs for the saintbear
1071860 - Normal No Evolution
1071861 - Normal 1st Evo
1071862 - Normal 2nd Evo
1079860 - Thunder No Evo
1079861 - Thunder 1st Evo
1079862 - Thunder 2nd Evo

(As highlighted by the red box)


Now you will notice they all have 2 entries, With 2 Different values.
(As highlighted by the Red and Blue Boxes)

The Redbox area is the star values.
Explanation
10-24 - Means 10* Minimum and 24* Maximum. So if your mount is 9* you will not qualify for this type of mounting. But if it is 12* you will qualify, but finally if your mount is 25* it will not qualify again to this type. (Note: if there is no qualification for the mount it will not successfuly mount)

The Bluebox area is the "Mount.ini ID" , it's like a lookface.

So we want to add another "Mount.ini ID/Lookface" to our Saintbear.
I made it so the star values were:
10-24=4001
25-49=4002
50-9999=4003

As per image (please note I screwed up the image so it says 25-50 instead)


Now Save MountType.ini -> then Close
Open "Mount.ini" (we need to add the new "Lookface" to it.

Do a search for 4001 (this is the saints first look)
(As per highlighted)


Now you should see both 4001 and 4002 below it. (as per image)


We want to add 4003 so write the following below 4002 (as per image)
Code:
[4003]
Part=1
Mesh0=804003
Texture0=804003
MixTex0=0
MixOpt=0
Asb0=0
Adb=0
Material0=default


The blue box shows you the 2 Next important inputs.
We have Mesh0=804003 and Texture0=804003.
Mesh0 - Connects us to 3dObj.ini
Texture0 - Connects us to 3dTexture.ini

Save "Mount.ini" -> close
Open "3dObj.ini"

Goto the very bottom of the file (this means if the entry exists it will use your new one)
and input the following:
Code:
804003=c3/Horse/804003/1.C3
Explained Here if needed:
Code:
804003=c3/Horse/804003/1.c3 - Tells the client where to find the mesh for that 3dObj.ini "ID" it doesn't have to be exact like I wrote. The name of the file could be anything and could be anywhere. You could name it bob.c3 aslong as you give it the right path/name and of course the right .c3 file (or it will look wierd)
This is the same for 3dtexture.ini
(as Per image)


Save 3dObj.ini -> Close
Open "3dTexture.ini"

Now we just do pretty much the same as we did for 3dObj.ini.
Input the following at the bottom of the file:
Code:
804003=c3/texture/804003.dds
(as per image)


Now Save 3dtexture.ini -> close

FINISH

--------------------------------------------------------------------------
Notes:
Funny how TQ bring this idea out a couple months after I asked people in ACME to design 3rd Stage mounts...

For those that wish to know connections between the above edited files look to the image:


X= Minimum Star
Y= Maximum Star
[mountID] = Unique ID for Mount.ini
W = Unique ID for 3dTexture.ini
Z = Unique ID for 3dObj.ini


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Old 07/11/2009, 06:06   #2
 
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1 thing for your funhacker,
Isn't the files SO self-explaining, i wonder how someone that can't understand a simple thing like that and wants to operate a server .
Thanks for this #1 thank .
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Old 07/11/2009, 06:15   #3
 
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Once again good work
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Old 07/11/2009, 07:57   #4
 
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very nice funhacker....

@necron maybe not everyone can see that ...


EDIT:

i just noticed funhacker missed the .jpg off a few images so heres the corrected part .....

@funhacker might wanna fix that bit up

Quote:
Originally Posted by funhacker View Post

Code:
All pets are made up of a pattern [107][1][86][0] tells us a few things.
[107] - This tells the game it is a "Pet"
[1] - This tells the game the Pet is of [I]Normal[/I] race - It can only otherwise be 9 which tells the game it is [I]Thunder[/I]
[86] - This defines what Pet we are using, this is the only [I]unique[/I] number within a pet's ID
[0] - This Defines what evolution you are at, currently only a total of 3 are availble 0 = No Evolution  1 = 1st Evolution and 2 = 2nd Evolution

That is why we need the following 6 IDs for the saintbear
1071860 - Normal No Evolution
1071861 - Normal 1st Evo
1071862 - Normal 2nd Evo
1079860 - Thunder No Evo
1079861 - Thunder 1st Evo
1079862 - Thunder 2nd Evo
<--- this was missing
(As highlighted by the red box)

<--- this was missing
Now you will notice they all have 2 entries, With 2 Different values.
(As highlighted by the Red and Blue Boxes)

The Redbox area is the star values.
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Old 07/11/2009, 15:47   #5
 
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Quote:
Originally Posted by hio77 View Post
very nice funhacker....

@necron maybe not everyone can see that ...


EDIT:

i just noticed funhacker missed the .jpg off a few images so heres the corrected part .....

@funhacker might wanna fix that bit up
thanks for that i messed up the image links xD
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Old 07/12/2009, 10:30   #6
 
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Quote:
Originally Posted by funhacker View Post
thanks for that i messed up the image links xD
np .... you X2 posted as well
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Old 07/14/2009, 04:49   #7
 
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thanks for this guide funhacker
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Old 07/17/2009, 02:02   #8
 
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solved
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