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Old Apr 07, 2009, 10:42 AM // 10:42   #1
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Default How far does moddability of GW graphics go?

Hey guys,
as I am getting exceedingly bored with GW yet again (its only been 2-3 weeks ), I am thinking about giving Texmodding a shot. I am still only going thru the information regarding that, but was curious, is it possible to switch the 3D model data as well? The idea is that one might be able to create a brand new model for a certain item/creature and use a mod to load the new model instead of the "stock' one.

My guess would be that noone has an idea how to do that, as Anet is probably tight-lipped about such details around their graphics engine, but thought it cant hurt to ask . Any ideas?
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Old Apr 07, 2009, 10:47 AM // 10:47   #2
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texmod = mod textures. You can only modify in game textures that only you will see. You can't change models since that would change what people would see. Only textures.
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Old Apr 07, 2009, 10:48 AM // 10:48   #3
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I dont think u can change the model with texmod - texmod only changes the texture.

afaik
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Old Apr 07, 2009, 11:02 AM // 11:02   #4
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Quote:
Originally Posted by Covah View Post
texmod = mod textures. You can only modify in game textures that only you will see. You can't change models since that would change what people would see. Only textures.
I dont see why there would be any difference.. All models are stored on your PC in the gw.dat file after all. And yes, I do realize the changes will only be visible on my PC .

PS Yes, Texmod is only for textures obviously, I was just curious if anyone has an idea how to make a similar thing for the models
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Old Apr 07, 2009, 11:12 AM // 11:12   #5
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Not sure you can change the meshes, since that's what you apparently need.

Changing the mesh involves changing impact data (it's why characters walk on their feet, instead of down to their knees in the ground), and you can't do that AND make it affect only your computer.
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Old Apr 07, 2009, 11:13 AM // 11:13   #6
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I really doubt GW's engine uses the same models for collision detection . Fine, how about just weapons then
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Old Apr 07, 2009, 12:34 PM // 12:34   #7
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You can change the colors and animations I believe on weapons...
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Old Apr 07, 2009, 12:42 PM // 12:42   #8
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you can't modify animations on weapons. you can, of course, modify spell casting animation to a certain degree.

it's currently impossible to mod meshes in GW. primarily because, there's no way to extract them from GW.dat, which means there's no way you can attempt to intercept calls to them and replace them with one of your own.

not to mention, modifying meshes, even if you manage to do it, is probably an excellent way of getting yourself banned.
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Old Apr 07, 2009, 05:08 PM // 17:08   #9
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Quote:
Originally Posted by moriz View Post
you can't modify animations on weapons. you can, of course, modify spell casting animation to a certain degree.

it's currently impossible to mod meshes in GW. primarily because, there's no way to extract them from GW.dat, which means there's no way you can attempt to intercept calls to them and replace them with one of your own.

not to mention, modifying meshes, even if you manage to do it, is probably an excellent way of getting yourself banned.
Ok thats all I needed to hear, noone has come up with a way to decode/dearchive GW.dat . As for the banning, I really doubt anet has a magical way of checking gw.dat for item model data .. Doesnt make sense to either.. Not like it changes any mechanics

Case closed for now
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Old Apr 07, 2009, 06:09 PM // 18:09   #10
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ANet's terms of service specifically state that modifying the gw.dat is a bannable offence

They turn a blind eye to TexModding, since it only gives a graphical benefit to the single user. However modding the gw.dat file can potentially affect how youre character interacts witht their game servers

The gw.dat can be decodes/dearchived, and there a few threads about it about a year back, includiong leaking of potential up and coming changes ingame
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