The "Pawn" Shop
- John Adams
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The "Pawn" Shop
Edit: Since Unreal calls them "Pawns", and I think I am just so witty and clever, I renamed this topic "The Pawn Shop"
I did this once before long ago (I think Xen did too) where we pop 1 of every model (raceID) and line them up so we can literally "walk the aisles" and see what they are. I'm looking for a BIG-ass, flat, open area (no hills, trees, big rocks, etc) that I can set this up at permanently (well, during development) so we can all check out the models.
[attachment=0]ModelShoppingMall.JPG[/attachment]
I don't think I have every model in all of VG though, since the max Unique race_id's I have is 523. Plus, there's some other switch to set to turn 1 raceID into something else (modelNum?) but, it's still pretty cool to see them all laid out
Find me a huge flat space, explorers. I mean Huge. I might just put the Mall out on the ocean somewhere.
I did this once before long ago (I think Xen did too) where we pop 1 of every model (raceID) and line them up so we can literally "walk the aisles" and see what they are. I'm looking for a BIG-ass, flat, open area (no hills, trees, big rocks, etc) that I can set this up at permanently (well, during development) so we can all check out the models.
I don't think I have every model in all of VG though, since the max Unique race_id's I have is 523. Plus, there's some other switch to set to turn 1 raceID into something else (modelNum?) but, it's still pretty cool to see them all laid out
Find me a huge flat space, explorers. I mean Huge. I might just put the Mall out on the ocean somewhere.
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Re: The "Pawn" Shop
I'm thinking one of the housing chunks? As long as there is no houses there then they should be relatively open and flat?
Re: The "Pawn" Shop
In regards to raceid's and models you can have multiple models of the same race for instance here is RaceId 278 with different modelnum.
ModelNum = 0
ModelNum = 1
ModelNum = 2
ModelNum = 3
And just cause i thought this one looked cool and it isn't on our race list on the wiki.
Race = 255 ModelNum = 1
ModelNum = 0
ModelNum = 1
ModelNum = 2
ModelNum = 3
And just cause i thought this one looked cool and it isn't on our race list on the wiki.
Race = 255 ModelNum = 1
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Re: The "Pawn" Shop
That last one is a good candidate for the necro lich form!
Re: The "Pawn" Shop
Your best bet is probably an ocean chunk.
As for areas: Hidden Cove isn't exactly flat but it's a wide open space with nothing but a few trees here and there.
Pankor Zhi: The area outside of the gates of Pankor Zhi (Up on top of the mountains) is pretty large and mostly flat. Not much is on the land there.
Silius Flats near the beach area is fairly flat. Away from the beach, there's a lot of trees.
Shimmering Shallows/Isle of Garuzamut: The area between these chunks is very flat, open, not much is there.
As for areas: Hidden Cove isn't exactly flat but it's a wide open space with nothing but a few trees here and there.
Pankor Zhi: The area outside of the gates of Pankor Zhi (Up on top of the mountains) is pretty large and mostly flat. Not much is on the land there.
Silius Flats near the beach area is fairly flat. Away from the beach, there's a lot of trees.
Shimmering Shallows/Isle of Garuzamut: The area between these chunks is very flat, open, not much is there.

- John Adams
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Re: The "Pawn" Shop
Thanks all, I will check them out this evening.
Xinux, is it looking to me like "modelNum" isn't really a new model, just some added graphics feature to the base model (raceID)?
Xinux, is it looking to me like "modelNum" isn't really a new model, just some added graphics feature to the base model (raceID)?
- John Adams
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Re: The "Pawn" Shop
Silius Flats seems to be doing the job for me tonight, thank you Jak! So now here's something very interesting that probably many of you knew but I did not until just now; I had the question "What exactly does 'Actor.activeSkin' do anyway?" Well, now I know. It does something to the skin! Kind of along the lines of Xinux's pics with modelNum, check out this Race ID 8 I was investigating.
First, I know the lower end race IDs are the player race IDs too, so when I ran across this dame, I was like, what the heck?
She's supposed to be an Elf or something. So I went looking at her modelNum - but nope, it was 0. Then I remembered, Active Skin. So I went to look in the unreal_actor table for her spawn_id and sure enough, it was set to 200,000. Now, I have NO idea what those numbers mean... so I started changing it
I bumped it a little (based on raw data distinct values) to 201,000, and she changed:
I then set it to the highest one I knew about, which was 702,000 (from raw data) and well, a picture wouldn't suffice.
http://vgoemulator.net/images/AS-702000.mp4 (hope you can see it)
This is what she looks like without all that makeup
So the point of this exercise is to let the Content Designers know the options are endless if you can pick a single raceID, flip it's Gender, add a modelNum to it, mess with the activeSkin -- and a few other properties I have yet to fiddle with (posture, tint, physics and more). We almost don't need to spend any time figuring out "New Models" for this game, because the existing ones can be disguised to look like something none of us have ever seen before.
The list of activeSkin from Raw Data:
(PS: while writing this, I was trying some of the 600,000 range settings and man, I'm excited again )
Link to Wiki page, starting to build References to the stuff we're discovering:
http://wiki.vgoemulator.net/Docs/Reference:activeSkin
First, I know the lower end race IDs are the player race IDs too, so when I ran across this dame, I was like, what the heck?
She's supposed to be an Elf or something. So I went looking at her modelNum - but nope, it was 0. Then I remembered, Active Skin. So I went to look in the unreal_actor table for her spawn_id and sure enough, it was set to 200,000. Now, I have NO idea what those numbers mean... so I started changing it
I bumped it a little (based on raw data distinct values) to 201,000, and she changed:
I then set it to the highest one I knew about, which was 702,000 (from raw data) and well, a picture wouldn't suffice.
http://vgoemulator.net/images/AS-702000.mp4 (hope you can see it)
This is what she looks like without all that makeup
So the point of this exercise is to let the Content Designers know the options are endless if you can pick a single raceID, flip it's Gender, add a modelNum to it, mess with the activeSkin -- and a few other properties I have yet to fiddle with (posture, tint, physics and more). We almost don't need to spend any time figuring out "New Models" for this game, because the existing ones can be disguised to look like something none of us have ever seen before.
The list of activeSkin from Raw Data:
Code: Select all
0
1
2
3
4
10
91
92
93
94
202
1000
1001
3000
4000
7000
8000
100000
200000
200001
200002
201000
202000
203000
302000
303000
400000
600000
601000
602000
603000
604000
605000
702000Link to Wiki page, starting to build References to the stuff we're discovering:
http://wiki.vgoemulator.net/Docs/Reference:activeSkin
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Re: The "Pawn" Shop
Oh this stuff's going to be so much fun to build things with. I know a lot of people are excited to put things to working order again... but I am admittedly quite keen on some of the new stuff we can make (fill in the gaps, so to speak). Very cool find.
Re: The "Pawn" Shop
The one you took the mp4 of is one of the stance effects of the psionicist. But can you apply those affects to clothing too? That makes me think it's how they made the electrified cloak (or whatever it was called). The stone one is the dwarf racial, but also some mobs in game could turn you to stone (the basilisks).

- John Adams
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Re: The "Pawn" Shop
[quote="Jakkal"]But can you apply those affects to clothing too?[/quote]
In this example, it is an Actor class value called "activeSkin", so it is not related to items. I am sure Items have their own set of effects, too. They could use the same effects, they are just not called "activeSkin" of course. But you're probably right.
In this example, it is an Actor class value called "activeSkin", so it is not related to items. I am sure Items have their own set of effects, too. They could use the same effects, they are just not called "activeSkin" of course. But you're probably right.