You'd do better to take screens with antialiasing, because this is aliased to extreme :d
Tried this, but didn't seem to make much difference to me except at maximum zoom. Game won't start for me with anything other than 1 or 2, so I imagine the difference is subtle at that level. Someone with a better graphics card can take better screens once I've managed to get things working a little better, uploaded files etc
How to enabled AA?
~/Client/FOnline.cfg >
# Smoothing 3D (Anti-Aliasing).
# -1 - Autodetection
# 0 - off
# 1 .. 16 - the value of smoothing
MultiSampling=
0 < change this to something else
Can you do more screens of edited models, Luther?
Yes, but I think it'd be more useful for me to :
i) Try to solve the couple of problems I have with the rigging
ii) Upload the rigged files
iii) Paste all the lines for implementing stuff, and explain how they work
iv) Let everyone else test it, then someone with a better graphics card can do screenies
In the meantime, if anyone wants to have a look themselves, I've included all files and instructions here :
http://www.megaupload.com/?d=KC1RDH7CNote again, these files will become obsolete once I solve the current problems with my rigging.
Quite busy with work at the moment, but I'll see what I can get done over the next few weeks. I'll keep people updated with any progress, then once I work out what I'm doing, I'll put a quick tutorial together to show exactly what I've done so far. I'm trying to make sure it can all be done with free software, so anyone will be able to download necessary programs and help.
[edit]
Tested Bones' ranger patrol armour :
Seems to mostly work, apart from a few clashes in a couple of animations. The colour and brightness will probably need tweaking on the texture, as it's a little dark and flat looking. Should probably be a similar shade of brown as the legs on the sprites nearby, but nothing to worry about at this point anyway.
One bit I'm having trouble with is the shoulder sections. If they're connected too strongly to the arms, they bend round too much - i.e. it loses its "big shoulder pad" appearance. If they're just connected to the spine (as in image above), they stay as "big shoulder pads", but in a couple of animations, the body cuts through them (i.e arms are sticking through the armour).
Once I find the compromise for this, I should be ready to make a quick tutorial.