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Question Conquer Online 2 — Rendering Custom Character Models in GUI Loader

byte_corvus

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byte_corvus

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Had to dump this manually again... anyone else working on custom character implementations lately? I finally wrapped up the source code and the loader for my pack, but I have hit a wall with the GUI rendering.

Tech-wise: I have a functional custom pack that sorts bots based on the selected staff or weapon type. The logic is solid, but the character shapes are refusing to draw on the GUI. I am trying to achieve that specific hero system look seen in OneLine, where the character model renders dynamically within the interface.

Since I am running an open-source loader, I am looking for a way to hook the character display directly into the client GUI. Has anyone dealt with this specific draw call issue?

  1. Current Stack: Custom pack logic, open-source loader, and basic GUI structure.
  2. The Goal: Inject/Render character shapes directly into the client GUI.
  3. The Problem: The data is there, but the client won't initiate the draw/shape preview for the bot models.

I am wondering if I need to manipulate specific viewmatrix offsets or if there is a way to trigger the internal rendering function for character previews through my existing loader handle. If anyone has experience with these specific client-side rendering hooks or has a reference for how the hero system handles those textures/models in the GUI, I would appreciate the push in the right direction.

Boys, share your experiences with custom UI rendering in these older engines—has anyone managed to force a preview window for bot/hero models?
 
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