PDA

View Full Version : OpenZone 7.5


Windcatcher
01-20-2007, 11:04 AM
This release is bigger than it looks...

1. Increased the radius of the light sources for the campfire library objects.

2. Added mind flayer, wight, hook horror, and dark elf male models. The dark elf model is playable in that it has plain, leather, chain, plate, and robed variants and has eight facial variants.

3. Fixed bugs in .WLD and .XWF export where light sources weren't being properly exported. The bug didn't affect how zones were lit but it did affect how creatures were illuminated.

4. Fixed bugs in .WLD and .XWF export where zonelines weren't being properly exported.

5. Added support for importing Anim8or files that use the vertex painting feature for the purpose of setting bone influences. OpenZone limits this however to only looking at the bone with the highest influence for each vertex.

6. Revised the human male, wood elf male, and goblin models to fix some texture problems.

The total list of creature models included in OpenZone is now:

Human male (playable)
Wood elf male (playable)
Dark elf male (playable)
Snake (3 variants)
Goblin (4 variants)
Mind flayer (3 variants)
Wight
Hook horror

Playable models have variants for base, leather, chain, plate, and seven robed variants, and the human model also includes a monk variant. They will be used if/when we release our own client (and we will: some of you might be surprised at how close we are already). The other models are for things to fight, and models that have multiple variants basically have different texture sets that let you have some variation in your zones.

You can get OpenZone 7.5 here:

http://downloads.sourceforge.net/eqemulator/OpenZone_7.5.zip?use_mirror=osdn

I'll be on IRC tonight for support issues and if anyone wants to chat in general.

Wind

Windcatcher
03-12-2007, 09:09 AM
I thought you all might find this interesting:

http://img158.imageshack.us/img158/4438/gnollsm1.th.png (http://img158.imageshack.us/my.php?image=gnollsm1.png)

Making a mob variant is as easy as copying the .an8 file and making your changes. Unfortunately Anim8or isn't very good for UV mapping, so I use Ultimate Umwrap 3D for that, and I import the object back into Anim8or when I'm done (with the extra step that UU3D reverses the polygon normals for some reason so I have to flip them when I re-import back into Anim8or).

One major driver for making a gnoll is that my test database that I plan on releasing with SimpleClient has gnolls infesting the Canyons of Gur, and for the moment I have the hook horror models taking their place. When I have proper gnolls the hook horrors will take their rightful place somewhere underground...

Windcatcher
03-12-2007, 10:55 AM
The (just about) finished product:

http://img258.imageshack.us/img258/9348/gnoll1ax7.th.png (http://img258.imageshack.us/my.php?image=gnoll1ax7.png)

Windcatcher
03-12-2007, 04:29 PM
Gnolls!!!!!!

http://img481.imageshack.us/img481/2782/simpleclient38ic5.th.png (http://img481.imageshack.us/my.php?image=simpleclient38ic5.png)

Note the one howling in the background...

Sakrateri
03-13-2007, 09:59 AM
Awsome, awsome work WC!!

GeorgeS
03-13-2007, 01:34 PM
Damn good so far. I should check and see if you need help with texturing. I may have some time - if you need.


GeorgeS

Windcatcher
03-13-2007, 04:03 PM
I'm a pretty poor texturer :( What you're seeing is the very best I can churn out. If you would like to help perhaps I can post what I have online somewhere...