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-   -   OpenZone : Downloads (https://www.eqemulator.org/forums/showthread.php?t=18093)

KhaN 03-14-2005 02:08 AM

OpenZone : Downloads
 
Hello,

You will find here links for OpenZone downloads and other softwares done by Windcatcher, or related to OpenZone.

Software

OpenZone 8.6 Mirror
EQEmu Admin Tool 5.9
ZoneExplorer 1.2
OpenSpell 2.0
Dungeon Builder 2.0
OpenZone Sample Scenes
OpenZone Sample Textures 2.6
S3DSpy 1.3
ZoneProxy 1.5
DZoneConverter 1.3
XMI player

Archives
OpenZone 5.6 : Download
OpenZone 5.5 : Download
OpenZone 5.4 : Download
OpenZone 5.3 : Download
OpenZone 5.2 : Download
OpenZone 5.1 : Download
OpenZone 5.0 : Download
OpenZone 4.9 : Download
OpenZone 4.8 : Download
OpenZone 4.7 : Download
OpenZone 4.6 : Download
OpenZone 4.5 : Download
OpenZone 4.4 : Download
OpenZone 4.3 : Download
OpenZone 4.2 : Download
OpenZone 4.1 : Download
OpenZone 4.0 : Download
OpenZone 3.9 : Download
OpenZone 3.8 : Download
OpenZone 3.7 : Download
OpenZone 3.6 : Download
OpenZone 3.5 : Download
OpenZone 3.4 : Download
OpenZone 3.3 : Download
OpenZone 3.2 : Download
OpenZone 3.1 : Download
OpenZone 3.0 : Download
OpenZone 2.9 : Download
OpenZone 2.8 : Download
OpenZone 2.7 : Download
OpenZone 2.6 : Download
OpenZone 2.5 : Download
OpenZone 2.4 : Download
OpenZone 2.3 : Download
OpenZone 2.2 : Download
OpenZone 2.1 : Download
OpenZone 2.0 : Download
OpenZone 1.9 : Download
OpenZone 1.8 : Download
OpenZone 1.7 : Download
OpenZone 1.6 : Download
OpenZone 1.5 : Download
OpenZone 1.4 : Download
OpenZone 1.3 : Download
OpenZone 1.2 : Download
OpenZone 1.1 : Download
OpenZone 1.0 : Download

Windcatcher 01-06-2008 01:18 PM

Release day
 
It's nice having some admin privileges :)

I edited KhaN's original post and put up links to the newest versions of my software (I hadn't realized there was so much). Nearly everything has been updated since the last release, so anyone who is interested is in for a lot of downloading.

Some highlights:

OpenZone 8.2

1. Made a small change to .XWF/.XWA exporting so models with multiple facial variations (e.g. player models) can be supported.
2. Made some improvements to certain meshes in the mesh library that contain lights (elf lantern and brazier).
3. Made some improvements to the brick bank, store, and tavern.
4. Made a slight change to the male wood elf, dark elf, and human models so they can support multiple facial textures.
5. Added female wood elf and female dark elf player models.
6. Added beetle mob model (7 subtypes). This is not compatible with the live client and will work properly only with SimpleClient (as it uses a different mesh for each subtype).
7. Added a hanging flag "creature" model. It is used by exporting it as a mob model and placing it with the server's "objects" database table.
8. Fixed a bug in the texture selection popup window where the colors were off.
9. The usual slate of bugfixes.


EQEmu Admin Tool 5.5

1. Lots of bug fixes.
2. Added several buttons for copying records that make life a lot easier.
3. Enhanced the map component on the Spawns tab:
a. It can show names of all mobs on the map.
b. It supports a placeholder when toggled. If you left-click on the map it will set the placeholder's position. When it is set, you can highlight any mob and move it to the placeholder by clicking the pink arrow button.
c. It has two radio buttons that let you switch the scrolling speed (x1 or x10). This should make life easier.


OpenSpell 1.2

1. Enhanced the icon selection window to support SimpleClient's file naming scheme.
2. Fixed a typo in the XML description file.

Everything else is basically a bugfix release.

WC

Sakrateri 01-25-2008 02:11 AM

Hey WC this is awesome work again ! I need to ask though as working with Scorp on OZzones we find it difficult to trade meshes and was wondering if you could include some way to export all the meshes in a given scene file to a folder?

Windcatcher 01-25-2008 09:31 AM

Let me see what I can do. That sounds like it should be pretty easy. Is it okay if it creates one .scn file for each top-level object?

Sakrateri 01-25-2008 10:04 AM

that should be fine, thanks man !

Windcatcher 01-26-2008 06:50 PM

New release: OpenSpell 1.3

1. Added a button for copying spells.

2. Fixed a typo in the spelling of the Rogue class.

3. Made the table primitive editable. An example of this is the table in the "Effects (this spell only)" tab. It means that all effects for a single spell are now easily editable.

4. Added the ability to filter spells, and added a bunch of toggle buttons to the views that use them. The spell list can be filtered by usable class and by target type. Remember that since everything is defined in the XML file, users can change how this works or even add new filters.

This is hugely more powerful than before and should really speed up making new spells.

Enjoy,

WC

EDIT: I had to delete the OpenSpell 1.3 archive and re-upload it as I had mis-assigned some of the class filters in the XML file (nothing wrong with the program, just the XML file). Sorry for the inconvenience.

Windcatcher 01-27-2008 08:26 AM

Uploaded OpenZone 8.3 today:

1. Added "File...Save selected objects as..." menu item. This will save only the selected objects in a new scene file. This will NOT save anything else -- no water settings, additional included objects, sounds, zone bounds, etc.

This should make it easier to trade objects or otherwise extract them for use in other zones.

Wind

Sakrateri 01-27-2008 08:50 AM

Thanks Again WC !

Windcatcher 01-29-2008 09:40 AM

OpenSpell 1.4 is up at the first post:

1. Fixed a major bug in saving spell files when you have a filter activated that could corrupt your spell file.

2. Fixed a bug in the table primitive where changes wouldn't stick ("effects (this spell only)" tab).

Anyone using 1.3 absolutely should upgrade to this one. Bug #1 is a bad one.

WC

mattmeck 02-15-2008 03:50 PM

Heya Wind, Scorp scammed me into helping him again and I was trying to get your admin tool up and running, so far I have had 4 people and myself download it and it just crashes as soon as you try to run it.

quadroplex 06-05-2008 03:37 PM

eqinside

its like s3d spy but works with eqg files as well

http://www.theclenchedfist.com/Downl...ails/id=5.html

Windcatcher 10-12-2008 07:51 PM

Uploaded OpenZone 8.4 and edited the top thread post. Here's what's new:

1. Fixed several bugs with importing Anim8or files.
2. Fixed a bug in applying the ClearType component settings when the program is started.
3. Fixed a bug where changing the creature height settings in Edit...Preferences would have no effect.
4. Added settings in Edit...Preferences to control the degree to which the move and rotate buttons in the main screen affect objects.
5. Added lelembeth_trig, lelembeth_lift, pottery wheel, kiln, and oven objects to the mesh library.
6. Added many more hanging flags to the creature library.
7. The program will now append creatures in the creature library to the mesh library list. They are not technically part of the mesh library, but some of the same commands that affect the mesh library will work on creature library objects (for instance, if you place something from the creature library, you can change it to another creature library object). Placed creatures are never exported in with the main zone geometry; rather they are exported in SQL as references to the "object" table. Exporting creature objects in this way will only work with SimpleClient. This feature is not meant to be used for setting NPC locations (that will be handled in a future release); it is meant for placing animated objects such as hanging flags.
8. Removed the DoorRef property from mesh library references. Changed it to SQLRef instead, where it has a drop-down that lets the user select between "None", "Doors", and "Objects". This drop-down is not present for objects placed from the creature library as they are always exported as "object" table references (it is as if SQLRef was always set to "Objects").
9. The program no longer exports SQL statements to <zonename>.sql. Instead, it creates two files: <zonename>_doors.sql and <zonename>_objects.sql. The first file places objects that have SQLRef set to "Doors" and the second file places objects that have SQLRef set to "Objects". Objects placed from the creature library are automatically exported as "object" table references.
10. Fixed a bug in the 3D engine where creature models weren't illuminated properly (they had incorrect normal vectors).
11. When textures are loaded, a warning popup will appear if a texture does not have power-of-two dimensions.
12. A warning will appear when exporting a zone if certain subfolders are missing (such as the maps folder).
13. Added an object_parms script to the SQL category in the script library. It allows setting database parameters for objects that will be exported as "object" table references. For a placed object (such as a forge), place a matching object_parms object, set the parameters, and group the two together (the grouping is very important). The object_parms script has a nice hint that will pop up a list of object type values when it is used.
14. Updaded the source folder in the distribution so hopefully there won't be anything missing anymore for people who wish to recompile it.

I'm planning ZoneExplorer and SimpleClient releases soon as well, though I might do a little DB work on SimpleClient first to make the zones more playable.

Windcatcher 10-13-2008 04:58 PM

Uploaded ZoneExplorer 1.2 (see the top post for a download link). This is just a very minor release, and includes the 3D engine bug fix that I put in OpenZone 8.4. It will be most noticeable when looking at animated models.

Windcatcher 10-14-2008 09:27 PM

Released version 5.6 of the Admin Tool today (see top post). There is only one change, but I think it will be very helpful: wherever items are listed (in database grids or in drop-downs), the item icon will also be displayed.

Windcatcher 12-27-2008 08:46 PM

New stuff today (more to come):

EQEmu Admin Tool 5.7

1. Display the item icon along with the item name on all item lists.
2. Spawns tab: added a button for loading XWA files. When they are loaded, spawn Z positions can be accurately set.
3. Spawns tab: Added text to point out that left-clicking will set the placeholder location.
4. Spawns tab: Shigh-right-clicking will add a pathing waypoint to the currently selected spawn, and added text to point this out.
5. Spawns tab: Added a "Correct Z" button. If S3D or XWA files are being loaded, this will correct the spawn position and pathing waypoints for the selected spawn.
6. Spawns tab: Added a button that will display all pathing waypoints for all spawns in the zone.
7. Spawns tab: The path for the selected spawn will be highlighted in a brighter color than for non-selected spawns.
8. Spawns tab: Different path types (wanter, patrol, random, etc.) will be displayed slightly differently on the map to set them apart.
9. Spawns tab: Added a button that will move the zone safe point to the placeholder location.
10. Spawns tab (Path Grid subtab): Added drop-downs to set the wander type and pause type for spawn paths.
11. Fixed several bugs where clicking "Copy record" on various tabs wouldn't copy all field values.
12. Fixed several bugs where changing a value (e.g. in a drop-down) wouldn't change the value in the database.
13. NPCs Tab (NPC Spells subtab): Added several check boxes to the NPC Spell Entries pane to allow setting spell info (nuke, heal, root, etc.)


OpenSpell 1.5

1. Minor cosmetic change (change in screen font).


OpenZone Sample Textures 2.6

1. Added a lot of textures to Texpack5.zip. When I release OpenZone 8.5, you WILL need these.


OpenZone 8.5

1. Fixed several Anim8or bugs.
2. New/updated mesh objects (these require OpenZone Sample Textures 2.6)
- sack
- mushroom1
- tunnel_support
- lute
- katana
- staff1
- staff2
- axe1
- axe2
- axe3
- sword6
- axe4
- candle1
- evil_altar
- throne1
- plate
- ham
- apple
- pear
- fur_pallet
- temple
- conebrazier_stone
- conebrazier
- torch
- tiki_torch
- brazier
- campfire_with_spit
- campfire
- lamp_post_1
- lantern
- hanging_lantern
- elf_lantern
- brick_bank
- brick_store
- brick_tavern
- side_mounted_lantern
- shorter_hanging_lantern
- stone_tavern
- stone_store
- stone_bank
3. New/updated creature models
- human_female
- lizardman_alt_leg
- bear
- wolf
- snake
- gnoll
4. Added File...Convert DirectX (.X) to Anim8or (.AN8). There is no guarantee that it can convert all .X files, but it is useful for converting GeorgeS' creature and weapon models.
5. Added File...Import...DirectX (.X). There is no guarantee that it can convert all .X files, but it is useful for importing GeorgeS' creature and weapon models.
6. In File...Alter Anim8or File (Objects tab): Added a section that:
- Shows what materials are used by an object
- Lets you change from one material to another
- Lets you remove unused materials from the object's material list
- Lets you change the order of used materials (important for getting creature variants to work properly -- materials have to be in the same order)
7. In File...Alter Anim8or File: Moved some buttons to tabs where they make more sense (e.g. Clean Sequence)
8. In File...Alter Anim8or File (Sequences-Adjust tab): Added "Move sequence up" and "Move sequence down" buttons that allow changing the order of sequences in the file.
9. In File...Alter Anim8or File (Sequences-Clone tab): Added "Copy sequence" button that makes a copy of the selected sequence
10. In File...Alter Anim8or File: Added hint text for most buttons.
11. When selecting the texture ellipsis (...) in the Property Editor, added a setting for normal maps. This is merely preparation for future use and normal maps aren't used yet.
12. The light scripted object now has a flicker setting. This has no effect outside OpenZone itself as yet, but will eventually be used to make dynamic lights ficker to simulate fire/candles/torches, etc.
13. In the Display Options pane, added an "Enable shaders" checkbox. This currently has no effect outside OpenZone, but it will enable GLSL shaders if your graphics card supports them. This will let you better see the effect of light sources, including light flicker. In the future, OpenZone will eventually export shader information to .XWA (and SimpleClient will be upgraded to use shaders).
14. Internal 3D engine updates (e.g. simple shader support, with lots more to come in the future).
15. Internal design improvements, preparation for future upgrades.


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