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Forum: Archive::Tools 08-14-2004, 06:15 AM
Replies: 0
Views: 2,656
Posted By sandy
races and chr files

I'm currently trying to render monster models and I need a way to find each model corresponding to each race

I am building a race sql table that contain all this information, if someone wants to...
Forum: Archive::Tools 08-13-2004, 11:44 PM
Replies: 4
Views: 2,794
Posted By sandy
I would have prefered if models were grouped in...

I would have prefered if models were grouped in some files per expansion for example
Forum: Archive::Tools 08-13-2004, 04:15 PM
Replies: 9
Views: 3,472
Posted By sandy
transparent textures I have seen are COLLIDE.DDS...

transparent textures I have seen are COLLIDE.DDS and HOLO.DDS

the first one seems to be used to define invisible walls, it's a blue texture with "collide" written on it
the 2nd one seems to be...
Forum: Archive::Tools 08-13-2004, 04:00 PM
Replies: 4
Views: 2,794
Posted By sandy
grrrr it s what i suspected ... let's check...

grrrr it s what i suspected ...
let's check them one by one ... thx sony
Forum: Archive::Tools 08-13-2004, 03:02 PM
Replies: 13
Views: 3,644
Posted By sandy
to render it seems close to opengl except I have...

to render it seems close to opengl except I have to create a vertex buffer for each texture group of polygons instead of creating a model

here's the code :

// build the vertex buffers...
Forum: Archive::Tools 08-13-2004, 02:51 PM
Replies: 4
Views: 2,794
Posted By sandy
gates of discord monster models

did someone find where are those models located ?

none god zone have a _chr.s3d file =(

I looked in global files and found nothing too =(
Forum: Archive::Tools 08-13-2004, 10:41 AM
Replies: 13
Views: 3,644
Posted By sandy
so : z = x, x=-y , y=z ? and rotations ? ...

so :
z = x, x=-y , y=z ?

and rotations ?

pfff i'm bad with maths =(
Forum: Archive::Tools 08-13-2004, 09:15 AM
Replies: 13
Views: 3,644
Posted By sandy
I changed everything and did exactly like you...

I changed everything and did exactly like you windcatcher, I got some models working :

a chokidai :

http://www.projecteq.net/files/sandy/chokidai.jpg

a drake :
...
Forum: Archive::Tools 08-12-2004, 01:23 AM
Replies: 3
Views: 2,662
Posted By sandy
np the races table is created from the...

np
the races table is created from the eqcollector races file
if some races are missing ( new expansion races for example ) check eqcollector or mail me so i'll recreate a new one
Forum: Archive::Tools 08-12-2004, 01:17 AM
Replies: 13
Views: 3,644
Posted By sandy
If (D12.Flags And 8) <> 0 Then Begin ...

If (D12.Flags And 8) <> 0 Then
Begin
If D12.Data4[FrameNum].RotateDenominator <> 0 Then
Begin
XAng := XAng - (Pi / 2) * D12.Data4[FrameNum].RotateXNumerator /...
Forum: Archive::Tools 08-11-2004, 12:33 AM
Replies: 13
Views: 3,644
Posted By sandy
what means that ? // Rotate the...

what means that ?

// Rotate the offsets using the incoming angle

RotateX(XAngle,XOfs1,YOfs1,ZOfs1);
RotateY(YAngle,XOfs1,YOfs1,ZOfs1);
...
Forum: Archive::Tools 08-10-2004, 11:19 PM
Replies: 3
Views: 2,662
Posted By sandy
CREATE TABLE `races` ( `name` varchar(64) NOT...

CREATE TABLE `races` (
`name` varchar(64) NOT NULL default '',
`id` int(11) NOT NULL default '0',
PRIMARY KEY (`name`),
KEY `id` (`id`)
) TYPE=MyISAM;
Forum: Archive::Tools 08-10-2004, 02:07 PM
Replies: 13
Views: 3,644
Posted By sandy
i m not working on a model viewer but just a new...

i m not working on a model viewer but just a new server editing tool =) ...

in dzoneconverter it loads and displays these models very nicely =(
Forum: Archive::Tools 08-10-2004, 11:58 AM
Replies: 13
Views: 3,644
Posted By sandy
why so much hate ?

I don't understand why but see my rendered monsters ...

( replaced images by error )

a skeleton :

http://www.projecteq.net/files/sandy/skelette.jpg

why do they render so ugly ??? =(
Forum: Archive::Tools 08-07-2004, 03:18 AM
Replies: 3
Views: 2,550
Posted By sandy
then to render the meshes, for each polygon, we...

then to render the meshes, for each polygon, we have to look for which piece countains each vertex to apply the corresponding translations and rotations ?
right ?
Forum: Archive::Tools 08-06-2004, 07:01 AM
Replies: 3
Views: 2,550
Posted By sandy
0x36 fragments for mobs

help =)
I don't understand how to read a 0x36 fragment to render a piece of a mob model

the skeleton tree, the piece index, the piececount, the number of vertices per piece ... all this is ok...
Forum: Archive::Tools 07-31-2004, 02:27 AM
Replies: 7
Views: 3,038
Posted By sandy
eheh ok but that doesn't explain me why cazic...

eheh
ok
but that doesn't explain me why cazic is in befallen chr file ?
Forum: Archive::Tools 07-30-2004, 11:48 PM
Replies: 7
Views: 3,038
Posted By sandy
so we have to make the link ourself ?

so we have to make the link ourself ?
Forum: Archive::Tools 07-30-2004, 02:37 PM
Replies: 7
Views: 3,038
Posted By sandy
about chr wld files

what are in chr. wld files ???
I tried to read those wld files, and it failed on the 0x36 fragment that seems different thant objects and zone 0x36 fragments


where are located monsters models ?...
Forum: Archive::Tools 07-21-2004, 04:01 AM
Replies: 5
Views: 2,542
Posted By sandy
for 0x15 fragments : I have this working but...

for 0x15 fragments :

I have this working but it is not like explained in your documentation wind =( :

bool Data15::Decode(Buffer & buffer)
{
Clear();
...
Forum: Archive::Tools 07-20-2004, 09:08 AM
Replies: 3
Views: 2,981
Posted By sandy
very nice =)

very nice =)
Forum: Archive::Development 07-20-2004, 09:05 AM
Replies: 9
Views: 3,025
Posted By sandy
yes scorpious i think it have to be completed...

yes scorpious i think it have to be completed with the last commands you created to edit grids ingame and for quests =)
Forum: Archive::Development 07-17-2004, 12:00 PM
Replies: 9
Views: 3,025
Posted By sandy
2 grids system

Here is the 2 grids table system I have done
not sure if lines correspond exactly =(

in database.h :

line 117 :

add this :

struct wplist {
Forum: Archive::Tools 07-11-2004, 03:46 AM
Replies: 17
Views: 5,713
Posted By sandy
If i have well understood : for each vertex...

If i have well understood :

for each vertex of a 0x36 fragment :

x_final = (0x36)x * (0x36)scale + (0x36)centerx + (0x15)posx

???
Forum: Archive::Tools 07-07-2004, 04:56 AM
Replies: 10
Views: 3,354
Posted By sandy
I don't understand well textures you said : ...

I don't understand well textures

you said :


ok but in 0x04, it is said there is n 0x03 fragments
and in 0x03, it is said there is m filenames ...

so if 0x03 is :
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