Go Back   EQEmulator Home > EQEmulator Forums > Development > Development::Tools

Development::Tools 3rd Party Tools for EQEMu (DB management tools, front ends, etc...)

Reply
 
Thread Tools Display Modes
  #16  
Old 12-19-2012, 12:34 AM
DrWIggly
Fire Beetle
 
Join Date: Apr 2007
Posts: 9
Default

The main issue is redistribution of assets you didn't create, that is a straight up no no. Making something to read and use assets is somewhat of a grey area, you'd think it would be ok but, blizzard put the smack down on the guys who made WoWGlider. That program did a bit more, in order to avoid their warden system, WoWGlider would load the wow.exe binary into memory and hard jump to an address and start executing. In the technical sense the Judge ruled that loading the program into computer memory was copy-write infringement and then executing the program from a non authorized copy was abuse. Now this is super stretching things here, I'm not sure if they talked about the culpability of the user doing the action, but it just proves if you care enough and have enough money you can twist things anyway you want.

Btw I've made a few tweaks while poking around. I notice DDS assets we're coming in inverted, and placeables weren't animating. I was going to look into what is going on with the alpha on DDSes soemthing looks weird with the fire. If you want me to send you a patch I can, haven't tested it too much, its working in ecommons.
Reply With Quote
  #17  
Old 12-19-2012, 12:01 PM
Aengor
Fire Beetle
 
Join Date: Aug 2010
Posts: 16
Default

Thanks for your comments dear Dr.


Quote:
Originally Posted by DrWIggly View Post
Btw I've made a few tweaks while poking around. I notice DDS assets we're coming in inverted, and placeables weren't animating. I was going to look into what is going on with the alpha on DDSes soemthing looks weird with the fire. If you want me to send you a patch I can, haven't tested it too much, its working in ecommons.
Sure, I'll gladly accept any support I can get! And you seem to have drilled down straight on some of the more glaring issues . Fires&Torches looking strange probably has something to do with the way I am setting up partially transparent textures (leaves, fire etc) by using the colour of the top left pixel in the texture image as a "transparency indicator" and setting up the alpha channel that zonewalk adds to the bmp images in memory. Dont think I have seen dds textures in pre-pop content yet.


Cheers!
A
Reply With Quote
  #18  
Old 12-19-2012, 02:42 PM
DrWIggly
Fire Beetle
 
Join Date: Apr 2007
Posts: 9
Default

Ah I think i have the higher res assets from another client then. Its loading DDSes for everything of my install. I think I remember obtaining the higher res assets.

As far as the fire not rendering right. Its the blend mode, it needs to be MAdd, at least for DDS textures. I suppose I'm not seeing the BMP versions. I'll have to make another install folder with the titanium assets.

I was looking for some kind of flag on the polygroup to tell me the blend mode, but alas either I haven't found anything documenting it, or its unknown.

I'll pm you my patch tonight when I'm back on that machine.
Reply With Quote
  #19  
Old 12-20-2012, 10:49 AM
Aengor
Fire Beetle
 
Join Date: Aug 2010
Posts: 16
Default

Great Stuff DrW. Love that new mouselook control. Many thanks, greatly appreciated. I'll do a commit with your additions in later.

A
Reply With Quote
  #20  
Old 12-20-2012, 03:13 PM
DrWIggly
Fire Beetle
 
Join Date: Apr 2007
Posts: 9
Default

NP over the holiday I hope to have some more time. You've sparked my interest some. I'm curious to see if I can find any kind of render settings for objects. Also I'm curious on characters. Would be nice if there was a wiki or something that explained all known values for data assets. So far I'm finding I have to dig around here or in various code repositories.
Reply With Quote
  #21  
Old 12-22-2012, 09:26 AM
Aengor
Fire Beetle
 
Join Date: Aug 2010
Posts: 16
Default

I've started some work towards animated models support (needed to display placeables like those swaying trees in Kunark for example anyway). Building the fragment decoders (0x10, 0x11, 0x12 and 0x13) currently. Going to be slow going due to x-mas family business for a while though I guess
Reply With Quote
  #22  
Old 03-06-2013, 06:28 AM
SpEE2k6
Fire Beetle
 
Join Date: Sep 2006
Posts: 1
Default THE PROGRAM IS GREAT.... a few suggestions on controls

Hi there, at last someone has made a program that views EQ zone files easily!


The only things i have to say are:-

The controls are a little to twitchy/not precise enough, would it be possible to add a way to move by degree by say holding down the shift key and using the movement keys, which would then allow exact positioning with the heading and location. (might be a little bit specialist this i don't know if anyone else actually needs it lol, id like to be able to look in an exact direction like say -90 degrees looking straight down easilly)

Also having a strafe modifier so we could side step like in EQ its self rather than having to turn all the time would be great

Otherwise this program is absolutely brilliant!! KUDOS!!
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

   

All times are GMT -4. The time now is 01:49 AM.


 

Everquest is a registered trademark of Daybreak Game Company LLC.
EQEmulator is not associated or affiliated in any way with Daybreak Game Company LLC.
Except where otherwise noted, this site is licensed under a Creative Commons License.
       
Powered by vBulletin®, Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3