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Development::Database/World Building World Building forum, dedicated to the EQEmu MySQL Database. Post partial/complete databases for spawns, items, etc.

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  #1  
Old 08-23-2006, 04:08 AM
Aerisweet
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Join Date: Feb 2005
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Default textures and importing models to studio max

How would I import a model to studio max? A rock from POK or a tree from Mischief or anything? That's what I'm curious about, also I had a question about textures.

Where are the textures located for the birdbaths for augmentations? I know where the textures are and how to extract them and everything, I was just wondering if anyone has come across the birdbath textures.

~Aerisweet

PS: Check this out. http://www.thesourceconspiracy.com/darkness/omgeq.html
EQ zones turned into Counter Strike: Source maps
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  #2  
Old 08-23-2006, 11:36 PM
Aerisweet
Fire Beetle
 
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nobody knows? lol

~Aerisweet
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  #3  
Old 08-24-2006, 02:07 AM
GeorgeS
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I did this years ago -

http://66.159.225.58/eqemu/EQModel_V...eConverter.zip
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  #4  
Old 08-24-2006, 11:22 AM
Aerisweet
Fire Beetle
 
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ok I tried out those tools, they are great and have the potential to help me with what I need. I'm a little fuzzy on how to use them. Like for instance, I saved akanon.wld from EQinside to my HD. Then I opened Zone converter and tried each wld. One of them didn't load but the others that did, I couldn't export, window pops up saying "nothing to save".

In EQ Model Viewer, the s3d files read ok but the 3d view window doesn't show the model.

Unless I'm usin these programs wrong, they seem to be pretty straight forward though. I know I'm close. Thanks for the help so far, I'm just stuck on what I'm doing wrong...

~Aerisweet
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  #5  
Old 08-24-2006, 03:59 PM
GeorgeS
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It won't show every model for some reason, and others look wrong.

Here's what I do -

find butcher_obj.s3d and click on load S3D.
In model files pane, select bucher_obj.wld, then click on load model.

Below that many objects will be shown in a list. Pick one and click to view

2 export use either of these methods
(1) export at obj and then manually extract textures and import to max.
(2) export as .ms (maxscript) and extract textures via 'save s3d files' (look in the new folder it creates)


It's that simple
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  #6  
Old 08-24-2006, 04:34 PM
Aerisweet
Fire Beetle
 
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Ok I'll have to try that. Thank you for the detailed assistance. I have to work a lovely 11 hours tomorrow but I'll definately try this ASAP. Thanks again!

~Aerisweet
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  #7  
Old 08-26-2006, 06:03 AM
Aerisweet
Fire Beetle
 
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Ok i got models to load, still trying to figure out how to get indivual models to load. Right now I'm having trouble figuring out what to do with the textures and how to get them to load in studio max.

Thanks for the help so far man

~Aerisweet
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  #8  
Old 08-26-2006, 03:43 PM
GeorgeS
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in the maxscript the textures are specified there. If they don't load then manually add them in max after you've loaded the object in via .ms run maxscript.
see the link -
http://66.159.225.58/eqemu/export.jpg

Not sure what you mean by individual models - see above picture - if you export the shown object then the .ms and the .dat and your textures (manually extracted) are placed in the same folder. I simply extract the entire zone's textures to a folder.

George
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  #9  
Old 08-27-2006, 08:17 AM
Aerisweet
Fire Beetle
 
Join Date: Feb 2005
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thanks for the help I got it to work, I think the problem was I didn't have the scale on load box checked.

So I just newbed it and copied everythin ya had in the pic, sure enough it worked and that checkbox was the only thing I had wrong.

Now that it works I can load it into Studio max, you're right, pretty easily.

Thank you for the tremendous help. Much appreciated.

http://www.geocities.com/sml9917/birdbath.jpg

~Aerisweet
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  #10  
Old 08-28-2006, 04:28 PM
GeorgeS
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Glad it worked for you.
In the past I spent a long time in MAX and made many many 3D objects for a game I was working on. I made this 3D world editor - have a look


http://66.159.225.58/uwe/uwe.html

GeorgeS
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