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  #1  
Old 05-25-2005, 02:06 PM
sirreality
Fire Beetle
 
Join Date: Feb 2005
Posts: 14
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I have downloaded this from 5 or 6 different mirrors on sourceforge and OpenZone.exe fails CRC and is corrupt in every one of them. I tried unzipping it with winrar and winzip on two different systems, same problem.
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  #2  
Old 05-25-2005, 02:38 PM
Windcatcher
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Join Date: Jan 2002
Posts: 1,175
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Okay I just killed it and uploaded it again. The Atlanta mirror seems to have a good one. Let me know if you have any problems.
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  #3  
Old 05-26-2005, 11:12 AM
Belfedia
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Join Date: Jan 2005
Posts: 1,109
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All work fine and my walls stop to flying hehe
Thanks again
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  #4  
Old 05-26-2005, 06:57 PM
GeorgeS
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Join Date: Sep 2003
Location: California
Posts: 1,475
Default masked trees

So I'm working out the tranparency flags for trees.

Here's the settings I am using

http://www.wizardportal.com/optimaiv...mu/oz_shot.jpg


And the actual bitmap is

http://www.wizardportal.com/optimaiv/orion2/eqemu/f.bmp

I think I've tried about everything within the program.
Also used the Convert to Transparent Bitmap. That created the alpha mask which is correct, but when choosing transparent, the entire object is invisible.


George

Last edited by GeorgeS; 05-27-2005 at 03:01 AM.. Reason: url
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  #5  
Old 05-27-2005, 01:11 AM
KhaN's Avatar
KhaN
Dragon
 
Join Date: Mar 2004
Location: France, Bordeaux.
Posts: 677
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KhaN Tips :
- Use a normal BMP (without transparency), compile the zone, et OZ do its job.
- Open your favorite DDS Image editor, save your zones BMP as DDS with all the functions DDS support (alpha mask, mipmap, ...) with the SAME name as your BMp zone texture.
- Open S3DSpy and replace all the textures.

When creating zones (for my testing), i never do this step, this is rather, the last step for me in zone creation process, but it allow to have DDS for yours zones, which is, lets say it WAY BETTER than crappy BMP (Yes sorry, WC, you know how much i hate BMP :p ).
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  #6  
Old 05-27-2005, 02:36 PM
Windcatcher
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You're close, GeorgeS. You want "masked" and "opaque" selected after using the convert to transparent bitmap option. Let me see if I can explain it all a bit better:

"Convert to Transparent Bitmap" takes a 24-bit .BMP file (one that doesn't have any alpha channel) and creates a 32-bit .BMP file where the alpha is 0 for the transparent parts and 255 for the parts you want to see. It determines what should be transparent by looking at the colors in all four corners of the bitmap and choosing the most prevalent one as the transparency color. If you already have a 32-bit .BMP file that has correct transparency information in its alpha channel, this step isn't necessary.

For the "Edit Polygon Properties" dialog:

The "masked" option tells the client that this polygon has parts that are opaque and parts that are totally transparent (e.g. tree leaves). You would want this checked for such textures.

The "solid" option tells the client not to perform collision avoidance for this polygon. You would want this checked for textures like tree leaves, so the player can pass through them.

The "opaque", "semitransparent", and "transparent" options affect the *entire* texture. In the case of tree leaves (and 99.9999999% of any textures you use), you would want opaque checked. Checking semitransparent makes the entire texture appear at 50% transparency (regardless of the actual alpha values in the texture), and checking transparent makes it invisible (regardless of the actual alpha values in the texture). I never said that .WLD made sense (grin). The benefit here is that you can have a texture that's opaque in some parts of your zone and semitransparent in other parts, while only needing one texture to do the job. You can think of the semitransparent option as having the effect of multiplying all alpha values by 0.5. I think the original reason for these settings is that earlier versions of the client only supported 8-bit indexed-color .BMP textures that didn't have any alpha information (as opposed to the .DDS-format textures it now supports). These settings were what made tree leaves and semitransparent/transparent polygons possible back in the day. Nowadays you could just use 32-bit RGBA textures instead of having to deal with those three settings, though they're nice when you're experimenting with semitransparency and don't want to have to make a whole new texture.

One thing the client does with the masked setting, as another example, is when you use an indexed-color texture. If masked is set, it chooses the first color in the color palette as the transparent color. A good example of this is the texture for the old-world ships that has the ropes that bind the sails. 95% of the texture is composed of color 0, which comes up as transparent when rendered.

Last edited by Windcatcher; 05-27-2005 at 10:38 PM..
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  #7  
Old 05-28-2005, 03:46 PM
GeorgeS
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Join Date: Sep 2003
Location: California
Posts: 1,475
Default transparency

Ok had to edit the message. I managed to sort of figure this out

Textures look ok for the most part except for a color fringe around the leaves

check this out -

http://www.wizardportal.com/optimaiv...mu/texture.jpg

edit - fixed this with a color replace tool that changed mask color to green

Now I notice the fringe at the top of the texture - I cannot figure out what's causing it. Just trying many different things...
http://www.wizardportal.com/optimaiv...ure_fringe.jpg

edit - ok fixed the fringe.
After about 10 hours...
Now my trees work!
http://www.wizardportal.com/optimaiv...qemu/trees.jpg

George

Last edited by GeorgeS; 05-29-2005 at 01:08 AM.. Reason: more to add
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