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  #1  
Old 09-28-2008, 10:41 PM
Windcatcher
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Default OpenZone 8.4 in the works

I've been away for a couple of months working on a different project (and I'm nowhere near done with it), but I've been getting the itch to work on EQEmu stuff again. I've picked up OpenZone again, and I'm working on something pretty cool for it. I've added items in the creature library to the mesh objects list, and you'll be able to do some new things:

- add placed mesh objects to the "object" table instead of the "doors" table
- add placed creature objects to the "object" table

The SQL was a little tricky because the object table uses zone ID's rather than zone names, but I think I have that nailed down. The first feature, when tested, will let you add things like forges, brew barrels, etc. to your zone, and the second feature will let you place animated objects like hanging flags.

Now, with this in place, if I wanted to try something REALLY cool, I'd let you also place NPC creatures, including pathing. I think it's possible, though dealing with all the tables that you have to muck with when creating spawns could be a real pain. But, you never know. Anyhow, I have the idea in the back of my mind, though I don't plan to try that for version 8.4.

The first two features weren't all that hard to add and you should expect a release sometime this week. There are simply a lot of little details to nail down and some testing to do.

Wind
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  #2  
Old 09-30-2008, 08:28 PM
Windcatcher
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Here's a little taste of what I've got going so far. It's pretty easy to add animated objects like flags now, though I haven't yet tested exporting and trying them ingame. As a rule, this will only work with XWF zones and as such is for use by SimpleClient. I'm pretty certain that the live client can't handle referencing creature models as spawned zone objects.

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  #3  
Old 09-30-2008, 11:03 PM
Windcatcher
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Well, adding flags with OpenZone 8.4 works ingame

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  #4  
Old 10-03-2008, 11:44 PM
GeorgeS
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Hey WC good to hear from you again. Thanks for continuing the work on OZ.
NPC and pathing would be nice if it would work on custom zones and for the 0.7.x client!

GeorgeS
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  #5  
Old 10-05-2008, 04:34 PM
Windcatcher
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Nah, you're not asking for much

I'm hoping to release OpenZone 8.4 tonight, though I can't guarantee it. I've just been doing some cleanup on how to handle mesh objects that you choose to put into SQL rather than in the exported zone itself. When you load existing zones, any DoorRef references will be changed to SQLRef. The SQLRef parameter will have a drop-down that lets you choose between "None", "Doors", or "Objects". In this way there's some expandability built into the program and a single solution for everything.

I've also added an object_parms script that will show up in the SQL tab. It works like the door_parms script, where it sets the database parameters for all objects at its level and below where SQLParm is set to "Objects". In the practical sense, you need to group it with objects to be useful. You can use it to set parameters for things like forge objects, brew barrel objects, etc. I still need to do a little more work with it to make it a bit more user-friendly (mostly around the hints that go with its parameters). A really easy way to use it, just as a single example, would be to place all your forges in your zone (assuming there is more than one), place an object_parms object that sets the parameters for forges in general, and group the lot together. I intend to do this with my Lelembeth zone, for instance.

When you export your zone, instead of creating a single <zonename>.sql file, it will create a <zonename>_doors.sql and a <zonename>_objects.sql. The idea here is that you can choose to load only the doors or objects SQL in case you don't want to use OpenZone to build both. A lot of people have already built zones using other DB tools and I don't want to force people to have to redo their work in OpenZone.

Looking forward, I'd like to have OpenZone be able to load information from the database. Door and object references would be the obvious starting points, though I eventually want to get to NPC and pathing information. Right now there is no connection between OpenZone and the database, as has always been the case. It's not hard to add that, but there are some questions I have to answer first: how to handle differing database versions, how to handle cases where OpenZone doesn't have the necessary creature model (e.g. your server is using the live client)? I have no intention of adding code to OpenZone to read live client content because that's just a huge Pandora's box, but that's not the only potential solution anyway. I can put anything in as a placeholder, even one of the creature models that come with OpenZone.

WC
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  #6  
Old 10-07-2008, 12:43 AM
Windcatcher
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Just a little update...I ran into a showstopper bug that was partially in OpenZone and partially in the 3D engine itself. I think I've got it sorted, but I need at least another day to do some testing. It's looking good, though, and a release should be very soon.

As a side note, I've also added a couple of settings to the Edit...Preferences screen: they let you change the amount that the move/rotate buttons tweak objects (I know that some people have been asking for this for a while). There are also some other bugfixes, so the program as a whole will be better overall.
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  #7  
Old 10-30-2008, 11:00 PM
Windcatcher
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Small update...the human female model is complete, and next up is spiders. I also uncovered a bug in exporting creature models that will be fixed in OpenZone 8.5.
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  #8  
Old 10-31-2008, 12:51 AM
Windcatcher
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Okay, time for some eye candy:

Normal


Leather


Chain


Plate
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  #9  
Old 10-31-2008, 12:51 AM
Windcatcher
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Monk


(the robed textures are the same as for all other models)

So now there will be three complete player races that come with OpenZone/SimpleClient:

Human male/female
Wood elf male/female
Dark elf male/female

One step at a time...

Wind
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  #10  
Old 11-06-2008, 08:58 AM
Richardo
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Any chance I can have these models exported in 3ds format? I'd like to play around with them.
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  #11  
Old 11-07-2008, 05:32 PM
Windcatcher
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Sure, let me put something together this weekend (maybe tonight).
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  #12  
Old 11-07-2008, 07:20 PM
Richardo
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Thank you very much WC. I got your PM.
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  #13  
Old 11-07-2008, 08:19 PM
Windcatcher
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For player models, I need to point this out:

For the body from the neck down, there are two groups, robed and non-robed. Each group must be identical in terms of the geometry and the texture coordinates. This is how the live client and SimpleClient work; it understands only six meshes:

- Head (normal)
- Head (leather)
- Head (chain)
- Head (plate)

- Body (non-robed)
- Body (robed)

For the body meshes, the non-robed can have five texture variants, where the ONLY difference is the textures used (the texcoords are identical):

- Normal
- Leather
- Chain
- Plate
- Monk

The robed textures are similar where there are seven variants, where the ONLY difference is in the texture files.

If you want to make another player model (e.g. half-elf, barbarian, etc.) it's important to bear this in mind.

On the other hand, if you're making an NPC model, it is either more or less restrictive, depending on the client:

- For the live client, all variants must be absolutely identical except for the texture files used.

- For SimpleClient, each variant can have a different mesh (yes, SimpleClient is more flexible).

Wind
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  #14  
Old 11-10-2008, 08:56 AM
Richardo
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I understand.

I hate the way they designed all of this but it's understandable. :P
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  #15  
Old 11-10-2008, 11:20 PM
Windcatcher
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I'm looking forward to seeing what you create. In the meantime, I'm making animations for GeorgeS' lizardman model.
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