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sotonin is leet because he only linked sourceforge.
btw i dont see dzone converter still, ive seen another sourceforge page with it awhile ago, but i dont see it ther actually, it might not of even been eqemu, but it was on sourceforge |
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alright.. i got it but all i can import is the mesh of the zone.. theres no texture cords or lights and certainly no info about LOS .. probly because i have to export .obj isntead of .scr, and i dont think maya cant improt scr
plus, you say you need this for post-velious zones eh? im not to fond of them post-velious zones lol.. ill still give u an .map if u want tho |
so eqemu is never going to have proper los? pwned
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yeah so some leet programer has to fix that prog that does read los
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You can make .map files with openzone and use s3dspy to extract the ground areas of the zone(I think - I've been able to export objects, haven't tried zones). Open it up with delphi zone converter and export as obj, then open it up with a graphics editor that can convert to 3ds and do that. Then just import it to openzone and create the .map file.
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Perhaps this VB code will be of use. I havn't tried it in a long time, so it may be broken as well. Based on the Rev history it worked up to PoP at least.
http://pages.sbcglobal.net/mitselpli...Converter.html |
Today while speaking with some EQA Devs and WindCatcher, i was wondering myself why EQEmu devs never added code to eqemu that would just go read WLD file, i mean, why use MAP when you could just read the source, aka WLD !?
The code is already present in WindCatcher dSconverter source, and from him, it should be easy to convert it to c++. Well its added to EQA todo list ... |
That's cool to hear, khan.
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