Quote:
|
Quote:
|
Quote:
With that being said, I've decided to attempt to separate the geometry which is being imported as .ter. Instead, I'd like to import the .mod files now. My terrain model is separate from all of the trees and rocks, etc... I imported the terrain without a hitch. I then navigated to the "Models" tab and right-click->imported the terrain objects obj file. It seemed to process them all just fine and now I have a terrain_objects.mod in the model list. I then right-clicked the next box and hit "add placement", selected the terrain_objects and left the x y z and scale alone since it should match the terrain (as I didn't move anything from its original location). Now my client crashes. Without the .mod, it works fine. Here's the eq client error log: Quote:
Edit: It looks like OBJ exporting via 3ds Max produces obscured UV's. I'm going to try Maya or Blender instead, I'll post results. http://xonos.net/zone/ss12.png |
Normal maps (bump mapping) working well. Hurray! :) I added way too much depth to my normal maps for testing.
http://xonos.net/zone/ss13.png |
Quote:
That stuff looks pretty nice! |
Awesome. I'll let you know how it works out. Great job Zaela.
On the triangle editing which allows you to set specific flags on a specific vertex - I have a long list which contains 172852 vertices. It's great to see what material is applied but it's almost impossible to know what vertex is where. Would it be difficult to sort vertexes by what model they're associated with? This would simplify sorting out objects that should be permable and applying other flags. If not, I'm still content with what you've made. Also on another note, when importing objects - more specifically the object material file (.mtl): There is a part that accounts for bump mapping which causes a nil error and corrupts the eqg archive. It looks something like this (in the mtl file): Quote:
|
Damn this looks great never really seen EQ looks so atmospheric in a outdoor zone the level of detail in terms of objects and the style is impressive.
I can imagine it populated with mobs hidden around different nooks and crannies of it shadowmen that path the jungle area's or ncps that are simply invisible or buff themselves with it and walking along triggering a trap that spawns mobs or does something else entirely poisons, snares, debuffs, or ports you ect. Doing this same MOBA inspired map style, but with a mountainous with rocky terrain with lots of over passes bridges similar to like kingspass meets gfay (wood elf village with the bridges) would be incredible I bet. I love the potential all this adds to EQ it's new and refreshing it's kind of like experiencing the game new all over again at least in terms of exploring the new zone area's that are quite different in design which is entertainingly different. |
Quote:
(Reminds me I need to add a way to set triangle flags for MOD models. Also I would be interested to see if EnvEmitter particles could be added to zone MODs through the weapon model importer and the particle data editor. Could probably have little fires, falling leaves, stuff like that.) Quote:
|
In the meantime I got around to writing an export to .obj (it's under the "utility" menu).
The output files are a bit huge (~20mb) and it exports any referenced images at the same time. I dunno how to even navigate such huge models in Blender ;p Probably not useful to anyone but nice to have there for the sake of completeness. |
Oh awesome! I'll be able to kidnap models and shove them places where they shouldn't be. *waits for Secrets to read this*
* I found another crash-on-import bug. Can I send you an obj file so that you can see it for yourself? It seems like it's directly related to UV's. If I unwrap a model and assign a new material to it (as of the latest version and a couple of versions ago), upon importing (as terrain, haven't tested .mod yet) it causes the "nil" error and corrupts the eqg. Quote:
|
Hey Zaela. Have you noticed any issues with UV Maps being off?
|
Quote:
Think I just figured it out while tinkering with a model viewer thingy. Apparently the V values in UVs need to be inverted, but only if they are positive. For whatever reason. I think I remember seeing something like that in the context of wld-based stuff, should have realized it sooner :| Will try to get fixes up later today or tomorrow ... once I figure out what to do to cancel it out properly. Too tired to think right now ;p edit: Might be something peculiar to DDS format, even just fixing that weirds up my PNG stuff. May just need to stop automatically flipping PNGs/whatever-non-DDSes on import. Hopefully. |
Ahh good. I'm glad it's not just me exporting models with screwy uv's.
The 3ds max OBJ exporter allows me to modify the precision of the UV's which I assumed that was the likely culprit. |
Bit confusing to think about, but it's looking like the issue I was describing should only matter when converting DDS images to another format... I guess... although even then I'm not sure what would be needed to correct it yet ;p
I'm not sure what exactly your UV issue is, but if your UV values are extremely precise, something may be getting lost in translation. EQG uses 32bit floats, while I think the values in some of the material you gave me to test used 64bit doubles. Some of the least significant digits would be truncated to fit. Might try exporting with lower precision. At the end of the day it might be tough to get a huge texture pixel perfect over a huge mesh, though -- the bigger the image, the more precise the UVs have to be. |
In the meantime...
The material shader field now has a dropdown with all the combinations KLS listed available to select. And the tool now has a barebones zone viewer. Use Viewer > Start Viewer to launch the independent viewer window after you have a zone loaded up in the tool. Does not account for alpha textures and whatnot. Also currently does not show placeable models, but I expect to add those in soon. May not load all textures/display everything correctly in every zone, probably some bugs, etc. Not particularly efficient either. And, of course, it only works with zone files that the tool understands, which is to say earlier EQG-based ones, and any S3D-based ones that you convert up with it. http://i.imgur.com/SpjRWNy.png |
All times are GMT -4. The time now is 04:53 AM. |
Powered by vBulletin®, Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.