Door Model ID#'s
Started messing around with the Door Manipulation plugin a few weeks ago (still not sure if I should thank you for that Akka or curse you since it's way too fun to play with and takes up all my time), but cannot seem to find a solid list of model ID #'s.
For example: The cust_obj_data starts @ it10734 and ends at it29415, yet there are items starting at it10 in game. Is there a compiled list out there that I have missed? If not, I might start putting one together. As I said, just starting to get into this stage of the server development and feeling my way around. Thanks for the help. |
What I've been doing is firing up the S3D Model Viewer ( graciously hosted at http://www.georgestools.chrsschb.com...eConverter.zip ) and going through each ZoneName_obj.s3d file. If there's a model of sufficient quality (e.g., no 12-poly boxes from 1998), I make a note to add the .s3d to my GlobalLoad.
I've added a couple dozen files chock full of models that way, and have been working the last few days on putting together a model menagerie on my server as an 'Art Test' zone for my own use, separating them into different categories (doors, buildings, crates & boxes, plants, etc.). I've set up on the Valdeholm moat. Lots of flat space to work with. It'll give me the opportunity to browse all the models of a particular category and pick ones out for customizing my zones with. Fun times. EQG files also have models that can be imported, and they're more likely to be higher quality than the older .s3d files, but I haven't found a way to browse through all the models embedded in .eqg files yet. Might just end up figuring out a way to list all the *.mod files inside .eqg files and pop 'em into the world one by one to see what they look like. |
Though, now that I think about it, Akka probably -does- have them listed in the cust_obj_data table. I'll have to do some exploration after work today.
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I'll start doing some exploring that way as well. Your posts have been incredibly informative Shendare!! Thank you for all your hard work on this as well!!
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I've been helpful? Cool! :D
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This info is probably in another place, but since I couldn't find it, here's the non-weapon graphics between it10 and it9999.
Code:
#create door |
Quote:
http://i.imgur.com/VPCMrOx.png http://i.imgur.com/Ba2lhP0.png Viewer > Start Viewer before selecting a model. Maybe I'll rewrite this tool some day... probably know enough to actually pull off importing animated models now ;p |
Woot! Gonna give this a try tonight!
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Turns out I had a somewhat less awful (but still incomplete) version lying around. Doesn't show animations, though. Same download link.
http://i.imgur.com/0ydFExp.png |
D'oh. That one doesn't seem to be showing any textures for me. All solid black meshes.
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binary\OpenGL.lua, line 368, try changing this:
Code:
lib.glTexImage2D(GL.TEXTURE_2D, 0, GL.BGRA, width, height, 0, GL.BGRA, GL.UNSIGNED_BYTE, data) Code:
lib.glTexImage2D(GL.TEXTURE_2D, 0, 0x1908, width, height, 0, GL.BGRA, GL.UNSIGNED_BYTE, data) |
That did it. Excellent!
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Thanks for all the links and the help! So this is how I am currently adding items to zones...
Using the EQG Model Importer from Zaela, I find the graphics I like and which zone file they are attached to. Then I edit my Globalload.txt file to include that *.eqg file. Then using Akka's Door Plugin, I simply use "#door create ______" and save it after setting it however I want. This works, but I remember reading that editing the Globalload file can cause unpredictable results. Any experience with this? I'd hate to sacrifice other peoples play-ability on my server just for some cool graphics. |
Editing the Globalload file is pretty much done universally on customized servers. The only problem you'll see from it is increased memory usage. I added something like 30 _obj.s3d and a few .eqg files to mine for all the awesome models to choose from, and my client's memory usage went from 773MB to 1023MB. Hardly computer crashing.
And I'm doing something similar, though I tweaked the door plugin a little. I also edited the server code on my side to lift the 500-door and 1500-entity restrictions hard-coded in. My Valdeholm moat model trade show is currently sitting at 1237 models/doors, with a few more files yet to browse through and pick from. |
Awesome - Thanks! Guessing it's better to just go through and add the individual graphic files I want to use to existing zone files on the Globalload file rather than adding whole zone files in long run.
On the downside, I was looking at opening my server in the next...Now with all this awesome features not sure when it'll be!! :p |
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