Woot! I was sure that info had to be in the EQG files somewhere, so I kept trying to figure out how to find the names. Finally, I remembered trying out S3DSpy a while back and seeing object names in there. I installed it and sure enough, it lists all EQG files as well!
When you pull up the list, you can see all of the object names, because they all end in .mod. The naming convention has changed as well and actually seems much better than the old door and object naming system lol.
Here is a Link to GeorgeS emu page where you can find the S3DSpy app in the bottom section there.
http://66.159.225.58/eqemu/eq.html
And here is an example of the new format for doors and other objects. I didn't think it was going to work because the format is much different now. They now have OBJ in front of all object names and they also use underscores as well. Some of the new names are slightly longer than the old names, so the table might need to be adjusted to allow for longer names so it doesn't cut them off. Here is the list I made for Dreadspire:
OBJ_BDRM_LDOOR
OBJ_BDRM_RDOOR
OBJ_ARTIFACTS_DO
OBJ_BEAKER_A
OBJ_CAULDREN_A
OBJ_CENTER_PIECE
OBJ_DINE_LDOOR
OBJ_DINE_RDOOR
OBJ_DOORFACADE
OBJ_HIDDENDOOR
OBJ_LIBRARY_CASE
OBJ_LIBRY_HIDEDO
OBJ_LIBRY_LDOOR
OBJ_LIBRY_RDOOR
OBJ_LIBRY_SWITCH
OBJ_LIBRYSWTCHB
OBJ_MAINCASTLE_D
OBJ_MNGBOOKS
OBJ_RESEARCH_DOO
OBJ_RESEARCHDOOR
OBJ_SEEING_DOOR
OBJ_STAIRWELL_DO
OBJ_STUDY_BOOKSH
OBJ_STUDY_DOOR
OBJ_TORTURE_DOOR
OBJ_WHITEBLOCK
That worked perfectly.
If you have Navicat, you can copy the following and paste it into your table to view these doors. Just go to the loc near where the doors are:
Field Order:
ID DOORID ZONE NAME POS_Y POS_X POS_Z HEADING OPENTYPE GUILD LOCKPICK KEYITEM TRIGGERDOOR TRIGGERTYPE DOORISOPEN DOOR_PERAM DEST_ZONE DEST_X DEST_Y DEST_Z DEST_HEADING INVERT_STATE INCLINE SIZE BUFFER
Code:
13001 1 dreadspire OBJ_BDRM_LDOOR 2450 0 100.1 0 55 0 0 0 0 0 0 -1 NONE 0 0 0 0 0 0 10 0
13002 2 dreadspire OBJ_BDRM_RDOOR 2452 0 100.1 0 55 0 0 0 0 0 0 -1 NONE 0 0 0 0 0 0 10 0
13003 3 dreadspire OBJ_ARTIFACTS_DO 2453 0 100.1 0 55 0 0 0 0 0 0 -1 NONE 0 0 0 0 0 0 10 0
13004 4 dreadspire OBJ_BEAKER_A 2454 0 100.1 0 55 0 0 0 0 0 0 -1 NONE 0 0 0 0 0 0 10 0
13005 5 dreadspire OBJ_CAULDREN_A 2455 0 100.1 0 55 0 0 0 0 0 0 -1 NONE 0 0 0 0 0 0 10 0
13006 6 dreadspire OBJ_CENTER_PIECE 2456 0 100.1 0 55 0 0 0 0 0 0 -1 NONE 0 0 0 0 0 0 10 0
13007 7 dreadspire OBJ_DINE_LDOOR 2457 0 100.1 0 55 0 0 0 0 0 0 -1 NONE 0 0 0 0 0 0 10 0
13008 8 dreadspire OBJ_DINE_RDOOR 2458 0 100.1 0 55 0 0 0 0 0 0 -1 NONE 0 0 0 0 0 0 10 0
13009 9 dreadspire OBJ_DOORFACADE 2459 0 100.1 0 55 0 0 0 0 0 0 -1 NONE 0 0 0 0 0 0 10 0
13010 10 dreadspire OBJ_HIDDENDOOR 2460 0 100.1 0 55 0 0 0 0 0 0 -1 NONE 0 0 0 0 0 0 10 0
13011 11 dreadspire OBJ_LIBRARY_CASE 2461 0 100.1 0 55 0 0 0 0 0 0 -1 NONE 0 0 0 0 0 0 10 0
13012 12 dreadspire OBJ_LIBRY_HIDEDO 2462 0 100.1 0 55 0 0 0 0 0 0 -1 NONE 0 0 0 0 0 0 10 0
13013 13 dreadspire OBJ_LIBRY_LDOOR 2463 0 100.1 0 55 0 0 0 0 0 0 -1 NONE 0 0 0 0 0 0 10 0
13014 14 dreadspire OBJ_LIBRY_RDOOR 2464 0 100.1 0 55 0 0 0 0 0 0 -1 NONE 0 0 0 0 0 0 10 0
13015 15 dreadspire OBJ_LIBRY_SWITCH 2465 0 100.1 0 55 0 0 0 0 0 0 -1 NONE 0 0 0 0 0 0 10 0
13016 16 dreadspire OBJ_LIBRYSWTCHB 2466 0 100.1 0 55 0 0 0 0 0 0 -1 NONE 0 0 0 0 0 0 10 0
13017 17 dreadspire OBJ_MAINCASTLE_D 2467 0 100.1 0 55 0 0 0 0 0 0 -1 NONE 0 0 0 0 0 0 10 0
13018 18 dreadspire OBJ_MNGBOOKS 2468 0 100.1 0 55 0 0 0 0 0 0 -1 NONE 0 0 0 0 0 0 10 0
13019 19 dreadspire OBJ_RESEARCH_DOO 2469 0 100.1 0 55 0 0 0 0 0 0 -1 NONE 0 0 0 0 0 0 10 0
13020 20 dreadspire OBJ_RESEARCHDOOR 2470 0 100.1 0 55 0 0 0 0 0 0 -1 NONE 0 0 0 0 0 0 10 0
13021 21 dreadspire OBJ_SEEING_DOOR 2471 0 100.1 0 55 0 0 0 0 0 0 -1 NONE 0 0 0 0 0 0 10 0
13022 22 dreadspire OBJ_STAIRWELL_DO 2472 0 100.1 0 55 0 0 0 0 0 0 -1 NONE 0 0 0 0 0 0 10 0
13023 23 dreadspire OBJ_STUDY_BOOKSH 2473 0 100.1 0 55 0 0 0 0 0 0 -1 NONE 0 0 0 0 0 0 10 0
13024 24 dreadspire OBJ_STUDY_DOOR 2474 0 100.1 0 55 0 0 0 0 0 0 -1 NONE 0 0 0 0 0 0 10 0
13025 25 dreadspire OBJ_TORTURE_DOOR 2475 0 100.1 0 55 0 0 0 0 0 0 -1 NONE 0 0 0 0 0 0 10 0
13026 26 dreadspire OBJ_WHITEBLOCK 2476 0 100.1 0 55 0 0 0 0 0 0 -1 NONE 0 0 0 0 0 0 10 0
You can easily adjust the ID number if needed in case the newer versions of PEQ have higher than that. This will just show an example of the doors. I plan to get them all in the right place as far as where I imagine they should all be. Once I have that done, I will post the table lines for them so everyone can add them as well.