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Old 06-09-2008, 03:40 AM
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trevius
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Join Date: Aug 2006
Location: USA
Posts: 5,946
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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.
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