Well phone connection can handle a painfully slow upload now and then I guess.
Quote:
Originally Posted by Zaela_S
I found where highpass is crashing it but some things are unclear -- seems like the first texture reference in each mesh is invalid, but necessary to line everything up correctly. Stuff around the top of the zone and all water surfaces aren't getting textured as a result (although some of that might be related to animated textures -- which I'm not sure how to do for EQG zones yet, although I think it's possible). Will need to take a closer look at all that.
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I put up a fix for this. The animated textures aren't animated yet, but they show
a texture at least.
Weirdness turned out to be an inconsistency in a structure depending on whether textures were animated or not, which wasn't noticed in the WLD bible. Solves the mystery of where the timing information comes from, though.
I can't actually get in game to verify it works since I didn't have the foresight to make a fully local test server. But it looks mostly right in the viewer, so it should show up fine (unless the hardcoding is really
really specific, I guess). Although, what I thought was bugged textures towards the top of the zone seems to actually be a zone ceiling (to prevent climbing?). The converter doesn't handle transparencies yet, so the zone will probably seem to have a white or black shell for a sky unless you mess with it a bit ;p