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Old Today, 07:00 AM
MarenaServer
Fire Beetle
 
Join Date: Aug 2026
Location: Europe
Posts: 2
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Current progress:
  • Procedural terrain and functional buildings
  • Materials, textures and UV mapping
  • Shared client/server geometry generation (S3D/WLD + EQEmu MAP)
  • Production OBJ import
  • Imported OBJ geometry is now live verified in both Titanium and EQEmu
  • Stable semantic object IDs, dependencies and deterministic builds
  • Core/local asset library architecture
  • Read-only local asset scanner
  • Unified SQLite asset catalog
  • Multi-source/multi-target architecture, so assets and output game formats are not permanently tied to Titanium

Next:
  • .zoneforge project save/load format
  • Better procedural buildings and settlements
  • Roads and improved terrain generation
  • Water: lakes, rivers and oceans
  • Natural zone boundaries/world-edge concealment
  • Populate the asset library from local Titanium assets and freely distributable Core assets
  • Visual editor / asset browser
  • Eventually prompt-driven generation and editing

The longer-term idea is that Zone Forge should become a non-technical Windows application where you can describe/build a zone, edit it visually, use both bundled and locally scanned assets, and export a playable EQ zone.

The architecture is deliberately not locked to EQ/Titanium, so future source libraries and target formats (potentially newer EQ clients or even other games) can be added later.
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