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.