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  #1  
Old 06-01-2009, 04:14 AM
nilbog
Hill Giant
 
Join Date: Nov 2007
Posts: 198
Default question about cazic thule

I am completely new to this part of the forums so I'll try to make sense.

I have a discrepancy with how the green bubble connects to the ceiling in the cazic thule zone.


this is how the bubble/water/ceiling looked circa 1999. (how i would like it to be!)




but this is how it looks now (via titanium for me)




is this an optical illusion.. are other peoples green bubbles malfunctioning? or can openzone help me ?
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  #2  
Old 06-01-2009, 08:37 PM
OrisonSeven
Sarnak
 
Join Date: Feb 2009
Location: USA
Posts: 33
Default

Openzone could work for you, but i dont think this is what you a re looking for unless you wish to export, manipulate, and then reimport the entire zone into the game. So, it IS possible to use openzone for a such a task, but it would only be part of the process.

Basically you would need to:
1. Export the zone from eq to 3ds Max.
-To do this you need a max script, 3ds Max, and zone converter which are explained within another thread on the forum, easy to search for it.
2. Once the zone is in 3ds Max you could either export it to a .3ds file to import to openzone,
or,
Use 3ds Max to modify the sphere so that it is at the correct height.
3. Import the zone and all its contents to openzone where you would then need to specify all water within the zone using the water tools (it appears clear unless textured, and by clear, i mean you would be swimming in air)
4. After water is set, you could then compile the zone using openzone, and then replace the zone files with the new ones created.

Now, after saying all of this, there are a lot of things that will happen durring this process. Within EQ, texture blending at the time the zones came out was done simplistically by manually creating a tile with the textures blended together. Any objects that have there textures blending from paths and such would most likely have the uvw map coordinates of some (not necessarily some or all, really depends on the map) of the poly incorrectly aligned. This really only means that textures wouldnt blend together at the seams as well. Manyally fixing these is possible, but another task as well.

To be honest, I think you would be better finding a .s3d file from the past where the zone was how you remember it from the first picture and just replacing it which would therefore bypass the entire process.

If you wish to go about modifying it your self, feel free to ask me questions or to be more detailed if you need that.
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  #3  
Old 06-02-2009, 09:10 AM
Dibalamin
Hill Giant
 
Join Date: Dec 2007
Posts: 182
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Strangely enough, the sphere is fine, the water is hanging from the ceiling....took me a while to notice it as well.

So we could grab the S3D file from say, the Kunark disc and it would work? Hmm, didn't think about treating it like Nektulor or LS... Brilliant! Thank ya!
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Project1999 Developer
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  #4  
Old 06-02-2009, 06:04 PM
OrisonSeven
Sarnak
 
Join Date: Feb 2009
Location: USA
Posts: 33
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Your very welcome. Glad that it helped!
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  #5  
Old 06-03-2009, 01:09 AM
Dibalamin
Hill Giant
 
Join Date: Dec 2007
Posts: 182
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Unfortunately, even the s3d from Kunark is the same here. If you fly up around the ball, it is correct and the ceiling is not sloped, however from the wall looking at it the ceiling water slopes that way.
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  #6  
Old 06-03-2009, 05:12 AM
OrisonSeven
Sarnak
 
Join Date: Feb 2009
Location: USA
Posts: 33
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Sounds like a texture issue. Ill experiment and see if i can figure out what is causing that by exporting the zone and seeing if the textures are off kilter or if they are simply that way because of angle of view and whatnot. Im guessing that it is simply a texture/view angle issue. Maybe easy fix, maybe now. Will check tho.

Sorry that the easy fix didnt work... though this makes me scratch my head because if the file is the same... then it may be the way the coding of the titanium engine manipulates the given zone files.

Hmm, now im intrigued. This will be entertaining since im building a library of old zones to rebuild them from scratch the way my team has imagined them.
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