Go Back   EQEmulator Home > EQEmulator Forums > OpenZone > OpenZone:: Q&A

OpenZone:: Q&A Support forum for OpenZone help

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
  #5  
Old 04-02-2007, 01:15 PM
Windcatcher
Demi-God
 
Join Date: Jan 2002
Posts: 1,175
Default

WOW! I hope you didn't think you had to spend money on this, though those sound like great toys to have anyway -- I hope the wife/gf understood (grin). I cant wait to see what you come up with.

I've written four new OpenZone tutorials for mob modeling with Anim8or, but when I finished them I realized that the process was way too tedious for my liking (I usually take some shortcuts like modifying the .AN8 files directly, but they won't do for a tutorial). I've decided to make some enhancements to my software to try to make things easier:

1. Expand OpenZone's .AN8 import ability so it can handle grouped objects (partially done, can load groups as long as they aren't rotated)

2. Expand the client so it will also look for objects and creatures in separate .XWF files in the zone's .XWA archive (done; if the .XWA contains objects.xwf and/or creatures.xwf, it will load them as well).

3. Add force-loading capability to the client when dealing with .XWA files (done, but untested; requires an upgrade to OpenZone first).

4. Change OpenZone's export to .XWA so it puts objects in objects.xwf and creatures in creatures.xwf rather than putting everything in a single .xwf file.

5. Add .AN8 export capability to OpenZone. This is good to have in general but part of it is also necessary for step #6.

6. Add tools to OpenZone that tackle some of the more tedious parts of mob modeling, such as copying a model, removing all variants, copying an object to make a variant, etc. These need step #5 above since they'll involve modifying Anim8or files.

7. Rework the tutorials to use the new OpenZone features.

This will probably take a few weeks, but the results will be worth it. I can use whatever you make without all this, but these changes will make it easier for everyone else to take all of the needed steps to make mob models usable. If you want to see the models I've already made, they come with OpenZone 7.6 in the /library/creatures folder (.AN8 files are Anim8or files).
Reply With Quote
 


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

   

All times are GMT -4. The time now is 05:40 AM.


 

Everquest is a registered trademark of Daybreak Game Company LLC.
EQEmulator is not associated or affiliated in any way with Daybreak Game Company LLC.
Except where otherwise noted, this site is licensed under a Creative Commons License.
       
Powered by vBulletin®, Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3