Go Back   EQEmulator Home > EQEmulator Forums > Archives > Archive::Development > Archive::Tools

Archive::Tools Archive area for Tools's posts that were moved here after an inactivity period of 90 days.

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
  #1  
Old 06-18-2003, 12:18 PM
Windcatcher
Demi-God
 
Join Date: Jan 2002
Posts: 1,175
Default OpenZone 1.5

I know, they're coming in fast and furious, but this is what happens when I start building things in it:

1. GREATLY sped up the graphical response when in OpenZone.

2. Doubled the texture density when calculating texture coordinates from scratch. I think it looks infinitely better this way.

3. Added an example of a Targa .TGA heightmap (the one I'm using for my test zone).

4. Enhanced the box script to support semitransparency.

5. Added a new script: "wall", under the "buildings" category. It can be a blank wall or it can contain either a doorway or window in its center. You can specify the size of the door or window. If you set it to window, it overrides the door setting. It does NOT actually place the door spawn, which has to be in your server's database.

When making wall sections, the SY value is always the wall thickness with respect to doors and windows; to make wall sections you'll (generally) have to make use of the RZ parameter to make them in different directions (0,90,180,270, etc.).

The wall script supports semitransparency.


That's all for now...

Wind

So far I've got a grassy landmass with water and a rock texture underwater. I've built a MASSIVE bridge between two land areas and I have a pretty cool tower built (four internal stories and a roof, with bare rooms inside). It uses all of my own textures. I don't know how much more I feel like playing with it, but it's certainly usable. Now if we only had a place where we could FTP our textures, scenes, and zones so people could play with them...



EDIT: If you downloaded it before 11pm EST, go get it again (I don't think anyone did). I was experimenting with signs and found a really nasty bug in the texture code. I had to take the program down and fix it, but the version up now should be perfect. Make sure though that your textures are 256x256 pixels in size, just as they are in EQLive.

It now includes another script, "sign", in the "furniture" category. Insert it, slap a texture on, and voila, instant sign (mine says "Wind's Tower" :P )
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 02:28 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