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  #1  
Old 02-27-2006, 08:52 PM
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Sakrateri
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I Got it , Have it back soon
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Old 03-12-2006, 03:27 PM
Windcatcher
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How's it going? Skinning with CorelDraw might not seem all that intuitive at first, but it makes creating variations really easy once you get the first one done.

I don't need the skins yet, maybe in another month or two. I've passed the 2/3 mark with the animations, but that means I still have about 25 more to go. Still, one at a time, I'm getting there. Once it's done 90% of all necessary animations for humanoid models should be done, with only race- and gender-specific ones left out. Then it will be time to make alternate head and body meshes (head: bare, leather, chain, plate; body: normal, robed) and then start the skinning.

One thing I hate about the .wld format is that for everything except faces it only supports the four armor types (bare, leather, chain, plate). It means that all of the skins have to have the same general skin tone, which limits how much variety is available (e.g. if you want a darker-skinned elf like a desert elf you have to create a whole new race).
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Old 04-22-2006, 08:30 AM
Windcatcher
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Just a little update...

The full animation set for my elf model is DONE!

Combat, movement, casting, even emotes...the works. The next steps:

- make the other three head armor variants (leather, chain, and plate), which I'm doing right now (leather is almost done)
- make a robed body variant
- make 6 more face skins (I have 2 done and player models require a total of
- test weapon, shield, and helmet placements

After all that I just have to make some minor changes to OpenZone 6.7 and it will all be ready for release. Body skins (leather, chain, plate) are already done, and with the 70+ animations I'm now over the biggest hurdle.
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Old 04-22-2006, 06:55 PM
wize_one
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your a machine WC! keep up the great work..
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Old 04-23-2006, 02:16 PM
Windcatcher
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Another update...

- head armor variants are done (leather, chain, plate)
- weapon and shield placements are done
- face types are done (for a total of , but I can't test it because my 0.5.5 server doesn't support alternate faces

I'll tackle he robed variant some other time, since it requires seven (!) skins (there are seven robe patterns). At this point, the model is usable both as an NPC and as a player model (since it has the alternate faces).

At this point, barring some unforseen circumstance, I'm planning on releasing OpenZone 6.7 sometime in the next couple of weeks (making the documentation will be the hardest part and might make it take longer--making mob models with Anim8or relies heavily on using some naming conventions I've created). OpenZone 6.7 will include the elf model, which is stored as a native Anim8or (.an file. As such, anyone who knows how to use anim8or (available at http://www.anim8or.com) will be able to make their own models with it. The 70+ humanoid animations are done so all that will be necessary is the occasional tweaking to fit future models. The export process is such that there are no restrictions when you export...I tested with race 106, but you can export as any race you want merely by typing in the appropriate prefix at export time (e.g. "ELM", "FEM", "GOB", "ORC", etc.)

Last edited by Windcatcher; 04-23-2006 at 10:19 PM..
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  #6  
Old 04-25-2006, 10:04 AM
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Sakrateri
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Hey there WC , Sorry it has taken so long to get back to you but I have moved away from EQ and have started a project that I have more control over. If you would like to check it out head over to www.fatesdestiny.com and see whats up. Thanks for everything you have done here as working with Openzone has helped me to be able to learn more things to attemp to make my own game. I am actually trying to figure out how I can still use openzone with the program I am using now, RealmCrafter. Take care and keep up the good work . Thanks Sak.
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