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  #1  
Old 07-22-2007, 12:11 PM
Ghost Fire's Avatar
Ghost Fire
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whats the max poly count? Nevermind 1000 - 1500.
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Last edited by Ghost Fire; 07-22-2007 at 08:15 PM..
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  #2  
Old 08-02-2007, 02:58 AM
Runeblade
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Join Date: Dec 2005
Posts: 46
Default Modelling

Hey you guys still taking in custom models? Would be fun to wip one up and maybe see it ingame.

I've Textured/rigged before but we just need to make the model and you'll do the rigging? I've switched modelling programs so im relearning real quick with new software.
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  #3  
Old 08-02-2007, 03:51 AM
Windcatcher
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Absolutely we're taking in models for SimpleClient, but there's a real lag in terms of time before you'll see them ingame, as so far I'm the only one doing the rigging...

If you supply models already rigged, I need them to be rigged in Anim8or as that is the only model format that OpenZone understands. If you want to just supply a model, it can be in any format that I can import into Anim8or, such as .3DS.
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  #4  
Old 08-06-2007, 09:59 PM
Runeblade
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Join Date: Dec 2005
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Default Modelling

Hey, this probably isnt the best place to ask a quick question but I currently have a thread up in the support so I didnt want to start another already.

The question is- Does the weapons being put into te gequip8 file need to be textured to be seen in game? So far I haven't used any textured weapons and none of them are showing up. A quick example: I just did another sword and was invisible then I did a plain cube and was invisible. Both with coordinates 0,0,0 in the middle of the cube and on the hilt.

Now when there dropped on the ground there still invisible but I to pick them up I have to click on different area's, so its proving that the model is their on the ground in correct form but I just cannot see the model.

Models im going to use as Npcs though are working fine.
Ex: *Open source, not mine*
http://s175.photobucket.com/albums/w...t=EQ000411.jpg
http://s175.photobucket.com/albums/w...t=EQ000409.jpg
I'll import them as specific untargeted zone objects like those above and see what I get.
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  #5  
Old 08-07-2007, 05:54 AM
Runeblade
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Join Date: Dec 2005
Posts: 46
Default Modelling woes

Well I've been at it since the last time I replied. From 1a.m. to 11:49am ive been fiddling with importing and exporting models at my fastest pace but I still havent figured out this program. The most I ever got most of the time was just 1 part of the weapon, namely the hilt. Once though with a weapon in just 1 part I got the full model in, which was very sweet at the time, but never had one part of any model a different color then white.

I figured that maybe if I put in a weapon that had more then one piece( a weapon that had 2 or more models overlapping to make the whole model) it would only load 1 piece. It seemed the case when I attached the elf model to my short sword and sure enough, half of the elf model was showng floating above me ( It has 2 parts to the model).

Along witht that I found that ordinary material coloring doesn't even show ur model. Its just invisible but u can still pick up the model off the ground. But if i apply a texture from say a bitmap image, then i can see my model, but only in a white coloring.

Basically i've tried everything, models with and without texture mapping, models with just 1 and more then 1 part, adjusting the 0,0,0 origin point around, etc.

So idk. Getting static Npcs to show and hav texture on has worked fine since the start. But exporting objects in the gequip8 file has been a real pain. Idk just looking for some comments, maybe a walkthrough to show what a model needs to be exported out of OZ and some screenies of some weapons working ingame with or without texture?

Sorry for such a long post lol
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  #6  
Old 08-07-2007, 11:53 AM
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Scorpious2k
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Quote:
Originally Posted by Runeblade View Post
Basically i've tried everything, models with and without texture mapping, models with just 1 and more then 1 part, adjusting the 0,0,0 origin point around, etc.

So idk. Getting static Npcs to show and hav texture on has worked fine since the start. But exporting objects in the gequip8 file has been a real pain. Idk just looking for some comments, maybe a walkthrough to show what a model needs to be exported out of OZ and some screenies of some weapons working ingame with or without texture?

Sorry for such a long post lol
1) you have to texture everything

2) all textures have to be .BMP files and sized in powers of 2 - 8 X 8, 64 X 128, 256 X 256, 512 X 1024... each side has to be a power of 2 (2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, etc ). They can be the same (square) or different making a retangular texture. But in the case of textures, size does matter.

3) if you are importing 3ds, it always copies the colors used and adds them to the texture, but it doesn't ever work the way I think it should, making objects that look fine in OZ but black in eq for example. I normally have to go in and edit the color out
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  #7  
Old 08-07-2007, 12:06 PM
Runeblade
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Join Date: Dec 2005
Posts: 46
Default Models

Thanx for the reply Scorpius. I have been using 512x512 bmp for my texturing but for weapon models I always get a white model but static zone objects are fine. I'll fiddle around with them some more and see if I can learn anything else.
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