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  #1  
Old 08-08-2007, 04:41 AM
Runeblade
Sarnak
 
Join Date: Dec 2005
Posts: 46
Default Helmet models

K I have no problem now importing custom models in. Their not textured atm but I can figure that out.

Main question is, when u put armor on a character it isnt really a model, just a skin. It sunk my idea of attaching custom models to my armor pieces to show up like weapons. Then I remembered that their is one armor piece that shows up a model, the head piece.

I made my own helm model and changed its model link to IT1001 and imported my helm model to use model IT1001 but it doesnt show when i equip it. It showed when i put it as a weapon on my hand but not on my equiped as a head piece. I dropped it on the ground and it showed up as a helmet so idk.

Here's a picture of it on the ground. Very simple with no texture.
http://s175.photobucket.com/albums/w...t=EQ000420.jpg
*its alittle dark*

Any idea's? I have its 0,0,0 point around the middle so it should be showing close to the head somewhere but it doesnt :|.
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  #2  
Old 05-30-2014, 05:04 AM
chipdawg
Fire Beetle
 
Join Date: Oct 2007
Posts: 12
Default

I'm curious what your method of importing the new character model is.
I've been messing around with 3DSMax and Maya and want to add my own designs.
For player races and NPCs alike.
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  #3  
Old 06-03-2014, 11:30 AM
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Scorpious2k
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Location: USA
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Quote:
Originally Posted by chipdawg View Post
I'm curious what your method of importing the new character model is.
I've been messing around with 3DSMax and Maya and want to add my own designs.
For player races and NPCs alike.
I'm not sure exactly what you are looking for as an answer. It's been a long time since I played with this, but Openzone imports 3DS files and I believe it also imports Anim8or files.
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  #4  
Old 06-09-2014, 05:26 PM
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Packet
Hill Giant
 
Join Date: Jun 2010
Location: Omicron Percei-8
Posts: 106
Default

Back in 2007, I was working on a little project for fun to see what I could bring over into EQ from WoW. Surprisingly, I was able to get quite a bit in minus the particle effects.













Also, /wave Skorpious2k. Miss ya buddy - It's been a long long time.




One last edit: A tip for importing your own custom zones. Create maps for Quake 3 Area first and then use the converter that WindCatcher built into OpenZone. I had more luck with UV mapping while importing quake maps than I did importing 3ds or obj files as terrain/objects given the severe limitations of s3d files. I really wish that Windcatcher wrote in support for the newer eq zone format which supported bump mapping and much a higher polycount.
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  #5  
Old 06-10-2014, 12:27 AM
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Scorpious2k
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Quote:
Originally Posted by Packet View Post
Also, /wave Skorpious2k. Miss ya buddy - It's been a long long time.
/wave

It's been too long... I might be coming back, how about you?
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  #6  
Old 06-10-2014, 01:58 PM
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Packet
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I am. I'm actually looking for windcatchers source code for OpenZone. I was hoping I could rewrite it and resolve all these issues we're having. I figured that with openzone, I could include Zaela's methods (http://www.eqemulator.org/forums/showthread.php?t=38303) to include eqg formatt.
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  #7  
Old 06-10-2014, 02:49 PM
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Scorpious2k
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Quote:
Originally Posted by Packet View Post
I am. I'm actually looking for windcatchers source code for OpenZone. I was hoping I could rewrite it and resolve all these issues we're having. I figured that with openzone, I could include Zaela's methods (http://www.eqemulator.org/forums/showthread.php?t=38303) to include eqg formatt.
Doesn't the source come with it? You know it's written in delphi, right?
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