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  #1  
Old 11-07-2008, 08:19 PM
Windcatcher
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For player models, I need to point this out:

For the body from the neck down, there are two groups, robed and non-robed. Each group must be identical in terms of the geometry and the texture coordinates. This is how the live client and SimpleClient work; it understands only six meshes:

- Head (normal)
- Head (leather)
- Head (chain)
- Head (plate)

- Body (non-robed)
- Body (robed)

For the body meshes, the non-robed can have five texture variants, where the ONLY difference is the textures used (the texcoords are identical):

- Normal
- Leather
- Chain
- Plate
- Monk

The robed textures are similar where there are seven variants, where the ONLY difference is in the texture files.

If you want to make another player model (e.g. half-elf, barbarian, etc.) it's important to bear this in mind.

On the other hand, if you're making an NPC model, it is either more or less restrictive, depending on the client:

- For the live client, all variants must be absolutely identical except for the texture files used.

- For SimpleClient, each variant can have a different mesh (yes, SimpleClient is more flexible).

Wind
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  #2  
Old 11-10-2008, 08:56 AM
Richardo
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I understand.

I hate the way they designed all of this but it's understandable. :P
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  #3  
Old 11-10-2008, 11:20 PM
Windcatcher
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I'm looking forward to seeing what you create. In the meantime, I'm making animations for GeorgeS' lizardman model.
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  #4  
Old 11-13-2008, 06:27 PM
Richardo
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WindCatcher, I get an error with those models that you've sent me. It has a format issue, did you export them correctly?
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  #5  
Old 11-13-2008, 08:30 PM
Windcatcher
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They exported fine for me, I tested them with Ultimate Unwrap 3D and they load fine for me. That said, the texture filenames are longer than the 8.3 format that is standard for .3DS files so your program might be squawking about it. Do you want me to just post the original .AN8 file instead? Another thing could try would be to download the evaluation version of UU3D and maybe use that to export them to another format...
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  #6  
Old 11-14-2008, 02:04 AM
Richardo
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3ds max will load past textures if there were an issue. There is some sort of format incompatibility. Yes, if it isn't too much of a pain.. I'll take the AN8 files.
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  #7  
Old 11-16-2008, 04:27 AM
Windcatcher
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Did that work out for you? I'm itching to see what you make

I've finished my lizardman and I've started on wolves (6 variants of each). They're actually models from GeorgeS that I've tweaked here and there:




I've also uncovered a bug in SimpleClient and I'll probably release a bugfix for that tomorrow. When I finish the wolf animations I'll put together a release of OpenZone with the new models and a full-up release of SimpleClient (rather than an incremental one). I wanted to get these models done so I can populate some more zones with stuff to fight.
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  #8  
Old 11-20-2008, 02:01 AM
Windcatcher
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Wolves are done



The next version of the Admin Tool will have some features that will make adding mob pathing a lot easier, as well as Z coordinate correction. Before I release the next full-up-release of SimpleClient I plan to add more spawns to the DB and lots of pathing.
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  #9  
Old 11-20-2008, 10:51 PM
GeorgeS
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Wow WC, those wolves look good in the zone!
Lizardman looks excellent. I think there was another lizardman model if I recall correctly. I think I also gave you some snakes - those should be easy to animate.

A puma should be no problem. I'll start this week.


My models for OZ/SimpleClient
http://wizardportal.dyndns.org/eqemu...k_to_date.html


GeorgeS
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Last edited by GeorgeS; 11-21-2008 at 07:00 AM..
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  #10  
Old 11-22-2008, 06:38 PM
GeorgeS
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I spend a few hours modeling these puma/lion body type.

Newest models for OZ/SimpleClient

http://wizardportal.dyndns.org/eqemu..._to_date2.html

I'll export these to .x later. Textures must be smooth and not faceted to diplay right, as are the normals.

GeorgeS
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Last edited by GeorgeS; 11-23-2008 at 02:42 AM..
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