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Old 04-13-2010, 11:08 PM
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Sakrateri
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Heya, as far as I know it is possible to use several images on one object to make texture animation and have moving water, But the best thing to do is you can use the new water in any zone you want by altering the WaterSwap.ini file located in your Resources\WaterSwap folder.
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Old 04-14-2010, 12:06 AM
EternalBlack
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Thanks for the note about the water. Personally, Id like to be able to get a bit more out of the eq engine seeing as its older and therefore doesnt put as much of a beating on older computers however... As the current project unfolds... our team may be switching to another engine to further our progress.

At the moment however we are content using the eq engine simply because we like the eq feel for now.
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Old 04-14-2010, 12:14 AM
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Sakrateri
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What are you and your team trying to accomplish (out of curiosity)?

Are you trying to make a game to sell or something free to play??

Or just a hobby interest to see what you can do together?
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Old 04-14-2010, 12:11 PM
EternalBlack
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Currently we are trying to generate a bunch of free stuff... however, this is a preamble to what we hope to do eventually. For now, free and the eq engine works. I have worked with Torque, Unity, and Panda and they all seem promising however, I am not a coder nor do i really want to learn much in the way of code... id rather stick to modeling and textures. Our team keeps changing... We considered starting from scratch using one of the above mentioned engines however seeing as we do not have alot of people doing code, this would prove to be the break point. To start with for now, we are going to completely scrap the eq build used on servers as of now. Then we are going to start with a 100% custom built zone along with basic quests. A storyline and background are in the works as well. Also, after looking through our library of models, soon we will be generating a large volume of new zones very rapidly seeing as many of the models simply need new textures (objects i mean) as we will not reuse a zone a second time simply retexturing it... (that statement is somewhat incorrect tho i dont want to spoil some of the details... tho it may be too much already).

Rather then remodeling every character model and all mobs within the game... we will stick with what is already there (for now) as this will also increase the speed at which we can begin alpha testing of the new server/zones.

We do however eventually want to see of the .eqg format will be broken down or perhaps enhanced texture support to allow for better quality without breaking the poly count to some rediculous number.
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Old 04-27-2010, 01:41 PM
RichardoX
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We should collaborate. I could share some tips and tricks in your tutorials if you need any input.. I was working on my tutorials until I hit a major roadblock (as my w7 64bit) simply would not work for me. I have my compiler PC ready and I am moving at the moment...
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Old 04-28-2010, 05:18 PM
RichardoX
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Here's an old project I used to work on called "Hazard Adventure VII". It was an alpha name but the idea behind the server was all custom zones and when you spawned, you would select a heroic class which you would play throughout. Each tier (level) you beat, allowed you to progress to a new zone with more events and sieges.. etc...

(Btw, this was in 2007 when I was very newbish with 3ds max)

I used a lot of WoW models.

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Old 04-28-2010, 05:19 PM
RichardoX
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