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Development::Tools 3rd Party Tools for EQEMu (DB management tools, front ends, etc...)

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Old 05-29-2014, 04:37 AM
vsab's Avatar
vsab
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Join Date: Apr 2014
Location: United Kingdom
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That last one would probably sell in the Marketplace in EQLive. Plenty of stuff being generated by Player Studio on EQ Live is not as good as that!

It's the bane of pretty much any open source game I've looked into. The ratio of programmers to 3D artists is about 10,000:1, however seeing as there's 10's if not 100's of player created items in EQ Live marketplace, there *are* people out there... I don't know if you've used Player Studio? I've not used it since it's not available outside of the US (probably for copyright issues).
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Old 05-29-2014, 09:49 AM
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Nydosa
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Could you use any of the available 3D Printing/Additive Manufacturing sites and download weapon models there?

I know yeggi.com is a nice one... here's a few example weapons that might be "easy" to texture.
http://www.yeggi.com/

Skull Axe

http://www.thingiverse.com/thing:164345

Light Saber? Heh...

http://www.thingiverse.com/thing:321812

Another cool sword here:
http://www.thingiverse.com/thing:192098


May find some time to play with it this weekend.
~Reppots (from SoD forums)
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  #3  
Old 05-29-2014, 04:01 PM
Zaela_S
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Join Date: Jun 2012
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Quote:
Originally Posted by vsab View Post
I don't know if you've used Player Studio? I've not used it since it's not available outside of the US (probably for copyright issues).
Hadn't heard of it. I'm not in the US either though.

Interesting that they say they expect specular maps on the site, though. I can't seem to find any specular maps (or the exact name of the property for it) among any of the extant weapon models.

Quote:
Originally Posted by Nydosa View Post
Could you use any of the available 3D Printing/Additive Manufacturing sites and download weapon models there?
Probably waaaay too detailed. None of the extant weapon models I've looked at even reach 1000 triangles -- probably more than that just in the grip of that axe, with all those smooth curves.
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  #4  
Old 05-30-2014, 04:40 AM
Zaela_S
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I put up a new minor version at the download link.

Now that I know my way around a bit better, this tool now also supports importing from .obj (Wavefront) format. It's somewhat more complicated to use than .ply, but .obj encapsulates separate materials and objects (i.e. different sections of the model) from Blender (or whatever) rather than just the geometry. This enables things like having one part of the model be shiny and another not, or different parts of the model having different source textures (inefficient, but may be easier to work with for UV unwrapping), and may just generally save a little time if you're setting things up properly in your modelling program.

The process is pretty much the same as with importing from .ply:


When you have your model ready, find the option to export to Wavefront (.obj).


There's more export options to consider this time. As in the image, you'll want to be sure to have these options selected:

* Apply Modifiers
* Include Edges
* Write Normals
* Include UVs
* Write Materials
* Triangulate Faces

"Objects as OBJ Objects" probably isn't needed, but it doesn't hurt. Remember that you may need to set the Forward and Up directions to weird values to make your model show up right-way round in-game.


Aaaand then select Import Model > From .obj in the tool.

Provided you have all the relevant files (the .obj and .mtl files from the export, and any image files for the material textures) in the same folder when you import, they will all be loaded in for you. The image files will automatically be flipped (and converted to .png if they weren't already).


Note that only diffuse and normal map textures are recognized for the materials; other values captured during the export are mostly unused by the client. You'll have to add any other properties (like shininess) in the tool.
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