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

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  #1  
Old 07-18-2014, 08:35 PM
501st
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By Azura the things that happen when I'm MIA...

Just the npc thing alone, I remember wishing I could get modern npc models in older clients. In fact, Akkadius may specifically recall me crying about the Bellikos prior to Underfoot becoming a stable client...when the highest we had was SoD.

This is phenomenal. I need to get back into all this =X
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  #2  
Old 07-27-2014, 08:42 AM
Zaela_S
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I threw together some basic logging, mostly just during imports and particularly around the parts dealing with textures. We'll see if we can at least pinpoint which part is failing on you :|
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  #3  
Old 07-28-2014, 12:09 PM
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Packet
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Quote:
Originally Posted by Zaela_S View Post
I threw together some basic logging, mostly just during imports and particularly around the parts dealing with textures. We'll see if we can at least pinpoint which part is failing on you :|
[07/28/14 11:12:57] Loading UI
[07/28/14 11:12:57] Loading zone EQG from 'D:\Zone\nexus.eqg'
[07/28/14 11:12:57] Could not open zone EQG
[07/28/14 11:13:10] Creating new EQG file at 'D:\Zone\nexus.eqg'
[07/28/14 11:13:10] Successfully created new EQG file
[07/28/14 11:13:23] Starting IMPORT from OBJ format
[07/28/14 11:13:27] Found OBJ file with 964690 lines at 'D:\Zone\entire_zone.obj'
[07/28/14 11:13:27] Attempting to read MTL file from 'D:\Zone\entire_zone.mtl'
[07/28/14 11:13:27] Found material 'terrain_diff'
[07/28/14 11:13:27] Found diffuse map name 'Terr.png'
[07/28/14 11:13:27] Found material 'terrain_object_opaque'
[07/28/14 11:13:27] Found diffuse map name 'obj_txr.bmp'
[07/28/14 11:13:27] Found material 'terrain_object_alpha'
[07/28/14 11:13:27] Found diffuse map name 'obj_txr_alpha.png'
[07/28/14 11:13:27] Found material 'base_flr'
[07/28/14 11:13:27] Found diffuse map name 'base_floor.png'
[07/28/14 11:13:27] Finished reading MTL file
[07/28/14 11:13:36] Finished reading OBJ vertices, normals, texture coordinates and faces
[07/28/14 11:13:36] Searching for texture files to import from directory 'D:\Zone\'
[07/28/14 11:13:36] Searching for images to import for material 'terrain_diff'
[07/28/14 11:13:36] Material had diffuse map 'Terr.png' listed
[07/28/14 11:13:36] Attempting to find file 'Terr.png' at 'D:\Zone\Terr.png'
[07/28/14 11:13:37] Imported 'terr.png' successfully
[07/28/14 11:13:37] Searching for images to import for material 'terrain_object_alpha'
[07/28/14 11:13:37] Material had diffuse map 'obj_txr_alpha.png' listed
[07/28/14 11:13:37] Attempting to find file 'obj_txr_alpha.png' at 'D:\Zone\obj_txr_alpha.png'
[07/28/14 11:13:46] Imported 'obj_txr_alpha.png' successfully
[07/28/14 11:13:46] Searching for images to import for material 'terrain_object_opaque'
[07/28/14 11:13:46] Material had diffuse map 'obj_txr.bmp' listed
[07/28/14 11:13:46] Attempting to find file 'obj_txr.bmp' at 'D:\Zone\obj_txr.bmp'
[07/28/14 11:13:53] Imported 'obj_txr.bmp' successfully
[07/28/14 11:13:53] Searching for images to import for material 'base_flr'
[07/28/14 11:13:53] Material had diffuse map 'base_floor.png' listed
[07/28/14 11:13:53] Attempting to find file 'base_floor.png' at 'D:\Zone\base_floor.png'
[07/28/14 11:13:53] Imported 'base_floor.png' successfully
[07/28/14 11:13:53] Import from OBJ complete
[07/28/14 11:13:53] Loading 'nexus' from 'D:\Zone\nexus.eqg' after import
[07/28/14 11:13:53] Writing gui/settings.lua
[07/28/14 11:13:53] Attempting to save 'nexus.ter' and 'nexus.zon' to active directory
[07/28/14 11:13:53] Error writing to active directory: attempt to index a nil value
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  #4  
Old 07-30-2014, 09:56 AM
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I threw this together yesterday. The textures are sloppy because I didn't put a whole lot of time into it. I made this in an attempt to replicate my problem. So I created these models from scratch, unwrapped and textured them. The walls are simply duplicated copies. Here's the kicker... I was able to compile the zone before I started duplicating the walls. After duplicating the walls to surround the court-yard area - I started getting the nill error. So I deleted the duplicated models with the exact same results. I don't get it. I've gone ahead and uploaded this model (which im importing as zone geometry) to my webserver if anyone wants to try to compile this as a zone. I'm curious if it's just me.

Download: http://xonos.net/zone/base/Aztek.zip
(PS: You're free to take this model and use it if you want it. I probably won't even use it as I hate the textures. If you do, let me know if you want the normal maps for bump mapping.)




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  #5  
Old 07-30-2014, 10:24 AM
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Even if the textures could be nicer it still looks really nice.
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  #6  
Old 07-30-2014, 02:11 PM
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Secrets
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Think I figured out the issue with Zaela, you have to use an existing eqg v1 file (crystallos.eqg or something) and import to that until Zaela fixes the tool.

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  #7  
Old 07-30-2014, 02:35 PM
Zaela_S
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Issue with importing to newly-made EQGs should hopefully be fixed now. Not sure why it seemed to be related to certain files for you, Packet, but it could be a coincidence, or it could be that attempting to import into a new file for a second time technically plugged the issue from then on.
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  #8  
Old 07-30-2014, 03:18 PM
Tyen05
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Where is that custom pvp server with your starcraft map, bro

My body is ready
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  #9  
Old 07-30-2014, 06:27 PM
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YES!!!!!!!!!!!
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  #10  
Old 08-02-2014, 02:01 PM
Pectabyte
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The zone importer crashes for me every time I try to convert an s3d to eqg.
I've tried running the program as administrator but it still crashes.
Anyone else having this problem?
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  #11  
Old 08-02-2014, 11:10 PM
Zaela_S
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Quote:
Originally Posted by Pectabyte View Post
The zone importer crashes for me every time I try to convert an s3d to eqg.
I've tried running the program as administrator but it still crashes.
Anyone else having this problem?
I may have overstated how easy it would be!

The conversion feature is not complete. I found where highpass is crashing it but some things are unclear -- seems like the first texture reference in each mesh is invalid, but necessary to line everything up correctly. Stuff around the top of the zone and all water surfaces aren't getting textured as a result (although some of that might be related to animated textures -- which I'm not sure how to do for EQG zones yet, although I think it's possible). Will need to take a closer look at all that.
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  #12  
Old 08-03-2014, 11:43 AM
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Packet
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KLS pointed something out to me yesterday which should be noted for server admins intending on incorporating custom zones into their servers. You will need .map files if you intend on having line of sight + other things such as proper npc pathing.

[4:08 PM] <KLS> the problem was you named the terrain file
[4:08 PM] <KLS> nexus
[4:08 PM] <KLS> instead of TER_nexus
[4:08 PM] <KLS> but im adding a fix atm

KLS is going to fix this with azone2 however, if you have an older build - this is why it might fail for you.


Zaela, any ideas on how one might add global lighting to a zone manually while you're working out light placement. Anything that I import does not seem to respond to sky light.
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  #13  
Old 08-04-2014, 06:13 AM
Zaela_S
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Well phone connection can handle a painfully slow upload now and then I guess.

Quote:
Originally Posted by Zaela_S View Post
I found where highpass is crashing it but some things are unclear -- seems like the first texture reference in each mesh is invalid, but necessary to line everything up correctly. Stuff around the top of the zone and all water surfaces aren't getting textured as a result (although some of that might be related to animated textures -- which I'm not sure how to do for EQG zones yet, although I think it's possible). Will need to take a closer look at all that.
I put up a fix for this. The animated textures aren't animated yet, but they show a texture at least.

Weirdness turned out to be an inconsistency in a structure depending on whether textures were animated or not, which wasn't noticed in the WLD bible. Solves the mystery of where the timing information comes from, though.

I can't actually get in game to verify it works since I didn't have the foresight to make a fully local test server. But it looks mostly right in the viewer, so it should show up fine (unless the hardcoding is really really specific, I guess). Although, what I thought was bugged textures towards the top of the zone seems to actually be a zone ceiling (to prevent climbing?). The converter doesn't handle transparencies yet, so the zone will probably seem to have a white or black shell for a sky unless you mess with it a bit ;p
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  #14  
Old 08-04-2014, 08:58 PM
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I'll try that out. Btw, I heard you mention you're messing with EQ character models. That true?
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  #15  
Old 08-04-2014, 09:47 PM
Zaela_S
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Quote:
Originally Posted by Packet View Post
I'll try that out. Btw, I heard you mention you're messing with EQ character models. That true?
Yeah, working on an EQG animated model importer. Will handle Mob models as well as weapons (animated or non) and static things.

The GUI and viewer are basically done, just need to decide on an animated mesh format (was thinking COLLADA but that seems more annoying than it's worth, might go with B3D) and write the import routines... and decide on some standards for how to set things up (whether different animations should be imported from wholly separate files, etc). Also want to let the user select particle emission points in the tool and have it show where that is in the viewer in real time, but that was proving more difficult than expected -- we'll see.
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