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

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  #1  
Old 06-16-2014, 07:09 PM
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It didn't like my textures. I suppose I should work with DDS. Being used to openzone, I've been saving all my textures in 24-bit bmp's. I'll also need to adjust the scale a bit.

http://xonos.net/zone/ss10.png
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Old 06-16-2014, 07:19 PM
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Originally Posted by Packet View Post
It didn't like my textures. I suppose I should work with DDS. Being used to openzone, I've been saving all my textures in 24-bit bmp's. I'll also need to adjust the scale a bit.

http://xonos.net/zone/ss10.png
These aren't the greatest looking textures, but you can try some of these as temporary place holders if you want. You could also just rip textures from a s3d zone files as well and use those for now until you find or create custom textures of your own if your planning to share this zone map later.

http://www.eqemulator.org/forums/showthread.php?t=38290
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Old 06-16-2014, 08:01 PM
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Packet are those in game EQ screenshots or are they renders of a zone in Blender or something?
They're renders from 3ds Max 2015. The only thing that I am uncertain about is how well the foliage will look in-game once I correct the texture format. I'm not entirely certain how alpha masking has changed within EQG's so I'm going to assume that it still uses the old black n' white masking. We'll see.

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Looks pretty amazing, but a bit cartoonish WoW/Disney stylized a bit which look a bit like as well.
It's easier for me to make and realism isn't my goal here to be honest.

In all seriousness, I love Zaela for this tool. I've been needing it for years. lol
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  #4  
Old 06-17-2014, 12:20 AM
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I'm not entirely certain how alpha masking has changed within EQG's so I'm going to assume that it still uses the old black n' white masking. We'll see.
Okay well looking at some things it appears it just uses the alpha channel for transparency like some kind of reasonable thing. Too used to S3D format myself, I expected some kind of wrinkle ;p Haven't tested in-game but seems likely.
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Old 06-17-2014, 12:53 PM
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Okay well looking at some things it appears it just uses the alpha channel for transparency like some kind of reasonable thing. Too used to S3D format myself, I expected some kind of wrinkle ;p Haven't tested in-game but seems likely.
Edit:Actually, I just confirmed that alpha masking doesn't seem to carry over when I export to obj. I re-imported my OBJ back into 3ds max and the textures were fubarred like they are in the screenshot below.

Transparency in .png textures isn't working out for me. I set the material to use the alpha channel and renders come out alright. But in-game, these are my results. I'm trying to find an EQG zone that has a model (like grass or something) that I can reference. Is there a different shader perhaps?

http://xonos.net/zone/ss11.png




I noticed something which may be intended by design but I thought I might bring it up. The materials that are imported (like my trees) are seemingly duplicated. I use the same material on a large majority of the duplicate meshes in my scene. Instead of re-using the same material, it duplicates a copy of the material which makes it hard to do "mass edits" to referenced objects sharing the same material. But I'm not sure if this was intended or not.
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Old 06-17-2014, 02:54 PM
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Originally Posted by Packet View Post
Edit:Actually, I just confirmed that alpha masking doesn't seem to carry over when I export to obj. I re-imported my OBJ back into 3ds max and the textures were fubarred like they are in the screenshot below.

Transparency in .png textures isn't working out for me. I set the material to use the alpha channel and renders come out alright. But in-game, these are my results. I'm trying to find an EQG zone that has a model (like grass or something) that I can reference. Is there a different shader perhaps?

http://xonos.net/zone/ss11.png




I noticed something which may be intended by design but I thought I might bring it up. The materials that are imported (like my trees) are seemingly duplicated. I use the same material on a large majority of the duplicate meshes in my scene. Instead of re-using the same material, it duplicates a copy of the material which makes it hard to do "mass edits" to referenced objects sharing the same material. But I'm not sure if this was intended or not.
Everquest Player Studio mentions "All texture maps must be in 24-bit TGA with no Alpha channel."

Google searched 24-bit TGA with no Alpha Channel and I came across this. http://www.yolkfolk.com/dizzyage/boo...or/page02.html

From the looks of it your texture images are opaque rather than transparent as your intending them to be. I had noticed player models and other stuff like UI use TGA files so seems there is a correlation. Anyway hope that helps you in figuring it out. Judging from the information in the link though you'd want 24-bit TGA "with" Alpha Channel in your case because you don't want your trees opaque.
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Old 06-17-2014, 03:38 PM
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I FUCKING LOVED the Dizzy games
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  #8  
Old 06-17-2014, 04:54 PM
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From the looks of it your texture images are opaque rather than transparent as your intending them to be.
My textures are not opaque. Also, I've tried using an opaque alpha mask and that doesn't work for me either.
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  #9  
Old 06-17-2014, 10:06 PM
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Originally Posted by Packet View Post
Edit:Actually, I just confirmed that alpha masking doesn't seem to carry over when I export to obj. I re-imported my OBJ back into 3ds max and the textures were fubarred like they are in the screenshot below.
Yeah you're right, I tried in game myself and it doesn't seem to respect alpha. I have no idea again. Nothing jumps out at me. The shader does seem like a logical place to look, though.

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The materials that are imported (like my trees) are seemingly duplicated.
Whoops, laziness. I just put up a quick fix.
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  #10  
Old 06-16-2014, 08:37 PM
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Quote:
Originally Posted by Packet View Post
It didn't like my textures. I suppose I should work with DDS. Being used to openzone, I've been saving all my textures in 24-bit bmp's. I'll also need to adjust the scale a bit.

http://xonos.net/zone/ss10.png
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  #11  
Old 06-16-2014, 09:08 PM
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Quote:
Originally Posted by Packet View Post
It didn't like my textures. I suppose I should work with DDS. Being used to openzone, I've been saving all my textures in 24-bit bmp's. I'll also need to adjust the scale a bit.
PNG textures should work fine, probably preferable to DDS or BMP. The test model and texture you gave me earlier worked fine -- note that the tool expects the texture files to be in the same folder as the .obj file when you import.

I'm not sure how EQG zones handle masking yet (if it's a material property, I haven't come across it, and if it's a per-triangle flag bit, that would be a bit dumb).
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Old 06-16-2014, 09:34 PM
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Not sure if this is what you were talking about exactly but crescent has some alpha materials.
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  #13  
Old 06-16-2014, 09:40 PM
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----------------
You made me choke on my dinner when I saw this.

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Originally Posted by Zaela_S View Post
PNG textures should work fine, probably preferable to DDS or BMP. The test model and texture you gave me earlier worked fine -- note that the tool expects the texture files to be in the same folder as the .obj file when you import.

I'm not sure how EQG zones handle masking yet (if it's a material property, I haven't come across it, and if it's a per-triangle flag bit, that would be a bit dumb).
Agh! I'm a fool. I've got all my textures in sub-folders.
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  #14  
Old 06-16-2014, 09:52 PM
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Quote:
Originally Posted by KLS View Post
Not sure if this is what you were talking about exactly but crescent has some alpha materials.
Could be! I'll have to take a look later.

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Originally Posted by Packet View Post
Agh! I'm a fool. I've got all my textures in sub-folders.
I might make it look for the textures at the paths listed in the .obj before defaulting to same-folder in the next update. Just wanted to make sure people could move things around or trade export files across machines and still have it work consistently.
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  #15  
Old 06-16-2014, 10:02 PM
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Originally Posted by Zaela_S View Post
I might make it look for the textures at the paths listed in the .obj before defaulting to same-folder in the next update. Just wanted to make sure people could move things around or trade export files across machines and still have it work consistently.
I don't think that's a big deal. Honestly, I really don't mind keeping the files in the same project folder. I just assumed this was native. At this point, I'll take anything I can get.

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Very awesome Packet and Zaela for providing the great tool that aided in the creation of it.
I didn't help create the tool. This is all Zaela.
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