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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, 09:08 PM
Zaela_S
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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
KLS
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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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  #3  
Old 06-16-2014, 09:40 PM
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Packet
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Quote:
Originally Posted by Secrets View Post
----------------
You made me choke on my dinner when I saw this.

Quote:
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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  #4  
Old 06-16-2014, 09:52 PM
Zaela_S
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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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  #5  
Old 06-16-2014, 10:02 PM
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Packet
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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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Originally Posted by knowom View Post
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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  #6  
Old 06-17-2014, 01:53 AM
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Quote:
Originally Posted by Packet View Post
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.

I didn't help create the tool. This is all Zaela.
What I was referring to was the zone you created or are creating I should say? Along with Zaela's tool that helped or is helping with part of the creation of it.
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  #7  
Old 06-17-2014, 07:00 AM
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Secrets
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messed around with this a bit and gamecube model rips.

Super Smash Quest?

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  #8  
Old 06-17-2014, 07:45 AM
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provocating
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Very cool stuff, I wish I had more of an artistic ability.
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  #9  
Old 06-17-2014, 07:50 AM
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vsab
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I've been thinking about this in a slightly more philosophical sense - mainly because my home PC is out of action (actually the PC is fine, it's my house that's b0rked).

In EqEmu customisation is generally based on:-
1. Rule set tweaks
2. Custom quests
3. Custom NPC's
4. Custom Spells

Some go a bit further and have new classes, and so on. The tools that are growing now can potentially allow this customisation:-
1. Zones + models in them
2. Weapon models
3. Particles

This basically leaves "only" NPC/PC model mods left. These I suspect, will be the hardest to change if only because the artists required are pretty thin on the ground. Personally I like the hokey (N)PC models and animations, I prefer the newer modelled zones and weapons (although IMO they've made them all way too fancy on live).

The question is at which point does EqEmu basically become a generic MMORPG development system, and really not much of an emulator at all? Because if you completely change rules, quests, zones,spells, weapons, particles and mobs, then really the only thing tying in that system to Everquest is the client, which is the biggest PITA since currently there are no legally available clients (bar a lucky find on ebay).

I see there have been multiple attempts to make a new client (and I'm even thinking about it since I think I shall have to learn OpenGL for work and quite fancing mucking about with Unity3d too). Presumably though, if you shipped Sony's assets that had been modified to a different format that would be dodgy legally? I don't know if it would be dodgy if you could distribute the export program with the new client, so users would have to have their own legally obtained data files and run the converter before using the new client?
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