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Development::Database/World Building World Building forum, dedicated to the EQEmu MySQL Database. Post partial/complete databases for spawns, items, etc.

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  #1  
Old 03-12-2015, 09:21 PM
lakedoo23
Sarnak
 
Join Date: Oct 2014
Posts: 30
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nm I figured it out, can someone delete this post?
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  #2  
Old 03-12-2015, 10:32 PM
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ghanja
Dragon
 
Join Date: Aug 2012
Location: Hershey, PA
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Quote:
Originally Posted by lakedoo23 View Post
nm I figured it out, can someone delete this post?
Or... post your solution to those lurkers that have evidently (based on times read) read your post and may be wanting to know the same thing. Share the knowledge.
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  #3  
Old 03-13-2015, 10:31 AM
lakedoo23
Sarnak
 
Join Date: Oct 2014
Posts: 30
Default Zone Building

Hey Ghanja, I am still working on the process, so far I do the following:

1. Use Zaela_S EQG Zone Importer Tool to extract the .Obj and other textures out of the .s3d file.

2. Using Blender to load the .obj file and modify the geometry.
* I need to find a better tool, Blender can not be the best editor for this, I have been playing with MeshLab and it renders everything nicely but that tool is laggy as crap!

3. Use Zaela_s EQG Zone Importer to load the .obj and textures back into a .EQG file format.

4. I plan to use the Azone2 to extract the triangles for the .map file for the server.


So things I have noticed after dropping it into the client and testing, all the spawn points and zonelines are f'ed up after being edited. Now I think this is ok since I will be doing extensive zone modification anyways and the zone line and spawns will need to move anyhow.


I need to do a little more research on the specs for the s3d and eqg files if anyone has that information that would be awesome. I want to see if I can somehow preserve the spawnpoints and zoneline information in a newer tool or if I am missing something with Zaela_S tool or doing something wrong altogether.
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