Go Back   EQEmulator Home > EQEmulator Forums > Development > Development::Database/World Building

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

Reply
 
Thread Tools Display Modes
  #1  
Old 08-16-2010, 05:04 PM
Bellos
Hill Giant
 
Join Date: Jul 2007
Posts: 111
Default

hey guys can you only use objects from .eqg files or can you use em from .s3d files also. If so how do you add from an s3d file as they never show up do you add the whole line like CAMPFIRE_DMSPRITEDEF in the doors table

or do you just add CAMPFIRE or do you skip the DM and do CAMPFIRE_SPRITEDEF
Reply With Quote
  #2  
Old 08-17-2010, 12:28 AM
trevius's Avatar
trevius
Developer
 
Join Date: Aug 2006
Location: USA
Posts: 5,946
Default

For most objects (maybe all of them), you need to add _ACTORDEF to the end of the name for them to work. So, "CAMPFIRE" becomes "CAMPFIRE_ACTORDEF".

Also, you might want to use s3dspy or the global model viewer to find your models for objects. The .mod files are the ones you want. Another thing is to make sure you always add the name in all capitals or they won't work.
__________________
Trevazar/Trevius Owner of: Storm Haven
Everquest Emulator FAQ (Frequently Asked Questions) - Read It!
Reply With Quote
  #3  
Old 08-17-2010, 12:54 AM
Bellos
Hill Giant
 
Join Date: Jul 2007
Posts: 111
Default

so for CAMPFIRE its CAMPFIRE_ACTORDEF not SPRITEDEF right and only .mod files can be used?


And you can use objects from s3d and eqg right not just eqg?
Reply With Quote
  #4  
Old 08-17-2010, 06:42 AM
trevius's Avatar
trevius
Developer
 
Join Date: Aug 2006
Location: USA
Posts: 5,946
Default

You can only use the object from the zone that is loaded. It will be either the eqg or the s3d of the zone you are in. If the zone you are in has both file types, it always loads the eqg version and ignores the s3d version. If you want to use the old version, you can rename your eqg version and restart EQ.

And no, if the full name is CAMPFIRE_SPRITEDEF.mod, then you will need to add CAMPFIRE_SPRITEDEF_ACTORDEF, I think. You can test this out in-game fairly easily by using the #object command. Just type the following:

#object add 12345 0 CAMPFIRE_SPRITEDEF_ACTORDEF

Of course that is only going to work if that model name really exists in the zone you are wanting to use it in. It doesn't look right to me, but I don't know where you got that from.
__________________
Trevazar/Trevius Owner of: Storm Haven
Everquest Emulator FAQ (Frequently Asked Questions) - Read It!
Reply With Quote
  #5  
Old 08-17-2010, 11:39 AM
Bellos
Hill Giant
 
Join Date: Jul 2007
Posts: 111
Default

I got the sprite def from ecommons_obj.s3d or everfrost_obj.s3d
Reply With Quote
  #6  
Old 08-17-2010, 02:02 PM
trevius's Avatar
trevius
Developer
 
Join Date: Aug 2006
Location: USA
Posts: 5,946
Default

I am not sure about those files. The ones I pull object names from is <zonename>.eqg or <zonename>.s3d, not <zonename>_obj.s3d.
__________________
Trevazar/Trevius Owner of: Storm Haven
Everquest Emulator FAQ (Frequently Asked Questions) - Read It!
Reply With Quote
  #7  
Old 08-17-2010, 02:06 PM
Akkadius's Avatar
Akkadius
Administrator
 
Join Date: Feb 2009
Location: MN
Posts: 2,072
Default

Yeah, some objects only pull by putting '_ACTORDEF' in front of them. Although usually when you try to write it or '#save object' to the database, it gives a write error because the string is too long apparently. But that is the only way some objects pull, especially the 101, 100, type objects.
Reply With Quote
  #8  
Old 08-17-2010, 04:09 PM
Bellos
Hill Giant
 
Join Date: Jul 2007
Posts: 111
Default

Quote:
Originally Posted by trevius View Post
I am not sure about those files. The ones I pull object names from is <zonename>.eqg or <zonename>.s3d, not <zonename>_obj.s3d.
ahh ok, ill try that then.
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

   

All times are GMT -4. The time now is 09:26 PM.


 

Everquest is a registered trademark of Daybreak Game Company LLC.
EQEmulator is not associated or affiliated in any way with Daybreak Game Company LLC.
Except where otherwise noted, this site is licensed under a Creative Commons License.
       
Powered by vBulletin®, Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3