There are quite a few problems with your goal (none of these are your own fault). The old EQ zone format/engine capabilities are quite outdated. They don't support a lot of what a modern day engine can and should. I am developing an EQ client and have decided it will contain two ways to render old zones. Simply pressing a button will swap between the rendering methods.
1. Default textures, per-vertex lighting, everything exactly as it was.
2. High resolution textures (loaded externally) with normal maps, parallax mapping, per-pixel lighting, water with cubemap reflections, high resolution skydomes, etc.
If you would like to help with the high resolution component, pop over into the development forum. I am working on finishing up the lighting code.
Let me know if you are interested.
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