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

 
 
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Old 05-12-2014, 09:03 AM
Zaela_S
Hill Giant
 
Join Date: Jun 2012
Posts: 216
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6. A material will also be made for us, named "Custom" (the name doesn't matter). When we select that, we will be able to edit this material's opacity setting(?) (currently a string with an unknown range of possible values), and its properties. Properties control the material's texture as well as things like shininess. Our model will just be a pure black blob if we don't at least include the "e_TextureDiffuse0" (main texture) property, so we click the "Add Property" button and select that from the list.



7. Having done that, we'll be able to select our new property from the property list and set its value. In this case, it's the name of the texture to look for in the same .eqg file.

EQG Weapon Model Importer currently only works with .mod files; to import new images, you'll probably want to use EQGExport.

Furthermore, it's worth noting that although pretty much everything in the .eqg files use .dds or perhaps .bmp for their textures, .png textures will work just as well. It makes sense that the client would use a generalized image loader. This is good, because not many programs support writing .dds files, and .bmp files are huge. Sticking with .png is both convenient and worthwhile, so we might as well do that.

In any case, type in the name of the image file and then hit Enter or press the "Commit Change" button to save your changes.



8. If you're putting your model into one of the main weapon model .eqg's, this won't matter, but if you made your own .eqg file like I did, you'll want to make sure the client actually loads it by adding it to the /Resources/GlobalLoad.txt file in your EQ folder.



9. Now you're set! You might want to make an item using your new model's ID, but if you have a server you can use the #wc command in, that'll be enough for a quick test.



And, hopefully, that's it!



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