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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, 08:45 AM
Zaela_S
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Added a small utility to convert S3D-based zones into EQG-based zones. Not at all complete -- just handles the main geometry at the moment, not things like placed objects, texture transparency masking, vertex lighting, etc...

Not terribly useful and easily the Feature Most Likely to Crash, but I mostly just wanted to put gfay underwater for a minute:





Underwater rain is a bit surreal. Making all of Kelethin into a slippy-slidey ice region would be fun too, but obviously harder to show.

I've decided that if I ever do try to make a zone, it'll be an epic tower climb where at least one floor is made of lava.
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  #2  
Old 06-16-2014, 04:10 PM
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Quote:
Originally Posted by Zaela_S View Post
Added a small utility to convert S3D-based zones into EQG-based zones. Not at all complete -- just handles the main geometry at the moment, not things like placed objects, texture transparency masking, vertex lighting, etc...

Not terribly useful and easily the Feature Most Likely to Crash, but I mostly just wanted to put gfay underwater for a minute:





Underwater rain is a bit surreal. Making all of Kelethin into a slippy-slidey ice region would be fun too, but obviously harder to show.

I've decided that if I ever do try to make a zone, it'll be an epic tower climb where at least one floor is made of lava.
/that/ is fucking amazing rofl
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  #3  
Old 06-16-2014, 06:31 PM
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Packet
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Thank you for the help Zaela. Much appreciated.

Just to show what I am working on, this is my latest work in building a moba-style server. The layout & concept was inspired by League of Legends and will resemble it as much as legally possible. This has not been imported yet however I'll be trying my best to work this in as the cornerstone zone for matches. I've put roughly 22 hours into this map so far.

- The beginning of the geometry & texture mapping.


- Got some shiny rocks and a tree!


- Getting closer to finishing.

-

-



More shots on the next post.
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  #4  
Old 06-16-2014, 06:32 PM
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  #5  
Old 06-16-2014, 07:01 PM
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I wondered why you were asking me about how EQG Regions worked the other day, I didn't know it would be to drown the elves.
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  #6  
Old 06-16-2014, 07:09 PM
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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.

http://xonos.net/zone/ss10.png
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  #7  
Old 06-16-2014, 07:19 PM
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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.

http://xonos.net/zone/ss10.png
These aren't the greatest looking textures, but you can try some of these as temporary place holders if you want. You could also just rip textures from a s3d zone files as well and use those for now until you find or create custom textures of your own if your planning to share this zone map later.

http://www.eqemulator.org/forums/showthread.php?t=38290
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  #8  
Old 06-16-2014, 08:37 PM
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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.

http://xonos.net/zone/ss10.png
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  #9  
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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