Make a text file and call it greatdivide_EnvironmentEmitters
Now open the file and paste this there... Code:
Name^EmitterDefIdx^X^Y^Z^Lifespan Save it and put it in you EQ folder This will give you somewhat of a waterfall in front of the Thurg opening.... I will work on making it better soon as I get some time... |
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I have been working on finding the source of this problem ever since my last post. I am now 99.9999% certain the problem is not the emulator. I have been experimenting with the tutorialb zone where two of the new waterfalls can be found. I figured if I could make the waterfalls go away, I could figure out how to fix them in great divide. I attached .bak ext. to all of the tutorialb zone files except the tutorialb.eqg file. The waterfalls didn't go away when I zoned out and back in. I then used the S3D tool to go into the eqg file to see what all it had in it. I eliminated every texture file and model file in there except for the terrain (sp?) file. With the exception of the NPCs the emu put there, everything went away except for the waterfalls and terrain. The terrain textures went away and the "blank white screen" of the waterfalls were all that was left. I did this same experiment in an older zone with the older waterfalls. I can remove the texture and the "blank white screen" of the waterfall is all thats left. For some reason, this blank white screen is missing in great divide and therefore there isn't a "wall" to "wallpaper." This blank white screen is obviously apart of the zone terrain, or at least, part of some emitter in this file. I went back to all the expansion kits I purchased in the past and tried installing them in different directories. I then moved the great divide files to my client directory in hopes that they were just corrupt files. It still didn't fix the problem. This leads me to believe that SOE implemented their new 3D engine into eqgame.exe before all of the zone files were brought up-to-date. That would explain why all the newer zones have waterfalls and some of the older zones don't (e.g. PoN, GD,PoT,Stonebrunt..). Or, it could be a combination of the three: Newer DirectX + Newer eqgame.exe + older waterfall parameters. They more or less sold us broken files on a retail CD with the intention of patching them. As for SoF, they just sold us the broken titanium files again. They just added the new files on top of them. If I had to guess, Anniversary is the same story since it was released after titanium. The classic waterfalls from the old world work just fine. Unfortunately, I can't confirm my "theories" because none of my earlier expansion clients work with the emu. I read in a thread that you are working on an older classic server with the older clients. Can you fire up your server and swing by GD and see if the falls are there? If anyone has a live account, could you move the great divide zone files from your live directory over to your SoF/Titanium directory and see if the waterfalls appear? Don't forget to backup your files first! I would hate to re-activate my account just to test a theory. |
No change moving the files over.
I really think it's a DirectX issue. They never went back and changed any of the old zones when upgrading the DirectX version during GoD. They updated a few textures, but I think that was before GoD came out. I'd blame a broken eqmain.dll file, but the waterfall was for sure working during SoF. And even with SoF client files, the waterfall does not show up in the emulator. Perhaps it's a missing opcode or data sent during the zoning process that we haven't identified yet? Maybe someone could check the zone output when zoning into Great Divide? |
This is definitely an EQEMU issue only, No the waterfalls do not work with the oldest client and CD I have (The Gold Oiginal Disk).
In the past playing on live the waterfall has worked then EQEMU updated and you were able to play with the live client till live patched again. I was an avid lover of Great Divide and still am and noticed switching from playing to live then to EQEMU the waterfall would disappear on EQEMU then come back when I played live on the SAME client. The only explanation I could come up with was the waterfall was on the SOE database only. I have wasted many hours in the past trying to figure this out but it is an EQEMU only problem... |
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You called some things to my attention I didn't know. Now I know what the patch_live.conf file is now. If you went from emu to live and vice versa, using the same client, that would seem to sum things up. Thx for all the great feedback, gentlemen. I hope the poor soul that started this thread returns one day to see all the great feedback. :grin: |
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However, when I tested this on both the Titanium & SoF clients, the waterfall didn't appear :mad: |
Well, It seems to be the City of Edmonton, Washington that is to blame!
http://www.edmonton.ca/attractions_r...waterfall.aspx P.S. will still be trying to figure this out. |
woot! Thanks!
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The emitter file for this zone works really nice. |
anyone managed to fix Stonebrunt waterfall the same way?
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Waterfall clipping
I know the waterfalls were fixed awhile back (Thanks Derision!). Does anyone know a way to adjust the clipping? Unless you get right up on the waterfall in Great Divide/Tranquility,etc., the waterfall clips real bad.
I quit Live back before the new waterfalls went live, so this might have been Sony's solution to the zone lag issue caused by the old waterfalls, or it could be as simple as adjusting parameters in the database. I don't have a live account so I can't log in to confirm it. I have already played with the display settings on the Titanium and SoF clients. Same result. There used to actually be two waterfalls in GD. The one in front of Thurgadin and at the top of that one, up against the mountain, there was another one. You could see both from a distance. Any suggestions? Emu: 1804 PEQ: 1804 |
You can adjust the zone clipping plane in the zone table.
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It could be that the new waterfalls were meant to clip like that. I can't verify that though. Thx man! |
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