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-   -   EQG Weapon Model Importer v0.1 (https://www.eqemulator.org/forums/showthread.php?t=38287)

Akkadius 06-07-2014 12:50 PM

That's pretty sweet, this brings alive fantasies of wanting to make a Legend of Zelda: Ocarina of Time EQEmulator server where the campaign is remade and the MMO part is topically added ontop of it with tiered dungeons and bosses.

Of course you need all of the in-game assets to port...

Zaela_S 06-08-2014 07:11 AM

The cross-section of N64 ROM disassembly enthusiasts and EQEmu developers is probably pretty small ;p

Though for whatever reason that made me think that it would be neat to have a script hooked up to a weapon that sends out WearChange packets for its owner at prescribed times when equipped -- i.e., have the regular particle-less sword most of the time, but have it "ignite" during combat/in certain zones/against powerful foes/what have you by actively swapping the model. (It helps that when the particle model first appears, it takes a sec to pump out its full amount of simultaneous particles, so it really does seem like it's igniting.)

Would probably need a little custom infrastructure to make it consistent (e.g. so someone who zones in later will see the active model rather than the base one). Might need to let items to hook onto player script events as well to keep from polluting player scripts with item script code, if that doesn't already exist. But could do some neat things with that: broken swords that reform themselves, particles that change from blue to red in dire situations, a weapon with "bloodlust" that gets more intense the more you kill in a short period of time, etc. Make a weapon feel a little more "alive" and special. Although it's admittedly not very EQ-like (as far as I know) not having your weapon pumping out particles and looking most impressive when you're strolling through a town or whatever ;p

I'm sure some more interesting things could be thought up to do with custom weapon models~ Maybe someone's already done that with whatever particle/no-particle model pairs already exist, even.

Akkadius 06-08-2014 11:52 AM

Quote:

Originally Posted by Zaela_S (Post 231086)
The cross-section of N64 ROM disassembly enthusiasts and EQEmu developers is probably pretty small ;p

Though for whatever reason that made me think that it would be neat to have a script hooked up to a weapon that sends out WearChange packets for its owner at prescribed times when equipped -- i.e., have the regular particle-less sword most of the time, but have it "ignite" during combat/in certain zones/against powerful foes/what have you by actively swapping the model. (It helps that when the particle model first appears, it takes a sec to pump out its full amount of simultaneous particles, so it really does seem like it's igniting.)

Would probably need a little custom infrastructure to make it consistent (e.g. so someone who zones in later will see the active model rather than the base one). Might need to let items to hook onto player script events as well to keep from polluting player scripts with item script code, if that doesn't already exist. But could do some neat things with that: broken swords that reform themselves, particles that change from blue to red in dire situations, a weapon with "bloodlust" that gets more intense the more you kill in a short period of time, etc. Make a weapon feel a little more "alive" and special. Although it's admittedly not very EQ-like (as far as I know) not having your weapon pumping out particles and looking most impressive when you're strolling through a town or whatever ;p

I'm sure some more interesting things could be thought up to do with custom weapon models~ Maybe someone's already done that with whatever particle/no-particle model pairs already exist, even.

You can achieve this via script and wear change. Would have to cycle through similar models in the "animation"

Mariomario 06-11-2014 09:40 PM

I have to say that this is very amazing! This brings together SOO many more combinations of things not to mention making some of the more dull models a bit more exciting.

Ive literally lost the last 6 hours playing around with these tools and testing what fields do what, how to increase the particle effects, playing with blender etc etc.

You have truly opened something great here! I can fully admit that when I get my server back up and running I will be utilizing these tools 100%. Ive always wanted to differ the graphics between my upgradeable weapons such as increased particle effects from +6 to +9 and this makes it completely possible now!

Once I get the hang of things I have a feeling creating new weapon graphics will go 10x faster.

Esildor 06-11-2014 09:55 PM

I'm hoping to play with the particle stuff when I get some more time.

The particles alone are a pretty awesome custom feature. It seems it takes a lot more time to create a sword, vs. adding particles to an existing sword.

Being able to add the particles to existing weapons is awesome though, allows you to easily recycle a weapon graphic while making it still look 'new'.

My question is, if you take a Fine Steel Sword and add a blue particle to it, do all Fine Steel Swords now have a blue particle(it26 or whatever) or are you creating a new weapon model?

Zaela_S 06-11-2014 10:10 PM

Quote:

Originally Posted by Esildor (Post 231159)
My question is, if you take a Fine Steel Sword and add a blue particle to it, do all Fine Steel Swords now have a blue particle(it26 or whatever) or are you creating a new weapon model?

If you added particles to it12345 they would show up for it12345. Particles are associated with the model ID.

You can export an existing model and re-import it under a new ID if you want multiple copies of a weapon with different particles. (Probably would want to export, then import to a modelling program, then export from that and import back into the EQG file if you do go that route. Models usually don't show up right if you try to import them straight back in -- the normals need to be recalculated, I think.)

Esildor 06-11-2014 10:23 PM

Quote:

Originally Posted by Zaela_S (Post 231161)
If you added particles to it12345 they would show up for it12345. Particles are associated with the model ID.

You can export an existing model and re-import it under a new ID if you want multiple copies of a weapon with different particles. (Probably would want to export, then import to a modelling program, then export from that and import back into the EQG file if you do go that route. Models usually don't show up right if you try to import them straight back in -- the normals need to be recalculated, I think.)

So the jist is it's possible to take an existing model, add particles, and then create a new model with it, cool deal.

I'm not sure when I'll have time to play with it, busy right now, but looking forward to when I can.

Zaela_S 07-14-2014 04:13 PM

Added a barebones model viewer.

Viewer > Start Viewer will launch an independent model viewer window. It will automatically update to display your current selection. The display can also be manoeuvred in various ways via the mouse buttons (bit clunky, but apparently Maya-like).

Just shows the model mesh with the first diffuse texture found within its materials applied. Some later weapons don't show up correctly due to having weird extra different diffuse texture entries. May try to make some improvements later and add normal maps, shininess, etc to the display. Oh, wouldn't work with multi-texture models yet either, but there aren't many of those unless you add your own.

Can also technically be used to view (some) EQG npc models, although the camera is not really geared for it.

http://i.imgur.com/dMk20vI.png

I hope to make some usability improvements and a probable bug fix in the near future as well.

P.S. I make no guarantees that an imported model that looks right in the viewer will necessarily look right in-game!

Secrets 07-14-2014 06:34 PM

Quote:

Originally Posted by Zaela_S (Post 231879)
Added a barebones model viewer.

Viewer > Start Viewer will launch an independent model viewer window. It will automatically update to display your current selection. The display can also be manoeuvred in various ways via the mouse buttons (bit clunky, but apparently Maya-like).

Just shows the model mesh with the first diffuse texture found within its materials applied. Some later weapons don't show up correctly due to having weird extra different diffuse texture entries. May try to make some improvements later and add normal maps, shininess, etc to the display. Oh, wouldn't work with multi-texture models yet either, but there aren't many of those unless you add your own.

Can also technically be used to view (some) EQG npc models, although the camera is not really geared for it.

http://i.imgur.com/dMk20vI.png

I hope to make some usability improvements and a probable bug fix in the near future as well.

P.S. I make no guarantees that an imported model that looks right in the viewer will necessarily look right in-game!

Pretty awesome Zaela! I'm glad you are spending more time on this.

I'll hopefully be getting your eqg/s3d modification tools more attention soon.

Bamzal 10-03-2014 11:25 PM

This looks like a great tool! Maybe I'll see siege weapons in EQ afterall!

Akkadius 11-12-2014 10:37 PM

Stickied thread

Halon 11-18-2014 12:13 PM

Hi Zaela,

Awesome tools btw, many thanks for creating them.

I decided to play around with the weapon model importer. I can fumble around and look at the different models, decided I would start simple so I exported a model and opened it in blender, imported it / exported it new file name. (I exported as obj)

When I tried to import it, the application stopped responding and Win7 (x64) closed it. I opened it again and saw it was in my new eqg archive, so I tried to add material - crashed again. Any ideas on how I go about tracing down the issue?

I can find no logs or anything about it other then Windows saying the application stopped responding.

I am really looking forward to customizing weapons.

Zaela_S 12-09-2014 08:04 PM

Quote:

Originally Posted by Halon (Post 235633)
Hi Zaela,

Awesome tools btw, many thanks for creating them.

I decided to play around with the weapon model importer. I can fumble around and look at the different models, decided I would start simple so I exported a model and opened it in blender, imported it / exported it new file name. (I exported as obj)

When I tried to import it, the application stopped responding and Win7 (x64) closed it. I opened it again and saw it was in my new eqg archive, so I tried to add material - crashed again. Any ideas on how I go about tracing down the issue?

I can find no logs or anything about it other then Windows saying the application stopped responding.

I am really looking forward to customizing weapons.

Yeah, sorry about that. I'm not sure what exactly I broke. I've been meaning to get a replacement for this tool out (I can do a bit better GUI-wise now) but I've been pretty busy with school... Hopefully I'll find time to come up with something during the holidays. Sorry!

Shin Noir 01-13-2016 05:15 AM

I love this thing.

So much potential.

(Slight necro post I know). I'm mucking with my patcher to support keeping clients in sync with custom models.

http://i.imgur.com/XGhchtj.jpg

working on some other misc stuff...
http://i.imgur.com/4gWZsL8.png
Gotta tweak my export settings.

Shin Noir 01-14-2016 12:13 AM

Added a wiki entry about Maya settings for getting models done here.. had my nephew whip up a master sword for fun from scratch, and toss a checkered UV map on it.

http://i.imgur.com/lilAvqk.png
Needs some finer tuning in game, tweak orientation
http://i.imgur.com/PBg5mAI.png
But not too shabby.

another one, looks pretty decently placed.
http://i.imgur.com/DjuiiyC.png

Warking 03-06-2016 05:42 PM

This is awesome! I am just starting with this to make a full expansion of custom weapons and even new Epic's for my server.

Would this be able to edit or import custom NPC's as well?

Darkscis 10-15-2016 09:14 AM

Any chance you could whip something up to export the zone models as well Zaela?

Eg. Doors, bridges that kind of thing. I tried opening a few of the zone .eqg using the weapon model importer and it doesn't even list the obj_x.mod files from those zones.

Aardil 03-23-2018 11:26 AM

Need help
 
I think I understand but I am very confused.
While this appears to work for weapon creation, What I need is a way to import an item.

What is going on is, I need to create a couple of items that can be seen in inventory.

I have found a blender file that I can export as a .ply
from there it gets fuzzy.

Can the weapon importer create items? or am I just shooting myself in the foot?

I need a very in depth and as someone with very low skills (none at all to speak of) on how to do this.

Reading the post and following as best I can.
I can import the .ply, create the IT file
but then I am lost.

Further issue :
The EQG Weapon model importer crashes at almost every step as described by someone else a few posts earlier. (using windows 10 64bit).

So am I even in the right area to be doing this? or is this strickly for weapons?

Aardil

acidchalk 01-08-2019 12:30 AM

I just want to say thank you for this amazing tool, i've done lots with it already. I am having a problem with some of the models not having their uv mapping. I'll export it and it comes out blank and i can't apply textures to it. Also these same models show up as a solid color on the model viewer.

typenamehere 02-16-2019 09:14 AM

problems
 
Are the directions on the first few posts still correct? I have spent the last 16 hours comb through them, trying every combination and I cannot seem to get this tool to work properly. I am using Blender to export .ply file without Vertex Colors. Once I have the .ply file I have tried creating a new eqg file and putting it in the globalload as well as using an existing one. Once I got an all black model of a sword, but I have not been able to even replicate that, its been 12 hours of reloading client, #wc 7 3001-3009, and no graphic.


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