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Search: Posts Made By: daeken_bb
Forum: OpenEQ::Support 12-04-2004, 07:23 AM
Replies: 10
Views: 23,979
Posted By daeken_bb
Ah, ok, I thought there was more to it than that...

Ah, ok, I thought there was more to it than that hehe. When I merge the source together I'll make it so it's usable hehe.
Forum: Development::Tools 12-04-2004, 07:15 AM
Replies: 14
Views: 13,675
Posted By daeken_bb
.map Generator

After hearing Cisyouc whine about not having .map files for new-style (eqg) zones, I took matters into my own hands and started work on one in python. I wrote everything up until the quadtree...
Forum: OpenEQ::Development 12-01-2004, 03:45 PM
Replies: 24
Views: 48,561
Posted By daeken_bb
Ok, another update. I was right in my...

Ok, another update.

I was right in my assumption that a given polygon could have vertices attached to more than 1 bone heh

http://home.archshadow.com/~daeken/bat_tree.txt
That has the full bat...
Forum: OpenEQ::Development 12-01-2004, 03:06 PM
Replies: 24
Views: 48,561
Posted By daeken_bb
Ok, well, I've just finished the bone loader for...

Ok, well, I've just finished the bone loader for character models finally.

Here's the problem. I have a list of polygons that has 3 indexes into a list of vertices, corresponding to the 3 points...
Forum: OpenEQ::Development 11-30-2004, 04:57 PM
Replies: 24
Views: 48,561
Posted By daeken_bb
Some screenshots :) ...

Some screenshots :)

http://home.archshadow.com/~daeken/skeleton_wings.jpg
http://home.archshadow.com/~daeken/skeleton_wings2.jpg

The entire .mod format (except for the section right before...
Forum: OpenEQ::Development 11-30-2004, 11:40 AM
Replies: 24
Views: 48,561
Posted By daeken_bb
Actually, small correction. There's a section we...

Actually, small correction. There's a section we don't know what it is yet (I presume skinning data) but it looks to be useless to us right now. I'll take a crack at reverse-engineering it, but I...
Forum: OpenEQ::Development 11-30-2004, 11:34 AM
Replies: 24
Views: 48,561
Posted By daeken_bb
Ok, time to post an update. WindCatcher and...

Ok, time to post an update.

WindCatcher and I have been working to figure out the bone formats for models, and I just found the last portion of it :)

We now have all of the .mod file format...
Forum: OpenEQ::Development 11-30-2004, 07:19 AM
Replies: 52
Views: 63,913
Posted By daeken_bb
Nope, I've been working on reverse-engineering...

Nope, I've been working on reverse-engineering character models, and making a ton of progress :D
Forum: OpenEQ::Development 11-30-2004, 05:28 AM
Replies: 15
Views: 35,726
Posted By daeken_bb
Yea, it's much easier to fix an implementation...

Yea, it's much easier to fix an implementation than a design. Much more involved to fix a design, too.

I learned long ago that assuming that I know what i'm talking about is a Bad Thing, (TM)...
Forum: OpenEQ::Development 11-30-2004, 05:08 AM
Replies: 15
Views: 35,726
Posted By daeken_bb
Wow, thank you man, that actually means a lot to...

Wow, thank you man, that actually means a lot to me :)

I hope you get a chance to play with OpenEQ when we get a little bit more functional hehe
Forum: OpenEQ::Development 11-29-2004, 08:46 PM
Replies: 24
Views: 48,561
Posted By daeken_bb
New Character Model File Formats

Well, I've begun to reverse-engineer the new (packaged in .eqg files) character models. I've not done anything concrete yet, but I pulled the files out of bat.eqg and started poking around, and I...
Forum: OpenEQ::Development 11-29-2004, 12:25 PM
Replies: 52
Views: 63,913
Posted By daeken_bb
That wasn't the problem. I'm sure of that now...

That wasn't the problem. I'm sure of that now (after having seen what it looked like when rendering with gluLookAt), but it was a possibility then. I finally realized that I'm essentially doing...
Forum: OpenEQ::Development 11-29-2004, 12:01 PM
Replies: 52
Views: 63,913
Posted By daeken_bb
Nope. Windcatcher said that the problem with the...

Nope. Windcatcher said that the problem with the placeable object drawing was probably our camera code, so he convinced me to switch over to gluLookAt() and I haven't been able to get our movement...
Forum: OpenEQ::Development 11-28-2004, 10:53 AM
Replies: 52
Views: 63,913
Posted By daeken_bb
Thanks for all the help :) Talking with...

Thanks for all the help :)
Talking with windcatcher on irc right now about this... m'be we can work it out hehe
Forum: OpenEQ::Development 11-28-2004, 07:38 AM
Replies: 52
Views: 63,913
Posted By daeken_bb
Well, at least we now know that there's nothing...

Well, at least we now know that there's nothing completely off-the-wall happening here :)

Thanks for giving it a shot and giving me some confirmation that I'm not doing something horrendously...
Forum: OpenEQ::Development 11-28-2004, 06:08 AM
Replies: 52
Views: 63,913
Posted By daeken_bb
Fantastic :) I do suggest, however, that you...

Fantastic :)

I do suggest, however, that you use glGenLists() as it could cause problems with some things if you don't.

Either way, thanks for taking a look... hopefully you'll find something...
Forum: OpenEQ::Development 11-28-2004, 06:02 AM
Replies: 52
Views: 63,913
Posted By daeken_bb
Ack... I forgot all about that... Add...

Ack... I forgot all about that...

Add this->model_lists[j] = glGenLists(1); before the glNewList() line.

I rewrote that code at 4am yesterday and I kinda looked over that... thanks :)
Forum: OpenEQ::Development 11-28-2004, 05:35 AM
Replies: 52
Views: 63,913
Posted By daeken_bb
Lol, yea, I'd say so... I was kinda worried that...

Lol, yea, I'd say so... I was kinda worried that you were using an ANCIENT (it'd have to be to not support display lists in opengl) card for dev, but instead you beat the shit out of my card, a...
Forum: OpenEQ::Development 11-28-2004, 05:27 AM
Replies: 52
Views: 63,913
Posted By daeken_bb
Ok, placeable objects work (well, as much as...

Ok, placeable objects work (well, as much as they've ever worked in OpenEQ lol) here.

I wonder if your video card doesn't support OpenGL display lists or something simple like that...

What...
Forum: OpenEQ::Development 11-28-2004, 05:24 AM
Replies: 52
Views: 63,913
Posted By daeken_bb
Ok, first things first, comment out line 127 of...

Ok, first things first, comment out line 127 of draw.cpp (glEnable(GL_CULL_FACE)) as it causes walls to disappear on new-style zones (fucking sony doesn't organize their vertices properly lol)
...
Forum: OpenEQ::Development 11-28-2004, 05:16 AM
Replies: 52
Views: 63,913
Posted By daeken_bb
What is probably happening is that the .TER...

What is probably happening is that the .TER material list loader is acting up again and not setting the filename properly. I'd add some printf()s to do some debugging
Forum: OpenEQ::Development 11-28-2004, 04:22 AM
Replies: 52
Views: 63,913
Posted By daeken_bb
It _should_ be no trouble to port it to windows. ...

It _should_ be no trouble to port it to windows. The only major change should be changing the main() function to WinMain or whatever that is. Everything else is written to be portable (binary...
Forum: OpenEQ::Development 11-28-2004, 03:49 AM
Replies: 52
Views: 63,913
Posted By daeken_bb
Source is available at...

Source is available at http://home.archshadow.com/~daeken/openeq.tar.bz2
It's slow as hell right now because I'm using an octree for drawing but I'm not actually culling yet (I commented it out for...
Forum: OpenEQ::Development 11-27-2004, 07:11 AM
Replies: 52
Views: 63,913
Posted By daeken_bb
The unknown value is the first in the struct......

The unknown value is the first in the struct... before the model name offset.

Yea, I know the feeling for sure... that's practically all i've been doing for the last 3 or 4 days lol.

Good luck,...
Forum: OpenEQ::Development 11-27-2004, 06:18 AM
Replies: 52
Views: 63,913
Posted By daeken_bb
Awesome... good work :) You're definitely...

Awesome... good work :)

You're definitely closer than I am hehe.
Did the unknown value have anything to do with it?
Showing results 76 to 100 of 387

 
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