Thread: Custom Weapons
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  #9  
Old 09-23-2005, 05:13 AM
Windcatcher
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Join Date: Jan 2002
Posts: 1,175
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Nevermind about the 1200x1200 textures. I was trying to make it work with your "bloody" weapon set. I switched to your other set (weapons.zip) and all but two textures are power-of-two textures (barrel.png and wood1.png aren't the right size).

I made some changes to OpenZone and I have custom weapons working, but to use your weapon models I had to go through a series of steps:

1. Edit axe_01.x so the texture names are in 8.3 filename.ext format (that is, no long filenames). The reason is that the .3DS format doesn't support long filenames, and Milkshape chops the names if they're too long when converting to .3DS.

2. Open the .PNG textures used and convert them to .BMP. Change axe_01.x so the extensions are .bmp instead of .png.

3. Open axe_01.x in the Milkshape3D demo and scale it down to 10% of its size (it makes the axe a little more than 4 units long, which still makes for a really big axe).

4. Export axe_01.x from Milkshape to axe_01.3ds.

5. Copy the .bmp textures to OpenZone's /library/textures folder.

6. Start OpenZone 6.3 (which will be released shortly, and has the necessary changes to support the models).

7. Click "File...Import...3D Studio Max (.3DS) into the mesh library". It's important to perform this direct import because it will preserve the model origin (0,0,0) at the point where it is held. When prompted for a name, put in "ITxxxxx" where xxxxx is an unused item type number (e.g. IT15001). You can make it "ITxxxxx_DMSPRITEDEF" if you wish, but in the next step OpenZone will append the "_DMSPRITEDEF" part if it has to. I tested it as ITxxxxx.

8. Click "File...Properties" and select the object in the list on the left side of the window, and click Add. Then click Ok. This tells OpenZone that the model will be added to your scene, even if you haven't placed it anywhere.

9. Click "File...Export...Export zone objects to .S3D". You will be prompted for a name, e.g. "gequip8". The export will take place and you'll have a new .S3D file in your /zones subfolder (e.g. gequip8.s3d).

10. Copy the new .S3D file to your EQ folder. REMEMBER TO BACK UP THE ORIGINAL ONE FIRST!!!

11. Add an item to the items table in your database, and use the same "ITxxxxx" designation in the "idfile" field (e.g. IT15001). I believe you have to do this while the server is down. Make sure that the races, classes, and slots are set properly so you can equip it.

12. Log in and summon and equip the item. It should appear when you change your camera view.

Once I get the help file updated for OpenZone 6.3 I'll put it up.

EDIT: The changes were all internal, and looking at the help file shows that it's up-to-date. Expect OpenZone 6.3 shortly...

Last edited by Windcatcher; 09-23-2005 at 01:17 PM..
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