Thread: [Project Moth]
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Old 04-11-2025, 05:18 PM
m0th
Fire Beetle
 
Join Date: Apr 2025
Posts: 18
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PROGRESS LOG (4/11/2025)

// Successfully edited LOADING / Character Select Zone entirely with old Radiant + OpenZone guide. (Tedious and buggy, the more I dug into it.)

// Awesome discussion with Xachery on voice chat regarding EQGZI, Manager and Quail to simplify the process with those tools after building a custom dinput8.dll (eq_core.dll) to inject the test zone into the game.
***EQG seems to be the way for anything new I am doing, should be no reason to continue to use sd3 files for new content - but may hit some hiccups on editting older zones.

//Setup LANTERN for Unity, giving me access to assets for building and customizing zones using already available textures and whatnots from the original trilogy.

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IDEAL PROCESS

-- LANTERN + Probuilder in Unity ---> Export to FBX
Import FBX into Blender, ensure validity with materials and whatnot and SAVE.

-- Generate zone using EQGZI Manager and overwrite the prefab blender file with the previous blender imported FBX file of the same name.

-- Convert to EQG file, place in EQ directory.
-- Rebuild eq core file to include new zone.
-- Update SQL zone database with new zone information.
-- Update eqStrID with string information for the new zone.
-- Test in game, debug, etc.
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