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  #1  
Old 03-30-2008, 01:00 PM
Necreia
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Join Date: Apr 2007
Posts: 6
Default S3D / Map File Format?

I'm working on a small project, and have the following question:

Does anyone happen to have a reference to or hard copy of the Everquest map / S3D file spec? I'm looking to load in an Everquest map in full and use it in another game engine just to play around.

I opened up OpenZone and looked at the 3SD.pas but have two problems with that direction.
1) My pascal is fairly week (mostly a C/C++ developer)- so it takes a while to break it down.
2) I want to be sure there is no other information missing
3) It's only lightly commented.

The old sources that I would expect this format to be posted on don't exist anymore for whatever reason, and running up really dry on searches.
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  #2  
Old 03-30-2008, 01:28 PM
mattmeck
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Editing EQ maps is something this community has stayed away from, would be too easy for someone to make a tunnel where one dont go, or bridges in POA etc.
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  #3  
Old 03-30-2008, 01:47 PM
Necreia
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Join Date: Apr 2007
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I see-- Reasonable concern.

So, that means that there is no server-side boundry checking? That would make sense due to the expensive nature of such a check.

Hmmm, well that really hampers my project a bit. Would posting/linking the format on the forums violate any rules, making this request futile? I'm not looking to edit the maps at all, just copy them into another format.

Is there a converter (consumeable as a library) that turns the map into a consumeable and documented third party format?
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  #4  
Old 03-30-2008, 01:47 PM
ChaosSlayer
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Join Date: May 2007
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Default

Quote:
Originally Posted by mattmeck View Post
Editing EQ maps is something this community has stayed away from, would be too easy for someone to make a tunnel where one dont go, or bridges in POA etc.
won't this cuase you to fall below world on server side, and be force relocated to safe spot?
just curious
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  #5  
Old 03-30-2008, 02:26 PM
GeorgeS
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Join Date: Sep 2003
Location: California
Posts: 1,474
Default

You can convert the zone into a .obj 3D file. (no textures) with zoneconverter - if that helps.

GeorgeS


Quote:
Originally Posted by Necreia View Post
I see-- Reasonable concern.

So, that means that there is no server-side boundry checking? That would make sense due to the expensive nature of such a check.

Hmmm, well that really hampers my project a bit. Would posting/linking the format on the forums violate any rules, making this request futile? I'm not looking to edit the maps at all, just copy them into another format.

Is there a converter (consumeable as a library) that turns the map into a consumeable and documented third party format?
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  #6  
Old 04-05-2008, 10:09 PM
Necreia
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Join Date: Apr 2007
Posts: 6
Default

Thanks George!

Does anyone happen to have a copy of eqengine or openEQ floating around?
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  #7  
Old 04-06-2008, 12:44 AM
AndMetal
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Join Date: Mar 2007
Location: Ohio
Posts: 648
Default

Quote:
Originally Posted by Necreia View Post
Does anyone happen to have a copy of eqengine or openEQ floating around?
Thanks to archive.org, you can still download what looks to be the source for OpenEQ: http://web.archive.org/web/200502120...openeq.tar.bz2
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  #8  
Old 04-06-2008, 03:56 PM
Necreia
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Join Date: Apr 2007
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Perfect! Thanks, this will be enough.

After looking at that and openzone, it's got enough information via code to complete the exporter.

Appreciate the help!
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  #9  
Old 04-09-2008, 09:58 PM
Kayot
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Bridges in POA, now that would be something.

What I'd like is a release of PoK with a huge reduction in poly counts, mainly because PEQ doesn't set the clip down and fog up in that area.
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