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      | Development::Development Forum for development topics and for those interested in EQEMu development. (Not a support forum) | 
    
    
   
   
   
   
   
   
   
   
		 
	 
 
	
	
		
	
	
	
		
		
		
			
			 
			
				09-09-2011, 07:59 PM
			
			
			
		  
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				global_chr.wld to global_chr.obj
			 
			 
			
		
		
		
		Zone converter 1.1 BETA = error (nothing to save) 
VBZCLib 1.3.0 = error (Subscript out of range)
 
I am able to convert zones like ecommons to an .obj but I'm looking to export the actual character models themselves.
 
Anyone able to lend wisdom?
 
I've been documenting what I'm doing here:  http://www.fohguild.org/forums/game-...e-console.html 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				09-09-2011, 10:29 PM
			
			
			
		  
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		I'm reading through old 2002 stuff and Kyu mentions chequip.s3d. 
 
i don't have this 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				09-09-2011, 10:33 PM
			
			
			
		  
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		That chequip.s3d should be available on earlier everquest CD's from ages ago. It's the main file you need for what you're doing. 
 
GeorgeS 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				09-09-2011, 10:35 PM
			
			
			
		  
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		Thanks George, I've been scouring the net. 
	Quote: 
	
	
		
			
				I'm in the processing of getting a copy of this chequip.s3d myself.  
 
Once you've obtained a copy here's what you do.  
 
Open Kaiyodo's Model Viewer 
Select 'chequip.s3d' from the left-most dialogue box 
Click 'Load from .s3d' at the bottom of said Dialogue Box 
Select the .spk file of your choosing to see in the viewer 
Extract the model to .POV format OR .MS format with skins 
Load the object in the program of your choice 
Render the object
			
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				09-10-2011, 03:55 AM
			
			
			
		  
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				09-10-2011, 04:19 AM
			
			
			
		  
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		Unity is a lot of fun.    
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				09-10-2011, 04:53 AM
			
			
			
		  
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		I need to figure out animations now. 
Can anyone be of assistance?
   
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				09-10-2011, 06:45 AM
			
			
			
		  
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		.mdf and .sps what are those? 
 
Texturing these things is next on my list of things to start doing. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				09-10-2011, 08:14 AM
			
			
			
		  
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		some 2003 stuff posting here for reference 
	Quote: 
	
	
		
			
				IMPORTING MODELS INTO 3DMAX 
 
1. Start EQ Model Viewer 
 
2. The left column, when properly configured, will display all of the *.S3D files in your /EverQuest/ directory. Select "gequip3.s3d" and click the "LOAD S3D" button on the bottom of that column. 
 
3. You should see "gequip3.wld" show up in the upper right column under "Model Files". Make sure it is highlighted/selected and hit the "LOAD MODEL" button. 
 
4. All of the models in gequip3.wld are now displayed in the lower right column. Make sure only show selection is checked and scroll down to *IT10025_DMSPRITEDEF" - highlight this model. 
 
5. In the viewport window, you should now see Seru's Sword of Truth (that badass sword they gave him just for looks). 
 
6. Above the object selection window are a set of controls (wire mode, only show selection, etc.). Click the EXPORT button. And Export Options window will appear. 
 
7. Select MAXSCRIPT FORMAT, Export Skin, and leave scale at 1.00000 
 
8. Press SAVE... and name your file. 
 
9. You show now have a filename.ms and filename.dat in your saved directory. 
 
== OPTIONAL - You currently have the raw MODEL but no textures, continue on to get those also == 
 
10. Using Notepad or 3dMax (I suggest Notepad), open the filename.ms and you will see something like the following: 
 
-- START OF MODEL 
fp = openFile "sword7-noskin.dat" mode:"r" 
if fp != undefined then 
( 
-- START OF OBJECT 
undo off 
( 
try 
( 
try 
( 
Mat = MultiMaterial() 
Mat.numsubs = 4 
Mat[1] = StandardMaterial name:"Slot1" 
Mat[1].DiffuseMap = BitmapTexture filename:"1025BLDBLUE.DDS" 
assignNewName Mat[1].DiffuseMap 
ShowTextureMap Mat[1] Mat[1].DiffuseMap true 
Mat[2] = StandardMaterial name:"Slot2" 
Mat[2].DiffuseMap = BitmapTexture filename:"IT10025HLT.DDS" 
assignNewName Mat[2].DiffuseMap 
ShowTextureMap Mat[2] Mat[2].DiffuseMap true 
Mat[3] = StandardMaterial name:"Slot3" 
Mat[3].DiffuseMap = BitmapTexture filename:"IT10025HAFT.DDS" 
assignNewName Mat[3].DiffuseMap 
ShowTextureMap Mat[3] Mat[3].DiffuseMap true 
Mat[4] = StandardMaterial name:"Slot4" 
Mat[4].DiffuseMap = BitmapTexture filename:"IT10025POM.DDS" 
assignNewName Mat[4].DiffuseMap 
ShowTextureMap Mat[4] Mat[4].DiffuseMap true 
) 
catch 
( 
format "An Exception occurred during Material setup\n" 
) 
 
try 
( 
 
format "Creating object IT10025_DMSPRITEDEF\n" 
 
Obj = mesh NumVerts:478 NumFaces:454 
Obj.Name = "IT10025_DMSPRITEDEF" 
Obj.Mat = Mat 
SetNumTverts Obj 478 false 
BuildTvFaces Obj false 
 
local tempx,tempy,tempz 
for i=1 to 478 do 
( 
tempx = ReadValue fp	-- Vertex positions 
tempy = ReadValue fp 
tempz = ReadValue fp 
SetVert Obj i tempx tempy tempz 
tempx = ReadValue fp	-- UVs 
tempy = ReadValue fp 
SetTVert Obj i [tempx, tempy, 1.0] 
) 
 
local index0,index1,index2 
for i=1 to 454 do 
( 
index0 = ReadValue fp 
index1 = ReadValue fp 
 
index2 = ReadValue fp 
SetFace Obj i index0 index1 index2 
SetTVFace Obj i [index0, index1, index2] 
) 
 
local tmap,faceindex 
for i=1 to 454 do 
( 
faceindex = ReadValue fp 
tmap = ReadValue fp 
SetFaceMatId Obj faceindex tmap 
) 
 
Update Obj 
) 
catch 
( 
format "An Exception occurred during Geometry setup\n" 
) 
) catch (format "An unknown exception occurred during import\n") 
) -- undo off 
-- END OF OBJECT 
 
-- END OF MODEL 
close fp 
) 
else 
( 
format "Error loading data file.\n" 
) 
 
11. Search for Mat[#].DiffuseMap = BitmapTexture filename:"*.DDS" 
 
12. Each .DDS file is basically a bitmap of the material used to texture the object. To texture it in max (if you want it exactly as it is in game), you will need to extract those *.DDS files into the same directory as the .MS and .DAT files. 
 
13. To do this, I use EQInside. Load up the SAME *.S3D file you generated the maxscript from. When the S3D is load, you will see its contents in the right column. Highlight the needed materials (in this case 1025BLDBLUE.DDS, IT10025HLT.DDS, IT10025HAFT.DDS and IT10025POM.DDS) seperately, and under the ARCHIVE menu is "SAVE DATA". Save that .DDS to the same directory as your *.MS and .DAT 
 
14. Continue this for any remaining textures/materials. 
 
15. Load 3D Max (I use R5) 
 
16. In the menu (File, Edit, Tools, Group, etc) is "MAXscript". Select MAXscript >> Run Script... and load your filename.ms into 3dMax. 
 
17. Left click-dragging your mouse inside the modeling window will now create the model (in my experience they're usually very small - so you may need to zoom). You'll know it's created when the model number appears as the object name. 
 
18. Edit, Render, do whatever... you are done. 
 
You can now save ANY EQ model to .max, .lwo or any other format that your version of Max will allow you to export. 
 
 
** This has only worked on individual object models in Everquest. I have not seen or been able to export/render a zone into Max **
			
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				09-10-2011, 08:24 AM
			
			
			
		  
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		step 11 is bunk. 
need to find out how to make it to where this 3ds textures the model so I can save it to an .obj and have a textured dragon model in unity
   
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				09-10-2011, 09:20 AM
			
			
			
		  
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				09-10-2011, 05:33 PM
			
			
			
		  
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		the .dds files in the "ActorEffects" folder, I assume it's the animations I'm looking for? 
 
 
Is there any conversion I need to do, to connect these to models? Is there any insight from any experienced pals on this animation stuff and getting it into max? 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				09-10-2011, 11:16 PM
			
			
			
		  
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		If anyone wants to start texturing, here is all the assets, including the textures and the .obj models. 
put it in C:\Documents and Settings\All Users\Documents(or shared documents)\Unity Projects\eq
  
Moderator Edit: Copyrighted Materials.  
		
	
		
		
		
		
		
		
		
		
		
		
						  
				
				Last edited by KLS; 09-11-2011 at 04:54 PM..
				
				
			
		
		
	
		
		
	
	
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				09-11-2011, 12:52 AM
			
			
			
		  
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		I need to figure out how to scale these textures appropriately. 
 
There is "tiling" on the bottom right of my above image, but setting the number does nothing =/ 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				09-11-2011, 03:50 AM
			
			
			
		  
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		Waits for Sony....... 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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