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Old 01-27-2005, 01:55 PM
wyndam
Fire Beetle
 
Join Date: Jan 2005
Posts: 7
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Heyas -- new to the boards.

I've spent some time working on the EQ .wld format files attempting to decode them, and it sounds like the entire structure of the file format has already been mapped out. Any chance there's a reference to this information somewhere? Source code is also fine.

My goal is to be able to import the zone and character models into Blender so I can render some images for tactical maps and the like. However, there's two problems.

One is that it is my understanding WLD armatures define the X-axis to travel down the length of the bone. Blender defines this as the Y-axis instead. I had lots of fun dealing with the Quaternions, but I got the meshes to deform properly by brute force. However, this won't work at all for the skeleton animations because of this difference in definiton.

Second is that I have NO idea how to even unpack the EQG files into useable files, much less attempt to decode the format just yet. If someone could point me in the direction of how I can unpack the files it would be grand. Beyond that, I'd love to get cracking on the file formats for the new zones and models.
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