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  #1  
Old 04-25-2009, 08:53 PM
Tabidzukare
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Default Indeed

Quite right Steve,

While I still don't have access to it, the most that it could include is all PC/NPC models up through Kunark.

I know that this is not a quick solution for you, but I am waiting on a reply from WindCatcher to add export to .POV or .MS into his DZoneConverter, and in the mean time I'm looking for how to add those features myself. I couldn't even estimate how long it would take me to add the features, but it is in the works. The keys are there for us to take, we just have to know how to take them. If you know any sort of programming whatsoever we could try to tackle the problem together.

Kindest Regards~~
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  #2  
Old 04-30-2009, 11:25 PM
GeorgeS
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Default

I never really knew Kaiyodo, but back then in circa 2002-2003 when I found this site (eqemu) , he was gone, but made these cool utilities. I was into the models then (for 3d max) and made dozens years later. I worked with Windcatcher for years since on several projects. I feel he too may be working on other projects and has a busy schedule.

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Last edited by GeorgeS; 05-01-2009 at 07:27 AM..
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  #3  
Old 05-01-2009, 03:32 AM
Tabidzukare
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Default Hi George

Hi George,

Thanks so much for taking the time to post here. I can't even begin to imagine how busy you all are. I am sure that WindCatcher too has his plate completely full .


@Steve
I've since found a way to at least extract the zone's graphical data with it's textures as well as all weapons and armor graphics. It's still not model's for you, but at the minimum if you're interested in getting the armor textures and weapons, that's easy enough utilizing Kaiyodo's 'Model Viewer' that's bundled with a broken version of the HQ ZoneConverter available on GeorgeS's site. All you do it move over to the globel_equipX.s3d files and select individual models. Export to .POV or .MS as you'd like, and make sure you've previously extracted the textures from the appropriate .s3d (detailed in my above posting).

At least you can view all the items in a 3d Environment, however if you just want static images of the items GeorgeS himself has a fantastic item viewer, which has all the sorts of images you might be wanting as far as showing each weapon and various other items.

I hope any of this information is of use to you -__-.
Once again thanks to GeorgeS for even responding, it's absolutely incredible the tools you've created and I personally can't say enough thanks for the fact that their free.. Your tradeskill editor and quest tools are absolutely brilliant just as WindCatchers OpenZone program is. I only hope one day my programming knowledge is at a level to where I can contribute on a similar level instead of just using these invaluable resources for the starry eyed EverQuester.

Kindest Regards~~
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  #4  
Old 05-03-2009, 04:22 PM
OrisonSeven
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Default

Hey,
So, I know its been a while since my team has posted anything on here, there are a fre other threads we have mingled within, but anyways, we have been modeling tons of objects, zones, character/mob models, and so on and have a pretty decient library. So, to the point, after a long process of attacking the Simple Client with no avail, we decided to wait to use it for our fully 100% custom server/game, and decided to run with the current eqemu build.
I have been searching across the boards to see if there was a way to export the existing zones, mostly the old originals (gfay, freeport, commons, karanas, and so on) in order to revamp them while being able to build from a pre existing starting point. In other words, using tools such as 3ds max, maya, and Zbrush, we want to take the existing zones and overhall them without starting from scratch so as to keep the original feel and so on. We do not intend to use the textures, or have any of the objects remain unchanged/replaced with out own, (so as to avoid any legal stuff) but having a view of the existing to use as a static guide would be really helpful. Is there a way to do so? if textures are included and such, that is ok, but not necessary, just the structural layout.
Thanks for any input, and felt that this could be included within this thread as i dont know if Kay's model viewer (the smashed view of the zone) is the limit of export possibilities. If it is, then assembling the zone from such files would prove more of a task then actually starting from scratch.

*Side note, We currently have 5 zones in the works, all 100% custom, the only issues we have run into are the limitations of 3dsmax export (64k faces) which sucks especially after using a program for sculpting (Zbrush) where the poly count can be daunting (1 zone we created had to be re envisioned as the ground terrain mesh was 1.2 million polys but would account for the overall area of all of faydwer plus more and breaking it into pieces simply wasnt part of the vision). ok, seems like its time for me to start another thread as I am WAY off topic at this point. Sorry
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  #5  
Old 05-04-2009, 10:23 AM
Tabidzukare
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Default Hey Orison

Hey there,

I know I think I derailed this thread a bit. My apologies to Steve. My final post here then is this:


If that's what you're trying to do let me know and I'll let you know exactly what to do.

Kindest Regards~
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  #6  
Old 05-04-2009, 02:15 PM
OrisonSeven
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thats freeport correct. If u can import that into max then that is exactly what im looking for. Also to anyone who is lookin for some custom zones or content, If u give me/my team a general idea of what u want and whats in it, along with some sketches, we would be more then happy to create/build the zone for you and give you the max files/textures used for free. We are currently a little busy with the current zones we are creating, but if people want those once the screens are up, we may give those away as well tho that is more up to the team as a whole.
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  #7  
Old 05-04-2009, 11:57 PM
Tabidzukare
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Default Guide Up

Hi Orison,

Ok, I thought so, I just posted a quick guide up with links and downloads for your use. If you need more information or run into difficulties let me know and I'll clear it up in that thread. Sorry again to Steve for such blatant hi-jacking.

Kindest Regards~~
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