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Development::Tools 3rd Party Tools for EQEMu (DB management tools, front ends, etc...)

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  #1  
Old 04-07-2015, 12:18 AM
Zaela_S
Hill Giant
 
Join Date: Jun 2012
Posts: 216
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Quote:
Originally Posted by lakedoo23 View Post
Zaela, I was going to attempt reverse engineering the EQG format, but I was hoping you might have some documentation laying around?
Which part(s)?

The .eqg archives themselves are just differently-named .s3d archives. Several tools and sources around for opening those, although I could write something up quick about it.

If you're talking about the file types found particularly in .eqg-based stuff (.zon, .ter, .mod, .mds, .ani, etc) I could write up a bit about those too, they're all fairly straightforward.
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  #2  
Old 04-07-2015, 05:37 AM
KLS
Administrator
 
Join Date: Sep 2006
Posts: 1,348
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The project has several zone utilities (https://github.com/EQEmu/zone-utilities) as well that includes code for reading all the known formats and are largely complete other than things we don't care about like animation.

Not exactly documentation but can be useful if you're trying to reverse any of the formats.
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  #3  
Old 09-27-2015, 08:31 PM
Tyen05
Discordant
 
Join Date: Mar 2009
Location: eqbrowser.com
Posts: 309
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Ran into a small issue, wanted to see if there is any advice.

So gonna run through some images. Basically I took an edge of a hill and stretched it out to create a ramp.

First pic is me stretching it out in Maya.
Second pic is importing the obj to the EQG file.
Third pic is the viewer showing my edit.
Fourth pic is ingame where the edit is not showing up.

Basically my question is, when I edit a zone and import it, is there another step to make those edits show up? I've removed the .s3d so its just my editted .egc in my EQ directory.











The object I'm trying to import is here: http://eqbrowser.com/misc/crushboneramp.obj
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  #4  
Old 08-03-2017, 04:26 AM
Gnomish1987
Fire Beetle
 
Join Date: Dec 2010
Posts: 9
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I'm looking to make minor additions to a few old .s3d zones for my own use, such as adding extra alleyways, buildings, caves, etc. for things like new guildhalls in cities. However, a (rather sloppy) test with EQG Zone Importer quickly reminded me that objects and water are lost in the conversion from .s3d to .eqg, unfortunately.

OpenZone doesn't seem to be an option because the documentation is so outdated/sparse and it doesn't allow importation of .s3d files, but on the other hand, EQG Zone Importer's conversion process leaves the zone unusable due to lack of objects and water.

Is there some way of achieving what I want either through EQG Zone Importer or a combination of it and OpenZone? Again, I want to make additions to .s3d city zones without losing objects/water. (I'm not interested in modifying the newer .eqg zones instead, as my goal is to make new landmarks using the blocky, distinctive aesthetic of zones from Classic through Velious.)

Maybe I ought to make a standalone thread...
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  #5  
Old 02-07-2021, 08:41 PM
jim001
Fire Beetle
 
Join Date: Apr 2019
Location: A.Z.
Posts: 3
Default S3D Zone Exporter v0.2 && EQG Zone Importer 1.2

Does anyone know if there are any later versions of these?
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