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

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  #1  
Old 06-16-2014, 06:31 PM
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Thank you for the help Zaela. Much appreciated.

Just to show what I am working on, this is my latest work in building a moba-style server. The layout & concept was inspired by League of Legends and will resemble it as much as legally possible. This has not been imported yet however I'll be trying my best to work this in as the cornerstone zone for matches. I've put roughly 22 hours into this map so far.

- The beginning of the geometry & texture mapping.


- Got some shiny rocks and a tree!


- Getting closer to finishing.

-

-



More shots on the next post.
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Old 06-16-2014, 06:32 PM
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  #3  
Old 06-16-2014, 07:01 PM
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I wondered why you were asking me about how EQG Regions worked the other day, I didn't know it would be to drown the elves.
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Old 06-16-2014, 07:09 PM
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It didn't like my textures. I suppose I should work with DDS. Being used to openzone, I've been saving all my textures in 24-bit bmp's. I'll also need to adjust the scale a bit.

http://xonos.net/zone/ss10.png
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Old 06-16-2014, 07:19 PM
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Quote:
Originally Posted by Packet View Post
It didn't like my textures. I suppose I should work with DDS. Being used to openzone, I've been saving all my textures in 24-bit bmp's. I'll also need to adjust the scale a bit.

http://xonos.net/zone/ss10.png
These aren't the greatest looking textures, but you can try some of these as temporary place holders if you want. You could also just rip textures from a s3d zone files as well and use those for now until you find or create custom textures of your own if your planning to share this zone map later.

http://www.eqemulator.org/forums/showthread.php?t=38290
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Old 06-16-2014, 08:01 PM
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Originally Posted by knowom View Post
Packet are those in game EQ screenshots or are they renders of a zone in Blender or something?
They're renders from 3ds Max 2015. The only thing that I am uncertain about is how well the foliage will look in-game once I correct the texture format. I'm not entirely certain how alpha masking has changed within EQG's so I'm going to assume that it still uses the old black n' white masking. We'll see.

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Originally Posted by knowom View Post
Looks pretty amazing, but a bit cartoonish WoW/Disney stylized a bit which look a bit like as well.
It's easier for me to make and realism isn't my goal here to be honest.

In all seriousness, I love Zaela for this tool. I've been needing it for years. lol
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  #7  
Old 06-17-2014, 12:20 AM
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Quote:
Originally Posted by Packet View Post
I'm not entirely certain how alpha masking has changed within EQG's so I'm going to assume that it still uses the old black n' white masking. We'll see.
Okay well looking at some things it appears it just uses the alpha channel for transparency like some kind of reasonable thing. Too used to S3D format myself, I expected some kind of wrinkle ;p Haven't tested in-game but seems likely.
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  #8  
Old 06-16-2014, 08:37 PM
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Quote:
Originally Posted by Packet View Post
It didn't like my textures. I suppose I should work with DDS. Being used to openzone, I've been saving all my textures in 24-bit bmp's. I'll also need to adjust the scale a bit.

http://xonos.net/zone/ss10.png
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  #9  
Old 06-16-2014, 09:08 PM
Zaela_S
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Quote:
Originally Posted by Packet View Post
It didn't like my textures. I suppose I should work with DDS. Being used to openzone, I've been saving all my textures in 24-bit bmp's. I'll also need to adjust the scale a bit.
PNG textures should work fine, probably preferable to DDS or BMP. The test model and texture you gave me earlier worked fine -- note that the tool expects the texture files to be in the same folder as the .obj file when you import.

I'm not sure how EQG zones handle masking yet (if it's a material property, I haven't come across it, and if it's a per-triangle flag bit, that would be a bit dumb).
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Old 06-16-2014, 09:34 PM
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Not sure if this is what you were talking about exactly but crescent has some alpha materials.
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  #11  
Old 06-16-2014, 09:40 PM
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Quote:
Originally Posted by Secrets View Post
----------------
You made me choke on my dinner when I saw this.

Quote:
Originally Posted by Zaela_S View Post
PNG textures should work fine, probably preferable to DDS or BMP. The test model and texture you gave me earlier worked fine -- note that the tool expects the texture files to be in the same folder as the .obj file when you import.

I'm not sure how EQG zones handle masking yet (if it's a material property, I haven't come across it, and if it's a per-triangle flag bit, that would be a bit dumb).
Agh! I'm a fool. I've got all my textures in sub-folders.
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  #12  
Old 06-16-2014, 09:52 PM
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Quote:
Originally Posted by KLS View Post
Not sure if this is what you were talking about exactly but crescent has some alpha materials.
Could be! I'll have to take a look later.

Quote:
Originally Posted by Packet View Post
Agh! I'm a fool. I've got all my textures in sub-folders.
I might make it look for the textures at the paths listed in the .obj before defaulting to same-folder in the next update. Just wanted to make sure people could move things around or trade export files across machines and still have it work consistently.
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