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  #1  
Old 06-05-2005, 04:17 AM
Oxalic
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Join Date: Aug 2004
Posts: 88
Default Can you use Everquest models?

How can you use the original everquest models with this? Can you?
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  #2  
Old 06-05-2005, 04:33 AM
Windcatcher
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I'm not quite sure I understand the question. I made sure that OpenZone cannot load EQ models for a couple of reasons. For EQ zones, I don't want people using OpenZone to modify SOE zones so they can cheat in EQLive. That isn't the purpose of the program, and I believe that allowing it to load EQ zones would inevitably lead to that end. Also, it would be illegal to distribute them, so there's no point anyway from the standpoint of making custom zones.

As far as using EQ models goes, the client can't load them either, because it would also be illegal to distrbute them (remember, a server with custom zones and/or models is useless unless the players have them as well). I've been very careful to make sure that OpenZone doesn't work with any of SOE's content (it can only export to the file format, not read from it). The client loads the models that it always does (that is, the player models and a few others), and any models it's told to load in the <zone>_chr.txt files. OpenZone doesn't have anything to do with that.

I would like to get OpenZone to the point where it can take mob models that we create and export them to .S3D. I've already written a partial parser for Anim8or files, and I've built a model in Anim8or with some animations. Soon I plan to try importing it and exporting it to .S3D to see how it works (from a technical standpoint I know it's possible, I just haven't had the time to try it, and I don't have any textures for it yet). If people in the community are able to create some mob models I think we can get to the point where we have the client using them in short order.
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  #3  
Old 06-05-2005, 06:50 AM
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KhaN
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Quote:
If people in the community are able to create some mob models I think we can get to the point where we have the client using them in short order.
I'll repeat myself again, but for this i (and other) need a schema of what are bones and such (something ala da vinca human schema with named bones and model structure)
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  #4  
Old 06-05-2005, 07:07 AM
Windcatcher
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Okay here's a snip out of my Anim8or model file that shows the bone structure:

Code:
figure { "figure01"
  bone { "root"
    length { 10 }
    diameter { 0.20000 }
    bone { "base"
      length { 33.78 }
      diameter { 0.20000 }
      influence { 0.25000 0.01000 0.11000 0.50000 0.01000 0.11000}
      namedobject { "object01"
        name { "namedobject02" }
        base {
          origin { (0 0 2) }
        }
        material { " -- default --" }
        weightedby { "base" }
        weightedby { "chest" }
        weightedby { "left_foot" }
        weightedby { "right_foot" }
        weightedby { "right_bicep" }
        weightedby { "left_bicep" }
        weightedby { "right_forearm" }
        weightedby { "left_forearm" }
        weightedby { "right_hand" }
        weightedby { "left_hand" }
        weightedby { "head" }
        weightedby { "right_hip" }
        weightedby { "right_thigh" }
        weightedby { "right_calf" }
        weightedby { "left_hip" }
        weightedby { "left_thigh" }
        weightedby { "left_calf" }
        weightedby { "right_shoulder" }
        weightedby { "left_shoulder" }
        weightedby { "left_toe" }
        weightedby { "right_toe" }
      }
      bone { "chest"
        length { 12.918 }
        diameter { 0.20000 }
        orientation { (-0.00064 0 0 1) }
        dof { "X" -30  0 90  }
        dof { "Y" -90  0 90  }
        dof { "Z" -35  0 35  }
        influence { 0.22113 4.5 4.856 0.62737 4.635 8}
        bone { "right_shoulder"
          length { 5.5 }
          diameter { 0.20000 }
          orientation { (-0.04648 0.05429 -0.65398 -0.75313) }
          dof { "X" -40  0 40  }
          dof { "Y" -90  0 90  }
          influence { 0.25000 0.80000 2 0.93750 0.80000 2.6}
          bone { "right_bicep"
            length { 8.3 }
            diameter { 0.20000 }
            orientation { (0.04041 -0.65130 0.10032 0.75107) }
            dof { "X" -90  0 120  }
            dof { "Y" -90  0 90  }
            dof { "Z" -135  0 45  }
            influence { 0.48811 2.07 5.561 0.72705 2.07 3.839}
            bone { "right_forearm"
              length { 7.76 }
              diameter { 0.20000 }
              orientation { (-0.14972 -0.72265 -0.01579 -0.67462) }
              dof { "X" -20  0 135  }
              dof { "Y" -90  0 60  }
              influence { 0.32048 1.872 3.104 0.70102 1.765 3.104}
              bone { "right_hand"
                length { 3.3 }
                diameter { 0.20000 }
                orientation { (-0.02817 0.17941 -0.11151 -0.97703) }
                dof { "X" -70  0 70  }
                dof { "Z" -30  0 30  }
                influence { 0.49986 1.9 2.7 0.87000 4 5.4}
                bone { "right_held"
                  length { 5 }
                  diameter { 0.20000 }
                  orientation { (0.43418 0.54902 0.57302 0.42628) }
                }
              }
            }
          }
        }
        bone { "left_shoulder"
          length { 5.5 }
          diameter { 0.20000 }
          orientation { (0.04267 0.05760 -0.65244 0.75444) }
          dof { "X" -40  0 40  }
          dof { "Y" -90  0 90  }
          influence { 0.25000 0.80000 2 0.75000 0.80000 2.6}
          bone { "left_bicep"
            length { 8.3 }
            diameter { 0.20000 }
            orientation { (-0.04348 -0.65233 0.09363 -0.75087) }
            dof { "X" -90  0 120  }
            dof { "Y" -90  0 90  }
            dof { "Z" -45  0 135  }
            influence { 0.50000 2.07 5.561 0.70798 2.07 3.839}
            bone { "left_forearm"
              length { 7.76 }
              diameter { 0.20000 }
              orientation { (0.16645 -0.69389 0.00594 0.70055) }
              dof { "X" -20  0 135  }
              dof { "Y" -60  0 90  }
              influence { 0.25125 1.872 3.104 0.70375 1.765 3.104}
              bone { "left_hand"
                length { 3.3 }
                diameter { 0.20000 }
                orientation { (-0.03081 -0.18083 0.17869 -0.96665) }
                dof { "X" -70  0 70  }
                dof { "Z" -30  0 30  }
                influence { 0.27500 1.9 2.7 0.91354 4 5.4}
                bone { "left_held"
                  length { 5 }
                  diameter { 0.20000 }
                  orientation { (-0.51829 0.51069 0.45458 -0.51375) }
                }
              }
              bone { "left_shield"
                length { 3 }
                diameter { 0.20000 }
                orientation { (-0.54033 0.61948 0.48180 0.30359) }
              }
            }
          }
        }
        bone { "neck"
          length { 2.295 }
          diameter { 0.20000 }
          bone { "head"
            length { 7.6958 }
            diameter { 0.20000 }
            orientation { (0.00082 0 0 1) }
            dof { "X" -20  0 45  }
            dof { "Y" -80  0 80  }
            dof { "Z" -45  0 45  }
            influence { 0.50000 4.669 6.795 0.75000 4.641 5.363}
            bone { "head_point"
              length { 1.6358 }
              diameter { 0.20000 }
            }
            bone { "guild"
              length { 8 }
              diameter { 0.20000 }
            }
          }
        }
      }
      bone { "right_hip"
        length { 3.4 }
        diameter { 0.20000 }
        orientation { (-0.66227 0.25068 -0.66908 -0.22557) }
        dof { "X" -20  0 20  }
        dof { "Y" -20  0 20  }
        dof { "Z" -20  0 20  }
        influence { 0.50000 0.50000 1.6 0.50000 0.50000 2}
        bone { "right_thigh"
          length { 16.2 }
          diameter { 0.20000 }
          orientation { (-0.07047 -0.99195 -0.10043 0.03121) }
          dof { "X" -40  0 30  }
          dof { "Y" -20  0 20  }
          dof { "Z" -85  0 60  }
          influence { 0.20500 2.946 5.462 0.83338 2.784 5.141}
          bone { "right_calf"
            length { 16.5 }
            diameter { 0.20000 }
            orientation { (-0.07203 -0.73333 -0.04002 0.67487) }
            dof { "X" -140  0 10  }
            dof { "Y" -20  0 20  }
            influence { 0.23500 2.304 5.036 0.74750 2.304 3.184}
            bone { "right_foot"
              length { 4 }
              diameter { 0.20000 }
              orientation { (-0.70870 -0.04164 0.05562 -0.70208) }
              dof { "X" -35  0 35  }
              dof { "Y" -20  0 20  }
              influence { -0.10870 2.704 3.259 0.50000 3.451 3.6358}
              bone { "right_toe"
                length { 3 }
                diameter { 0.20000 }
                dof { "X"  0  0 40  }
                influence { 0.25000 0.50000 1.9 0.75000 2.1 2.4}
              }
            }
          }
        }
      }
      bone { "left_hip"
        length { 3.4 }
        diameter { 0.20000 }
        orientation { (-0.67222 -0.24035 0.66244 -0.22700) }
        dof { "X" -20  0 20  }
        dof { "Y" -20  0 20  }
        dof { "Z" -20  0 20  }
        influence { 0.50000 0.50000 1.6 0.50000 0.50000 2}
        bone { "left_thigh"
          length { 16.2 }
          diameter { 0.20000 }
          orientation { (0.05920 -0.99323 -0.08929 -0.04481) }
          dof { "X" -40  0 30  }
          dof { "Y" -20  0 20  }
          dof { "Z" -60  0 85  }
          influence { 0.20500 2.946 5.462 0.82333 2.784 5.141}
          bone { "left_calf"
            length { 16.5 }
            diameter { 0.20000 }
            orientation { (-0.03437 0.62994 -0.08943 -0.77072) }
            dof { "X" -10  0 140  }
            dof { "Y" -20  0 20  }
            influence { 0.20875 2.304 5.036 0.74000 2.304 3.184}
            bone { "left_foot"
              length { 4 }
              diameter { 0.20000 }
              orientation { (0.05269 0.68424 -0.72634 0.03833) }
              dof { "X" -35  0 35  }
              dof { "Y" -20  0 20  }
              influence { -0.10872 2.704 3.259 0.50000 3.2214 3.6358}
              bone { "left_toe"
                length { 3 }
                diameter { 0.20000 }
                dof { "X"  0  0 40  }
                influence { 0.25000 0.50000 1.9 0.75000 2.1 2.4}
              }
            }
          }
        }
      }
    }
  }
}
Does this help?
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  #5  
Old 06-06-2005, 05:37 AM
KhaN's Avatar
KhaN
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Join Date: Mar 2004
Location: France, Bordeaux.
Posts: 677
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Yes, it help, even if, im not a coder and would have prefered a draw, but it will be enough, will just take me some time figure me all those code :p
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  #6  
Old 06-06-2005, 05:49 AM
Windcatcher
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Join Date: Jan 2002
Posts: 1,175
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I just sent you a PM. It's part of the Anim8or model I made earlier, the one I sent you. I tried posting it here, but posts are limited to 10,000 characters and the .AN8 file is way larger. The model itself isnt great, but the skeleton should be fine (and I have an .AN8 parser that can read it).
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  #7  
Old 06-06-2005, 11:38 AM
Oxalic
Sarnak
 
Join Date: Aug 2004
Posts: 88
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I'm just stupid. This comes with a number of models
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