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Development::Development Forum for development topics and for those interested in EQEMu development. (Not a support forum) |
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01-13-2008, 08:26 PM
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Administrator
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Join Date: Sep 2006
Posts: 1,348
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I gave it a shot tonight: http://i8.photobucket.com/albums/a2/...broodlands.jpg
The blue is water, the red stuff is lava, the off-white stuff is other stuff. Only tried it on broodlands so far...
I'm pretty sure that data block after the material list is probably info from that material list, just cause I can't imagine it being entirely a BSP tree when the materials looks structured like, one of the water planes as an example:
Code:
Found material layer: watertable-swmp
Found Shader file: Opaque_MaxWater.fx
Found material sub layer: e_TextureDiffuse0
Found Texture file: swmp_screenA.dds
Found material sub layer: e_TextureNormal0
Found Texture file: rc_cavewater_n.dds
Found material sub layer: e_TextureEnvironment0
Found Texture file: ra_watertest_e_01.dds
Found material sub layer: e_fFresnelBias
Found material sub layer: e_fFresnelPower
Found material sub layer: e_fWaterColor1
Found material sub layer: e_fWaterColor2
Found material sub layer: e_fReflectionAmount
Found material sub layer: e_fReflectionColor
Found material sub layer: e_fSlide1X
Found material sub layer: e_fSlide1Y
Found material sub layer: e_fSlide2X
Found material sub layer: e_fSlide2Y
The things like fresnel bias and fresnal power and colors have to be stored somewhere in there.
...but it's of course just a theory of mine I can't prove it.
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01-14-2008, 05:01 AM
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Hill Giant
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Join Date: Jun 2006
Location: New York City
Posts: 180
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Brilliant code Derision!
Grabbed the latest Win32 compile (1073), put all the watermaps in the /maps folder and set the rules in the database. Zoned to POK and grabbed my fishing pole to test it out. I couldn't fish for landsharks any longer!! Actually had to be near water for fishing to work as it should.
Thanks for another sweet fix!
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01-14-2008, 10:29 AM
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AX Classic Developer
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Join Date: May 2006
Location: filler
Posts: 2,049
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Quote:
Originally Posted by Zandig
Brilliant code Derision!
Grabbed the latest Win32 compile (1073), put all the watermaps in the /maps folder and set the rules in the database. Zoned to POK and grabbed my fishing pole to test it out. I couldn't fish for landsharks any longer!! Actually had to be near water for fishing to work as it should.
Thanks for another sweet fix!
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LoL! landsharks.
It really is nice- the land hopper and water fixes, just added so much more to the game (not to mention all the extra "playable" zones). I've been playing me a necro, got him to level 35 - Things have really changed since the first time I tried to play EqEmu.
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01-14-2008, 11:00 AM
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Hill Giant
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Join Date: Jun 2006
Location: New York City
Posts: 180
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Definitely Angelox.
The hopping mobs and water fixes make this emu a much, much better experience.
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01-20-2008, 01:33 AM
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AX Classic Developer
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Join Date: May 2006
Location: filler
Posts: 2,049
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Derision;
I've been doing some work in Crystal Caverns.
Down at the bottom, where I used to camp stags and spiders, there were "velium crawlers" that lived in the water and were pretty active. In the area of the pond at the bottom of the waterfall- if you got too close to the pond side, and a crawler happend to roam close by, you'd have him wailing on you. This pond area seems to have dead spots that stick the roamer/crawlers, I also seem to not be able to place a waypont up close to the surface - all waypoints stick to the floor. I've made work arounds to all this, but would be nice if some of those roamers could swim closer to the surface. Also, they should be able to swim up and down the water fall, but that ends up in stuck npcs too. I'm wondering if anything can be done here.
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01-20-2008, 05:07 AM
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Developer
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Join Date: Feb 2004
Location: UK
Posts: 1,540
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Quote:
Originally Posted by Angelox
.... all waypoints stick to the floor.
Also, they should be able to swim up and down the water fall, but that ends up in stuck npcs too. I'm wondering if anything can be done here.
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Have you got all the watermap options set to true ?
Code:
INSERT INTO `rule_values` (`ruleset_id`, `rule_name`, `rule_value`) VALUES
(1, 'Watermap:FishingRodLength', '30.0000000'),
(1, 'Watermap:FishingLineLength', '40.0000000'),
(1, 'Watermap:CheckWaypointsInWaterWhenLoading', 'true'),
(1, 'Watermap:CheckForWaterAtWaypoints', 'true'),
(1, 'Watermap:CheckForWaterWhenMoving', 'true'),
(1, 'Watermap:CheckForWaterOnSendTo', 'true'),
(1, 'Watermap:CheckForWaterWhenFishing', 'true'),
(0, 'Watermap:CheckForWaterWhenFishing', 'true');
I made a quick grid with the options set as above and the waypoints stayed where I was when I made them, and also the test mob I put on this grid was able to go up and down the waterfall:
Code:
INSERT INTO `grid_entries` (`gridid`, `zoneid`, `number`, `x`, `y`, `z`, `heading`, `pause`) VALUES
(1111, 121, 1, 706.235, -417.383, -551.655, 0, 0),
(1111, 121, 2, 708.101, -337.408, -548.815, 0, 0),
(1111, 121, 3, 685.31, -249.826, -549.293, 0, 0),
(1111, 121, 4, 703.242, -187.927, -542.466, 0, 0),
(1111, 121, 5, 700.763, -170.519, -521.247, 0, 0),
(1111, 121, 6, 702.629, -126.22, -510.711, 0, 0),
(1111, 121, 7, 702.021, -77.0293, -509.5, 0, 0),
(1111, 121, 8, 705.77, -132.328, -510.866, 0, 0),
(1111, 121, 9, 709.999, -170.494, -523.353, 0, 0),
(1111, 121, 10, 693.676, -210.146, -554.858, 0, 0),
(1111, 121, 11, 717.426, -289.927, -550.887, 0, 0),
(1111, 121, 12, 721.788, -340.649, -550.258, 0, 0),
(1111, 121, 13, 725.448, -383.212, -549.731, 0, 0);
This was with the 1080 code BTW, not that it should matter.
Last edited by Derision; 01-20-2008 at 01:09 PM..
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01-20-2008, 05:23 AM
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AX Classic Developer
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Join Date: May 2006
Location: filler
Posts: 2,049
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Yea, my rules were screwy, thanks. Hope anyone who copied my rules, knows to fix them.
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