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  #1  
Old 08-31-2012, 10:15 PM
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Tabasco
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It would probably be more valuable to make a client that can authenticate and enter a world first. From there you can just use placeholders as you develop your modelling pipeline. At that point you have the real beginnings of a functional client instead of a model viewer.

The work on the various file formats is excellent, but considering that eqemu is probably the most successful open source MMO, a client that doesn't have a bunch of non-free attachment or lawsuit risk would be incredible.
Asset creation is daunting but at the point you have a cube running around inside a box and can see and interact with other cubes, community involvement would probably take over. You could even borrow quite a bit from a place like opengameart.org. Asset creation is hard, but it's a process, and if I can model and rig a character in blender, anyone can.
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  #2  
Old 08-31-2012, 11:17 PM
PixelEngineer
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Quote:
Originally Posted by Tabasco View Post
It would probably be more valuable to make a client that can authenticate and enter a world first. From there you can just use placeholders as you develop your modelling pipeline. At that point you have the real beginnings of a functional client instead of a model viewer.

The work on the various file formats is excellent, but considering that eqemu is probably the most successful open source MMO, a client that doesn't have a bunch of non-free attachment or lawsuit risk would be incredible.
Asset creation is daunting but at the point you have a cube running around inside a box and can see and interact with other cubes, community involvement would probably take over. You could even borrow quite a bit from a place like opengameart.org. Asset creation is hard, but it's a process, and if I can model and rig a character in blender, anyone can.
If I am not mistaken, this was the basis for Windcatcher's Simple Client. That project was fantastic but I would really love to support the actual zones of EverQuest and I don't think it would be legally problematic unless copyrighted materials were modified.

Take a look at all of these open source engine recreations: http://en.wikipedia.org/wiki/Game_engine_recreation

I doubt very many of them have run into legal trouble. That being said, I am really not that far away from the transition between zone viewer to client. I realize how much work will need to get done for it to be a full blown client but it is still a goal will work towards. I can't wait for the day when I can stop working on the graphics side and focus on the actual client game programming.

My posting the link to reddit wasn't the greatest idea (especially on my actual account) but I was proud of what I had and wanted to share. I think people there are hopeful for what this project can really be, as am I. Regardless, I want my contribution to this community to be an open source client that people can use for whatever they want.

Cheers
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  #3  
Old 09-01-2012, 12:25 AM
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Tabasco
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You've got plenty to be proud of, the engine is good work. It's not precisely open source at this point, but that's your call.

We have no way of knowing whether or not SOE will pull a page from Blizzard's playbook, but that's not the point. Eqemu is a server framework that can be devoid of non-free content but it's bound to a non-free, evolving client.
Windcatcher's client was in delphi and never worked without a custom login server as far as I know, so it's a pretty poor example.
I just hate to see a promising project consumed by the hassles of backward compatibility with a client that already does a pretty good job of representing the nostalgia of classic EverQuest.
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  #4  
Old 09-01-2012, 04:44 AM
PixelEngineer
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Quote:
Originally Posted by Tabasco View Post
You've got plenty to be proud of, the engine is good work. It's not precisely open source at this point, but that's your call.

We have no way of knowing whether or not SOE will pull a page from Blizzard's playbook, but that's not the point. Eqemu is a server framework that can be devoid of non-free content but it's bound to a non-free, evolving client.
Windcatcher's client was in delphi and never worked without a custom login server as far as I know, so it's a pretty poor example.
I just hate to see a promising project consumed by the hassles of backward compatibility with a client that already does a pretty good job of representing the nostalgia of classic EverQuest.
The client isn't open source because I am ironing out the ugly details in my code. Any programmer of an open source program knows that it is often a daunting process of sending your code out for public scrutiny.

I understand the concerns of backwards compatibility but here's my thoughts:
- I want this project to be compatible with old hardware.
- I want to have this client run as fast as possible.
- I want this client to run on all platforms (including Android and iOS)

and most importantly,

- I want this project to teach me about graphics and game programming.

That's about it. I do appreciate the feedback and criticisms.

Cheers
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  #5  
Old 09-11-2012, 03:16 PM
PiB
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First poster here, also working on re-creating a EQ client using OpenGL. Seems to be a popular pastime here

PixelEngineer, are you using backface culling? I have tried to turn it on but this removes a lot of faces that should be visible:



When backface culling is disabled:



Looks like the normals and winding order of many faces are wrong in the s3d files. Or maybe there's some flag to invert them that I overlooked? In Blender, the normals of the Pedestal are pointing down instead of up:



I could just leave it disabled but this sometimes causes z-fighting (look at the water in the second image).
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  #6  
Old 09-11-2012, 03:34 PM
KLS
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If you know the order of the vertices you can just calculate your own normals (hint: you do!) which is what we do in azone for .map files.
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  #7  
Old 09-12-2012, 04:17 AM
PiB
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I know how to calculate face normals, but I think the order of the vertices in the file is wrong. Half of the faces use clockwise order (first picture) while the other half use anti-clockwise order (second picture).

The reason I mentioned the normals is that, if all the normals were pointing in the right direction I could detect which faces have the wrong order and change it. Unfortunately it seems faces specified clockwise have wrong normals and vice versa.



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