Go Back   EQEmulator Home > EQEmulator Forums > Development > Development::Tools

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

Reply
 
Thread Tools Display Modes
  #1  
Old 08-15-2014, 02:12 PM
knowom's Avatar
knowom
Discordant
 
Join Date: Jun 2006
Posts: 371
Default

I'm curious if people would be interested in a zone like this if I could design one relatively well in Blender. It would be a little different and not 100% accurate, but generally rather familiar for example I'd knock out a few walls to create pathways to the different mirrored world layouts.

I'd also use the left and right water inlets as a shipping routes pathway to connect the left half to right half among other things. Could also easily knock out 2-4 walls in the middle undecided. In terms of porting druid rings and wizard spires outside the dungeons would probably make a lot of sense.

[IMG][/IMG]
__________________
"We are all on the same team, and I think not enough people realize this."
- Leetsauce
Reply With Quote
  #2  
Old 08-16-2014, 04:18 AM
Packet's Avatar
Packet
Hill Giant
 
Join Date: Jun 2010
Location: Omicron Percei-8
Posts: 106
Default

Quote:
Originally Posted by knowom View Post
I'm curious if people would be interested in a zone like this if I could design one relatively well in Blender.
Good luck.

Quote:
Originally Posted by Zaela_S View Post
A rigged model with an animation for me to test with would be helpful. Been burned out a bit lately, haven't accomplished much. The prospect of having to both figure out a format and how to make animations in blender (I have a skeleton hooked up to a cube at least... I think) is just daunting enough to hold me back ;p Need both to test either.
Preferred format? I have a few bipedal models that have some rigs and basic animations. It seems like (from my observation of OpenZone & Anim8or conversion) that there are specific sequence names per animation in the set. For instance, the idle animation/sequence would be:

standing_c_100_p01

death animation would be: death_n_100_d05

Without the standing_c_100_p01 sequence, the model comes in as a regular human. I'm not sure if this helps as I don't understand the logic behind the OZ conversion. But I do understand being burned out. My projects typically wear in on me as well which is why I am taking my time with this one. One piece at a time, a little a day... otherwise, I'd become distracted by the nearest shiny object.
__________________
Packet Loss
Current project:
Dark Horizons

Formerly "Richardo"
Reply With Quote
  #3  
Old 08-16-2014, 01:24 PM
knowom's Avatar
knowom
Discordant
 
Join Date: Jun 2006
Posts: 371
Default

Quote:
Originally Posted by Packet View Post
Good luck.
Thanks think I've got a good planned method on how to go about it in mind starting with a 2D layout basically using square tile faces and subdividing. I'll try to add dimension by extruding and such later and other details, but gotta start someplace. Doesn't look like much yet, but chipping away at the layout slowly. Fairly time consuming carefully counting the tiles to try to ensure they are accurate as they can be at least initially may deviate a bit later so it's not just a carbon copy in 3D. Anyway I'm starting off by removing the water terrain initially. Then I'll try to get the base terrain layout down a bit roughly. I gotta chip away at it in stages otherwise it would just end up being a sloppy mess.

Sneak peak at what I've got started doesn't look like much, but counting those tiles is a real pita, but it's starting to take shape a bit so I'm pretty happy with results thus far.
__________________
"We are all on the same team, and I think not enough people realize this."
- Leetsauce
Reply With Quote
  #4  
Old 08-17-2014, 01:27 PM
Packet's Avatar
Packet
Hill Giant
 
Join Date: Jun 2010
Location: Omicron Percei-8
Posts: 106
Default

Quote:
Originally Posted by knowom View Post
but counting those tiles is a real pita, but it's starting to take shape a bit so I'm pretty
Whenever you're ready to texture that, let me know. I can show you some UV mapping techniques that will make things a lot easier for you.
__________________
Packet Loss
Current project:
Dark Horizons

Formerly "Richardo"
Reply With Quote
  #5  
Old 08-17-2014, 07:12 PM
knowom's Avatar
knowom
Discordant
 
Join Date: Jun 2006
Posts: 371
Default

Quote:
Originally Posted by Packet View Post
Whenever you're ready to texture that, let me know. I can show you some UV mapping techniques that will make things a lot easier for you.
Yeah defiantly will do once I get to that point. Not trying to rush it I want to get it looking as a right as I possibly can.

Another update btw just finished up with the last bit of water. I also cleaned up the boarder is it starting to look a bit more familiar?


Don't mind the extra stuffs in the background that's mostly just there in case I accidentally screw something up. Here's a peak at how the mountain terrain is beginning to take shape very #Minecraft reminiscent for time being. I just want to get the general layout structure across initially. After that I can work toward beveling, smoothing, fracturing, and contorting it to give it character.



Another screenshot on how it's starting to look. It's defiantly getting closer in feel. I'm pretty glad I decided to give this a try time consuming, but feels worth the time investment. A new yet old yet different type of nostalgia than we've been accustomed to in EQemu. Populating it with spawns will be interesting to say the least. It'll be kind of fun just experimenting with that I think.


New screenshot I'd estimate about 2/5's of this stage of development for the mountain terrain is done with. The sections are defiantly beginning to look more and more familiar.
__________________
"We are all on the same team, and I think not enough people realize this."
- Leetsauce
Reply With Quote
  #6  
Old 08-17-2014, 07:11 PM
Zaela_S
Hill Giant
 
Join Date: Jun 2012
Posts: 216
Default

Quote:
Originally Posted by Packet View Post
Preferred format?
Erm, anything that blender can import I guess ;p

Quote:
Originally Posted by Packet View Post
It seems like (from my observation of OpenZone & Anim8or conversion) that there are specific sequence names per animation in the set. For instance, the idle animation/sequence would be:

standing_c_100_p01

death animation would be: death_n_100_d05
For S3D models, it's actually just the last bit that identifies the animation: one letter for the "category," and then two digits for the number. The rest I assume is specific to how OpenZone does things.

EQG models use a slightly clearer system with 4 letters and 1 number. Some are pretty obvious like idle, walk, turn, swim; some understandable but odd like nrun (n?), jmpu (jump up), jmpa (jump forward), crmp ("crumple" to death); others seem like the just picked out some random letters like slpr, gcst (both attack animations ?). Easy enough to figure most of them out by watching the animations of pre-existing models at least, and there's probably a big list in the client or graphics dll that has them all lined up to their in-game id numbers.
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

   

All times are GMT -4. The time now is 12:18 PM.


 

Everquest is a registered trademark of Daybreak Game Company LLC.
EQEmulator is not associated or affiliated in any way with Daybreak Game Company LLC.
Except where otherwise noted, this site is licensed under a Creative Commons License.
       
Powered by vBulletin®, Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3