I've been wanting to get OpenZone to the point where it can export custom weapons for a long time. It already has the ability to export to the right files, but I need a couple of examples so I can debug it and get it fully working. For anyone who wants to help, you should follow these steps:
Weapons should range in length between 2.5 and 4.5 units (off the top of my head, swords are usually around 3.5 units long).
You should go download DZoneConverter, available here:
http://prdownloads.sourceforge.net/e...1.zip?download
Use DZoneConverter to open gequip.s3d, which contains most basic weapons. It doesn't show the textures, but it shows the sizes and orientations of the objects in the file and will give you a good idea of proper size and orientation. For weapons (and other handheld objects), the XYZ origin of the object (0,0,0) should be where it is held.
Weapons should be exported as .3DS files (i.e. 3D Studio MAX files), since OpenZone can import them. There should be one file per weapon. I know that .3DS files don't have much in terms of capabilities, but neither OpenZone nor the EQ engine have much, either.
If you want to make an animated weapon that's fine but I won't be able to use it since OpenZone can't handle animated objects at all. I might be able to use one later on when I try to implement animated weapon capability, but at this point what I really need are a couple of static ones. OpenZone's 3D engine can handle animated weapons just fine, but the program and it's file format don't yet support them.
Any textures should be powers of 2 on a side (e.g. 128x128, 128x256, 256x256), etc., since OpenZone uses OpenGL and it's an OpenGL requirement. Please don't go over 256x256 for now to make testing easier. If you download S3DSpy and look in gequip.s3d, you'll find that many textures are much smaller than that, like 16x16. For simple things like gradients on the steel blade, that's really all you need.
I only need a couple of weapons, maybe a sword and a mace, but if you wish to make more they're certainly welcome. The only thing standing in the way of getting this working has been lack of content to test and debug it.