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Development::GeorgeS's Tools A forum just for GeorgeS's tools |
03-08-2008, 04:48 PM
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Forum Guide
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Join Date: Sep 2003
Location: California
Posts: 1,474
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EqEmu Media Encyclopedia
EqEmu Media Encyclopedia new!1.0.1 , Latest 3/8/08
This tool enables one to view weapon graphics, shields, human face,arm,body textures.
It also allows spell particle effect viewing using the excellent Ailia's Spell Editor (included). It's a BIG 124MB download.
I figure 25-30 min to DL at my 768kbit rate
Future revisions will just include binaries and not media to keep it easy to update.
GeorgeS
Last edited by cavedude; 03-15-2008 at 03:56 PM..
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03-08-2008, 06:45 PM
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Discordant
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Join Date: Jun 2005
Posts: 286
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I think I just crapped myself. Downloading. Thank you so much George!
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-Croup (the rogue)
Creator of Pandemic (PvP-Racewars)
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03-08-2008, 07:48 PM
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Discordant
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Join Date: Jun 2005
Posts: 286
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Perfectly happy so far George but there are more graphics unfortunately. The order of them is pretty strange but there are some at 300-305ish, 400-405ish etc. Up to 900ish. Then there are a whole bunch at 10,000-10,050. Then 10,100-10,150, then 10,200-10,250, and so on. They're all scattered from the different expansions (sony must be headed by a retarded goldfish).
__________________
-Croup (the rogue)
Creator of Pandemic (PvP-Racewars)
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03-08-2008, 08:50 PM
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Demi-God
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Join Date: May 2007
Posts: 1,032
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mmm something tells me that the #w(whatever) code of the item in game DOES NOT correspand to the "idfile" number code
soem fo the weapons shown in 0-200 numbers have way higher "idfile" #code - Centi LS for exmaple, or Velious/ST graphic weapons.
And of course there are WAY more actual weapon models in game. I am prety sure I havent seen a single PoP/LOY/LDON era weapon or later.
The big problem that- the encyclopedia won't realy have any usage unless the user can obtain the actual "idfile" code from it.
SO - going into game and doing #w thing won't realy help you if #w numders DO NOT correspand to "idfile" # codes which are what is actualy needed to assign the graphic to an item
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03-09-2008, 12:07 AM
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Developer
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Join Date: Aug 2006
Location: USA
Posts: 5,946
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There are MANY more items not listed on that list. It is a great start, but it would take quite a while longer to make the full list. There are hundreds more.
As for the #wc number id matching up with the item number in the database, it works perfectly. Take IT10653 for example. The number 10653 is the ID for the new short sword graphic. If you use the command #wc 7 10653 in game, it will show you that graphic. Same goes for the stuff in the encyclopedia. For example, the BFG graphic is listed as 198 in GeorgeS new tool and has an image. If you go in game and type #wc 7 198, that will show you the graphic. And if you put IT198 on an item for weapon slots, it will show up with that graphic.
VERY nice work so far though GeorgeS! I am sure this will be very handy to the entire community. These new tools along with your icon one are something that the Emu could have used since it was created. These things will always be handy no matter what changes come
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03-09-2008, 03:50 AM
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Forum Guide
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Join Date: Sep 2003
Location: California
Posts: 1,474
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As trevius mentioned, the IT #'s do match in game. I used wc commands to generate these. Now the problem is reverse figuring out what weapons there are. I have something like 90% of the expansions, so may not have all the textures and models.
I'll start looking into getting more models somehow, but it's a bit brute force. I'll start with modelviewer and see what I get from it.
oh btw, the S3D models have the models for all the weapons - so i'm pulling those first. Hopefully will have the entire weapon model later...
GeorgeS
Last edited by GeorgeS; 03-09-2008 at 11:52 AM..
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03-09-2008, 04:49 AM
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Forum Guide
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Join Date: Sep 2003
Location: California
Posts: 1,474
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..just an addendum -
I've found a boat load more weapons - in fact 100's more. I've pulled them into the encyclopedia, and will have it ready later. There will be some code change to encompass these and future ones...
Stay tuned
GeorgeS
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03-09-2008, 07:28 AM
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Demi-God
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Join Date: May 2007
Posts: 1,032
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ah good then we don't have the problem with #wc to idfile correspandance
BTW, George- imho we don't actualy need the spell viewer program =)
as long as .avi files have names correspanding to spell # - it is easier to just view them directly with windows media player =)
still great work on recording the spell effects =)
PS. one important note- are you only recording particle effecst or casting animations too?
Cuase particle effecst is whjat appears when spell is DONE casting, but while you still in the process there is also casting animation. - what about them?
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03-09-2008, 02:58 PM
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Forum Guide
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Join Date: Sep 2003
Location: California
Posts: 1,474
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The spell particle effects are what's shown in the avi (divx) files. No animations are intended to, but can be inferred to in those files from the spell editor. All the #wc weapon files are done and now i'm redoing the code to handle them.
GeorgeS
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03-11-2008, 02:04 PM
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Forum Guide
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Join Date: Sep 2003
Location: California
Posts: 1,474
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Just updated the tool so that weapon and shields are current.
The database now has 484 weapon models!
You can add your own pictures as long as they're .jpg and 400x600 and keep the naming model number convention.
To spawn weapon_10000.jpg let's say, in game type in #wc 7 10000, and the target get the item.
GeorgeS
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03-11-2008, 02:28 PM
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Demi-God
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Join Date: May 2007
Posts: 1,032
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Geogre - why not break the ME into separate parts to easy the download?
how about making weapons and spells into 2 separate zips?
Thanks
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03-11-2008, 03:01 PM
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Forum Guide
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Join Date: Sep 2003
Location: California
Posts: 1,474
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Ok, done. 2 seperate files. ATM the webpage look messed up but the links should work fine.
GeorgeS
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03-11-2008, 03:39 PM
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Demi-God
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Join Date: May 2007
Posts: 1,032
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Quote:
Originally Posted by GeorgeS
Ok, done. 2 seperate files. ATM the webpage look messed up but the links should work fine.
GeorgeS
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thank you George =)
the weapon list seem very complite - so far I found all unique looks I remember from the game + tons of more =)
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03-11-2008, 11:44 PM
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The PEQ Dude
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Join Date: Apr 2003
Location: -
Posts: 1,988
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This tool is amazing. Very, very helpful. Is there any chance of adding race/texture/helm texture support? I know I'd be glad to donate some time to snap some shots to send to you.
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03-12-2008, 11:45 AM
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Developer
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Join Date: Aug 2006
Location: USA
Posts: 5,946
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The images aren't exactly the correct size, but the guidebook has nice race/texture screenshots for non player races. Since the info is already there, it definitely isn't required, but it might be something to consider in the future if anyone ever gets bored. Either importing the current images to the program or even better would be new individual ones with the correct size and scale.
Of course that would mean alot of work, unless someone has a zone file that has every race listed in it so people don't have to zone and figure out which zone has what model to get all of the screenshots needed. This would definitely take more time though, cause you would have to adjust the view for smaller or larger mobs so they fit in the pic properly.
I am pretty sure cavedude was talking about PC races/textures/helms, which wouldn't really take too long. Just need texture 0-3 and then 10-16 I think for male/female of each race. There may be some exceptions for helms.
When he brought that up, it made me think of the reference in the guidebook and ultimately, NPC races would be nice to have along with the other images so they are all in 1 place. This definitely isn't a high priority though. Just something to consider if anyone gets the time.
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