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  #1  
Old 08-31-2015, 11:33 AM
Soak
Sarnak
 
Join Date: Mar 2015
Posts: 33
Default Door Model ID#'s

Started messing around with the Door Manipulation plugin a few weeks ago (still not sure if I should thank you for that Akka or curse you since it's way too fun to play with and takes up all my time), but cannot seem to find a solid list of model ID #'s.

For example: The cust_obj_data starts @ it10734 and ends at it29415, yet there are items starting at it10 in game. Is there a compiled list out there that I have missed? If not, I might start putting one together.

As I said, just starting to get into this stage of the server development and feeling my way around. Thanks for the help.
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  #2  
Old 08-31-2015, 11:46 AM
Shendare
Dragon
 
Join Date: Apr 2009
Location: California
Posts: 814
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What I've been doing is firing up the S3D Model Viewer ( graciously hosted at http://www.georgestools.chrsschb.com...eConverter.zip ) and going through each ZoneName_obj.s3d file. If there's a model of sufficient quality (e.g., no 12-poly boxes from 1998), I make a note to add the .s3d to my GlobalLoad.

I've added a couple dozen files chock full of models that way, and have been working the last few days on putting together a model menagerie on my server as an 'Art Test' zone for my own use, separating them into different categories (doors, buildings, crates & boxes, plants, etc.). I've set up on the Valdeholm moat. Lots of flat space to work with. It'll give me the opportunity to browse all the models of a particular category and pick ones out for customizing my zones with. Fun times.

EQG files also have models that can be imported, and they're more likely to be higher quality than the older .s3d files, but I haven't found a way to browse through all the models embedded in .eqg files yet. Might just end up figuring out a way to list all the *.mod files inside .eqg files and pop 'em into the world one by one to see what they look like.
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  #3  
Old 08-31-2015, 11:49 AM
Shendare
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Join Date: Apr 2009
Location: California
Posts: 814
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Though, now that I think about it, Akka probably -does- have them listed in the cust_obj_data table. I'll have to do some exploration after work today.
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  #4  
Old 08-31-2015, 01:19 PM
Soak
Sarnak
 
Join Date: Mar 2015
Posts: 33
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I'll start doing some exploring that way as well. Your posts have been incredibly informative Shendare!! Thank you for all your hard work on this as well!!
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  #5  
Old 08-31-2015, 01:32 PM
Shendare
Dragon
 
Join Date: Apr 2009
Location: California
Posts: 814
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I've been helpful? Cool!
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  #6  
Old 08-31-2015, 04:18 PM
Soak
Sarnak
 
Join Date: Mar 2015
Posts: 33
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This info is probably in another place, but since I couldn't find it, here's the non-weapon graphics between it10 and it9999.

Code:
#create door
it74 - Pottery Wheel
it73 - Kiln
it70 - Distillery
it69 - Oven
it66 - Forge
it64 - Medium Bag
it63 - Small Bag
it56 - Stein of Moggok GraPlate Helmic
it54 - Lit Cigar
it52 - Shovel
it48 - Lantern
it38 - Fishing Pole
it36 - Smoldering Torch
it32 - Broom
it78 - Campfire
it128 - Giant Loom
it540 - Velious Female DarkElf Plate Helm
it545 - Velious Male DarkElf Plate Helm
it550 - Velious Female Dwarf Plate Helm
it555 - Gold Winged Helm
it556 - Gold Winged Helm2
it557 - Velious Male Dwarf Plate Helm
it560 - Silver Spike Helm
it561 - Velious Female WoodElf Plate Helm
it565 - Velious Male WoodElf Plate Helm
it566 - Silver Spike Helm2
it570 - Velious Female Erudite Plate Helm
it575 - Velious Male Erudite Plate Helm
it580 - Velious Female Gnome Plate Helm
it585 - Velious Male Gnome Plate Helm
it590 - Velious Female HalfElf Plate Helm
it595 - Velious Male HalfElf Plate Helm
it600 - Velious Female HighElf Plate Helm
it605 - Velious Male HighElf Plate Helm
it610 - Velious Female Halfling Plate Helm
it615 - Velious Male Halfling Plate Helm
it620 - Velious Female Hum Plate Helm
it625 - Centurion Gold Helm
it626 - Shiny Gold Face Helm
it627 - Velious Male Hum Plate Helm
it628 - Shiny Gold Demon Horn Helm
it629 - Silver/Gold Winged Plate Helm
it630 - Velious Female Iksar Plate Helm
it635 - Velious Male Iksar Plate Helm
it640 - Velious Female Ogre Plate Helm
it641 - Velious Male Barb Plate Helm
it645 - Velious Male Ogre Plate Helm
it646 - Velious Female Barb Plate Helm
it650 - Velious Female Troll Plate Helm
it655 - Velious Male Troll Plate Helm
it1000-5000 Hairstyles and Beards (hit and miss)
it5451 - Iksar Helm
it5452 - Iksar Helm2
it5453 - Iksar Helm3
it5481 - Leather Helm1
it5482 - Leather Helm2
it5508 - Erudite Plate Helm
it5511 - Leather Helm3
it5512 - Chain Helm
it5538 - Erudite Plate Helm2
it5569 - Grey Male Barb Helm
it5599 - Grey Female Barb Helm
it5601 - Plate/Leather Female Halfling Helm
it5602 - Silver Plate Ornate Helm
it5603 - Silver Plate Helm Plain
it5631 - Green Leather/Plate Helm
it5632 - Ornate Bronze/Silver Helm
it5633 - Plain Bronze/Silver Helm
it5841 - it4545 - Armor Scraps
it6000 - Chestplate
it6060 - Chestplate2
it6090 - Chestplate3
it6120 - Chestplate4
it6150 - Chestplate5
it6180 - Chestplate6
it6220 - Chestplate7
it6240 - Chestplate8
it6270 - Chestplate9
it6300 - Chestplate10
it6330 - Chestplate11
it6360 - Chestplate12
it6390 - Chestplate13
it6420 - Chestplate14
it6450 - Chestplate15
it6480 - Chestplate16
it6510 - Chestplate17
it6540 - Chestplate18
it6570 - Chestplate19
it6600 - Chestplate20
it6630 - Chestplate21
it6660 - Chestplate22
it6690 - Chestplate23
it6720 - Chestplate24
it6750 - Chestplate25
it6780 - Chestplate26
it6810 - Chestplate27
it9006 - Armor
it9036 - Armor
it9066 - Armor
it9096 - Armor
it9126 - Armor
it9156 - Armor
it9186 - Armor
it9216 - Armor
it9246 - Armor
it9276 - Armor
it9306 - Armor
it9336 - Armor
it9366 - Armor
it9396 - Armor
it9426 - Armor
it9456 - Armor
it9486 - Armor
it9516 - Armor
it9546 - Armor
it9576 - Armor
it9606 - Armor
it9636 - Armor
it9666 - Armor
it9696 - Armor
it9726 - Armor
it9756 - Armor
it9786 - Armor
it9816 - Armor
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  #7  
Old 08-31-2015, 09:36 PM
Zaela_S
Hill Giant
 
Join Date: Jun 2012
Posts: 216
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Quote:
Originally Posted by Shendare View Post
but I haven't found a way to browse through all the models embedded in .eqg files yet. Might just end up figuring out a way to list all the *.mod files inside .eqg files and pop 'em into the world one by one to see what they look like.
Not a complete, sensible or well-coded tool, but might sate you for a bit. Crashes likely, though: https://dl.dropboxusercontent.com/u/...%20Importer.7z





Viewer > Start Viewer before selecting a model. Maybe I'll rewrite this tool some day... probably know enough to actually pull off importing animated models now ;p
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  #8  
Old 08-31-2015, 09:40 PM
Shendare
Dragon
 
Join Date: Apr 2009
Location: California
Posts: 814
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Woot! Gonna give this a try tonight!
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  #9  
Old 08-31-2015, 09:59 PM
Zaela_S
Hill Giant
 
Join Date: Jun 2012
Posts: 216
Default

Turns out I had a somewhat less awful (but still incomplete) version lying around. Doesn't show animations, though. Same download link.

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  #10  
Old 08-31-2015, 10:09 PM
Shendare
Dragon
 
Join Date: Apr 2009
Location: California
Posts: 814
Default

D'oh. That one doesn't seem to be showing any textures for me. All solid black meshes.
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  #11  
Old 08-31-2015, 10:20 PM
Zaela_S
Hill Giant
 
Join Date: Jun 2012
Posts: 216
Default

binary\OpenGL.lua, line 368, try changing this:
Code:
	lib.glTexImage2D(GL.TEXTURE_2D, 0, GL.BGRA, width, height, 0, GL.BGRA, GL.UNSIGNED_BYTE, data)
to this:
Code:
	lib.glTexImage2D(GL.TEXTURE_2D, 0, 0x1908, width, height, 0, GL.BGRA, GL.UNSIGNED_BYTE, data)
BGRA isn't valid there, my driver probably just assumes it's always RGBA (0x1908 ).
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  #12  
Old 08-31-2015, 10:22 PM
Shendare
Dragon
 
Join Date: Apr 2009
Location: California
Posts: 814
Default

That did it. Excellent!
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  #13  
Old 09-04-2015, 04:36 PM
Soak
Sarnak
 
Join Date: Mar 2015
Posts: 33
Default

Thanks for all the links and the help! So this is how I am currently adding items to zones...

Using the EQG Model Importer from Zaela, I find the graphics I like and which zone file they are attached to.

Then I edit my Globalload.txt file to include that *.eqg file.

Then using Akka's Door Plugin, I simply use "#door create ______" and save it after setting it however I want.

This works, but I remember reading that editing the Globalload file can cause unpredictable results. Any experience with this? I'd hate to sacrifice other peoples play-ability on my server just for some cool graphics.
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  #14  
Old 09-04-2015, 04:45 PM
Shendare
Dragon
 
Join Date: Apr 2009
Location: California
Posts: 814
Default

Editing the Globalload file is pretty much done universally on customized servers. The only problem you'll see from it is increased memory usage. I added something like 30 _obj.s3d and a few .eqg files to mine for all the awesome models to choose from, and my client's memory usage went from 773MB to 1023MB. Hardly computer crashing.

And I'm doing something similar, though I tweaked the door plugin a little. I also edited the server code on my side to lift the 500-door and 1500-entity restrictions hard-coded in. My Valdeholm moat model trade show is currently sitting at 1237 models/doors, with a few more files yet to browse through and pick from.
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  #15  
Old 09-04-2015, 04:53 PM
Soak
Sarnak
 
Join Date: Mar 2015
Posts: 33
Default

Awesome - Thanks! Guessing it's better to just go through and add the individual graphic files I want to use to existing zone files on the Globalload file rather than adding whole zone files in long run.

On the downside, I was looking at opening my server in the next...Now with all this awesome features not sure when it'll be!! :p
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