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General::General Discussion General discussion about EverQuest(tm), EQEMu, and related topics. Do not post support topics here. |
03-28-2012, 10:39 AM
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Fire Beetle
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Join Date: Jan 2012
Posts: 27
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Unity - 3D Game Engine
Hi,
Has anyone ever tried to use the Everquest 3D assests and import them into the Unity 3D game Engine to create a more up to date client?
This would open doors to add new features into the client as well.
Going a step further, maybe the 3D assests could be improved to add more polygones?
I believe this is what EQ2 should have been, EQ1 redux, just with better graphics.
Thoughts?
Phil
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03-28-2012, 11:21 AM
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Banned
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Join Date: Sep 2006
Posts: 841
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I would love to do something like this and break away from the EQ client.. Been looking for alternatives for years actually but I just don't have the time or resources to get it done.
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03-28-2012, 01:48 PM
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Developer
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Join Date: Feb 2004
Location: UK
Posts: 1,540
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This guy was looking into it:
http://eqemulator.org/forums/showthread.php?p=202969
There is a link in the first post to thread over on the FoH forums, but there haven't been any updates for a few months, so maybe he gave up on the idea.
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05-07-2012, 06:13 PM
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Discordant
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Join Date: Mar 2009
Location: eqbrowser.com
Posts: 309
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We are stuck on importing animations into 3dmax.
Quote:
We are hung up on a problem assigning the animations to models in 3dmax.
This is an example of what I need connected to the models. Verant made a plugin that extracts the animations from models. So what I need to do, is re-combine these animations with the models.
You have any insight?
// This file was created by MAXCONVS SPH Exporter (Version 1.54) -- Wednesday, January 13, 1999 17:20:24
// HierSprite statistics for "C05C05_OGF_HS_DEF":
// Number of DAG nodes: 22
// Number of faces: 454
// Number of vertices: 336
// Bounding radius: 8.0486922e+000
TRACKDEFINITION
TAG "C05OGF_TRACKDEF"
NUMFRAMES 1
FRAMETRANSFORM 1.0000000e+000 0 512 0 0.0000000e+000 0.0000000e+000 0.0000000e+000
ENDTRACKDEFINITION
TRACKINSTANCE
TAG "C05OGF_TRACK"
DEFINITION "C05OGF_TRACKDEF"
INTERPOLATE
SLEEP 0
ENDTRACKINSTANCE
TRACKDEFINITION
TAG "C05OGFPE_TRACKDEF"
NUMFRAMES 10
FRAMETRANSFORM 9.9999994e-001 486 14 508 -1.0346926e-001 -1.4447451e-001 -9.3579638e-001
FRAMETRANSFORM 1.0000000e+000 474 11 507 -1.5539770e-001 -1.4447449e-001 -8.9163280e-001
FRAMETRANSFORM 1.0000001e+000 463 8 507 -2.1471795e-001 -1.4447446e-001 -8.4466320e-001
FRAMETRANSFORM 1.0000000e+000 455 5 506 -2.6125491e-001 -1.4447446e-001 -8.1525308e-001
FRAMETRANSFORM 9.9999994e-001 452 2 504 -2.7483323e-001 -1.4447445e-001 -8.2376754e-001
FRAMETRANSFORM 1.0000000e+000 462 512 503 -2.4755731e-001 -1.4447443e-001 -8.8912624e-001
FRAMETRANSFORM 1.0000000e+000 481 509 503 -2.0077303e-001 -1.4447445e-001 -9.7883284e-001
FRAMETRANSFORM 1.0000000e+000 496 510 503 -1.5816723e-001 -1.4447445e-001 -1.0361282e+000
FRAMETRANSFORM 1.0000000e+000 500 3 504 -1.2463624e-001 -1.4447445e-001 -1.0268812e+000
FRAMETRANSFORM 1.0000000e+000 498 11 506 -9.5283799e-002 -1.4447449e-001 -9.8522341e-001
ENDTRACKDEFINITION
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05-22-2012, 12:58 AM
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Fire Beetle
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Join Date: Apr 2010
Posts: 16
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Hey Tyen05,
Perhaps you could get with PixelEngineer on the client he is working on?
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08-14-2012, 08:38 PM
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Fire Beetle
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Join Date: Aug 2012
Posts: 6
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Im a unity programmer with over 2 years of experience with the engine as well as I was a hardcore rallos/sullon zek player back in the day! I would be interesting in helping with this... my skype is Bruinp8n if anyone already working on this wants to contact me.
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08-19-2012, 01:51 AM
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Discordant
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Join Date: Mar 2009
Location: eqbrowser.com
Posts: 309
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08-19-2012, 04:09 AM
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Discordant
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Join Date: Mar 2009
Location: eqbrowser.com
Posts: 309
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09-10-2012, 06:42 PM
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Discordant
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Join Date: Mar 2009
Location: eqbrowser.com
Posts: 309
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09-12-2012, 06:56 PM
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Discordant
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Join Date: Mar 2009
Location: eqbrowser.com
Posts: 309
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09-19-2012, 09:31 AM
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Sarnak
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Join Date: May 2009
Location: MI
Posts: 58
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I've been trying to do this myself in Unreal Engine starting with Freeport And Qeynos.
I have the issue that when I import into Uneal it crashes, but Unity just loads it as a giant model.
__________________
[ Druzzil Ro ]
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09-19-2012, 11:45 PM
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Sarnak
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Join Date: May 2011
Posts: 96
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EverQuest uses binary space partition for its zones. It divides up the geometry into regions as does the Quake engine. What you are left with is geometry with far more polygons than when it was viewed in the editor. The EQ engine ran on old hardware and handled these extra polygons with small regions, a PVS pretty small clip planes. When you are looking at the zone BSP, you are looking at it post division. By importing it into Unity and Unreal, you are using models that are far more complex than they need to be. Simple faces are often subdivided into dozens of polygons. This makes it a really bad candidate for BSP based engines as they will often subdivide the level again when they are compiled.
I played around with importing the maps into the Unreal engine and got it working fine but you end up with something that is not as optimized as it could be. Sure, newer engines and machines can take the brunt and still manage reasonable frames but the joy of writing your own engine for me is that I can run Greater Faydark at 2500+ frames per second without any of the unnecessary overhead.
Couple all of this with the fact that when you extract/modify/distribute any of the files within the S3D archives, you are playing a very dangerous game. Sony hasn't been shy about having their legal team deal with copyright infringement. EQEmulator doesn't distribute any copyrighted files and I think we can credit it as part of the reason they have remained relatively undisturbed. A few posts above this is a link to extracted copyrighted files. I realize it's on another forum but again, that really is a game you don't want to play. And yes, I have been down that road.
In answer to your question, if after all this, you still insist on importing assets into an engine, make sure you are using a format that is supported. There are plenty of guides about importing static meshes that have been made in any of the big professional modeling programs and there are a few posts on extracting the zone geometry.
Cheers
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10-29-2012, 10:36 PM
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Sarnak
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Join Date: May 2008
Location: Midwest
Posts: 72
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PixelEngineer: any experience with copyright expiration on these kinds of things? I know with prose copyright law seems to change frequently... I think now it's around 40 or maybe 75 years after an author's death the copyright expires.
I could look it up but I'm feeling lazy and you've been down that road.
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