View Full Version : Is there a way to open the .s3d files?
Wolfshead Sky
01-01-2019, 11:17 PM
I've asked this before, but kept getting pointed to programs such as S3dspy and the like, but all that did was help me extract the textures. That would be fine if that was my goal, but it isn't. So before any helpful individual (and the odd snippy one that is no doubt trolling about) decides to point me to something like that, I'll try to nip it in the bud :).
I am NOT after a program that simply lets me extract the BMP textures. I want to open the actual 3D model itself in a program such as Blender.
Is there a way to do this? I've done some digging but haven't found anything useful.
Thanks in advance! :)
paulgiamatti
01-02-2019, 01:21 PM
You'll have to first extract model data from the character S3Ds and if necessary convert to a format readable by Blender. I've never delved into model editing but it looks like Zaela made a utility specifically for this purpose called S3D Model Extracter (https://github.com/Zaela/S3DModelExtracter), which you'll need to compile in Visual Studio.
Wolfshead Sky
01-02-2019, 08:29 PM
Thanks for the link, but no matter what I did, I couldn't get past the errors when trying to compile. After tracking down the necessary libraries, I then ended up with a truck load of unresolved external symbol errors and I don't know about the thought process behind the creator to figure out what was meant to do what and where. It would have been nice if the developer had simply left an EXE file available for download to be used. I often run into this problem when trying to compile others' projects. They have things set up a very specific way when developing their program which are not not set up in my Visual Studio.
Any other ideas?
Doctor Jeff
01-02-2019, 08:59 PM
modifying game files is against the rules :|
Wolfshead Sky
01-02-2019, 09:08 PM
Was wondering when the "snippy" person would show up :D. First, what I'm looking to do will not break any rules. It is for my own curiosity. Second, if your incredibly unhelpful and therefore unnecessary comment were true, no one could edit the Launch Titanium file to even start the game, edit UI files, patch textures for transparent helm visors, replace the loading screen image, etc.
paulgiamatti
01-03-2019, 12:51 AM
I have performed some interweb necromancy and resurrected an ancient program called Kaiyodo's EQ Model Viewer: https://web.archive.org/web/20160325185655/http://georgestools.chrsschb.com/EQModel_Viewer_ZoneConverter.zip
Will let you extract model data in MAXScript, POV, and OBJ.
paulgiamatti
01-03-2019, 12:33 PM
Here's a pretty creative use of the EQ models: http://toddfx.com/eq_bands.html
Wolfshead Sky
01-03-2019, 01:51 PM
Thanks for the link! Definitely some high level interweb necromancy LOL. I tinkered around with it a bit last night and managed to extract a simple untextured wagon object from West Freeport. It is a start! Disclaimer: I know next to nothing about working with 3D models which is no doubt the cause of some of my issues below. This will definitely be a learning process for me :).
So far, I haven't been able to do anything with the extracted objects in Blender, but I have been able to open them in other apps such as 3D Builder and 3D Viewer.
I'm having some issues trying to do an entire zone. When I extract the entire West Freeport zone and open it in either 3D Builder or 3D Viewer, it seems to be a jumbled mess of untextured polygons.
I'm going to keep poking around and learn as I go. But if anyone has the know-how and patience to help a total newbie with some pointers, I'll be incredibly grateful :).
EDIT: My goal is to hopefully be able to take a zone file, such as freportw.s3d, and open it up in another program (such as Blender) with everything properly placed and fully textured, and start poking around.
And that video was AWESOME! Something like that wasn't what I had in mind when I decided to start poking around these 3D models, but that might have to change LOL.
Here's a pretty creative use of the EQ models: http://toddfx.com/eq_bands.html
This is one of the best things I think I've ever seen.
-Mcoy
paulgiamatti
01-03-2019, 11:28 PM
I've had some success extracting zones using Zaela's EQG Zone Importer (www.shardsofdalaya.com/EQG Zone Importer.7z) to import zone EQGs, convert to OBJ, and then import into Blender. You can also use this utility to convert S3Ds to EQG and then follow the same process.
Wolfshead Sky
01-04-2019, 03:00 AM
Thanks for that last link! That allowed me to open up the file in Blender. Untextured unfortunately, but it doesn't seem to have the same problem of the other program where the exported OBJ file seemed to be a hodge-podge of models all jammed together and was unusable. And that last program also had a zone viewer that nicely textures everything, though I wasn't able to "fly the camera around" in there. But I got a good rotational view.
I was also able to import the zone OBJ file into Unity and pull it into a scene. Naturally there are no objects, and the EQG Zone Importer doesn't like to open/use the char and obj s3d files. However, the first program you linked to (EQModel_Viewer_ZoneConverter) seems to open and export the individual objects, such as the wagon I mentioned above, just fine (but still untextured).
Now that some progress has been made, here are my next goals:
1. Somehow export these maps with their textures. Not sure if this is possible, and if I wanted to bad enough, I'm sure I could figure out how to painstakingly retexture everything in Blender or perhaps even Unity. But I'd rather not if possible :).
2. Perhaps find a way to combine all pertinent files for a zone so not only is the map able exported and textured, but also have the objects placed. It would be my guess that the game "engine" (dare I call it an engine?) does this. If not, just as above, I'm sure I could painstakingly extract each model and place it as closely as possible to its original location in Blender or Unity. But I would have to REALLY want to do that to put that kind of work in. So I'd rather avoid that, too, if possible :).
This little foray into these game models/maps has been pretty fun, and I appreciate the searches and links you've provided!
ReadOnly
01-06-2019, 03:27 PM
It is very unlikely you're going to get objects imported textured. The texture references are likely external and thus the models you import will have no link. You will undoubtedly have to extract the textures separately and apply them separately.
Here's a pretty creative use of the EQ models: http://toddfx.com/eq_bands.html
Man, this is awesome. Thanks for sharing!
paulgiamatti
01-06-2019, 10:32 PM
It sounds like people have had success going the Unity route - there was a project called UnityEQ which appears to now be defunct, which was basically an attempt at recreating EQ in the Unity engine.
Here's a thread with tons of info & resources: http://www.eqemulator.org/forums/showthread.php?t=42115
Another thread with tons of info on exporting EQ models, basically a guy trying to do what you want and documenting everything: http://www.eqemulator.org/forums/showthread.php?t=34143
Dark Souls inspired combat system using EQ models in Unity: https://www.youtube.com/watch?v=HrGbVsDb7-k
Zip containing a ton of assets including tutorials, etc.: https://www.dropbox.com/s/lycubmw8n43cm4n/Arh%C3%ADv%20-%20EQ1%20cuccok.7z
UnityEQ client: https://github.com/UnityEQ/UnityEQWebGL
UnityEQ server: https://github.com/UnityEQ/UnityEQServer
How to texture/UV map a gnome: http://vimeo.com/29347384
Useful quotes:
Open Kaiyodo's Model Viewer
Select 'chequip.s3d' from the left-most dialogue box
Click 'Load from .s3d' at the bottom of said Dialogue Box
Select the .spk file of your choosing to see in the viewer
Extract the model to .POV format OR .MS format with skins
Load the object in the program of your choice
Render the object
POV pulls out the MTL file (texturing data)
OBJ is just a plain model
Maxscript are the joints
I found chequip.s3d in my files and rehosted:
https://www.dropbox.com/s/88xfoa39t7whcuq/chequip.s3d
Good luck!
Wolfshead Sky
01-06-2019, 10:56 PM
I gave a friend who has 3D Studio Max an extracted obj file, the corresponding texture files, and the exported Maxscript file and he was able to run the script and have it texture the model for him. Yes, texturing the hard way is an option, but trying to find an easier way with the files I'm able to get my hands on :).
I was able to get West Freeport (textured!) pulled into Unity. I've got a little project a friend and I have been working on. Not 100% sure if we'll see it through to the end given the amount of work it would take, but we have the "proof of concept" more or less done. When I get it working in a not-quite-so-buggy state, I'll post a link here :).
paulgiamatti, thank you for the links! I'll definitely check them out. I'd sent you a PM asking about this sort of thing. Not sure if you saw it and just responded here, but at any rate, thanks! I'm also going to download your chequip.s3d file and see what is going on there :).
Like I mentioned above, I haven't had any luck with the Maxscript output in Blender or Unity, but I did have a friend at least be able to show that they work. I'll dig into those links and see if they can give me the nudge I need to get me past this latest hurdle.
ReadOnly
10-22-2019, 01:31 PM
Any luck with this stuff Wolfshead?
Deathrydar
10-22-2019, 01:41 PM
Here's a pretty creative use of the EQ models: http://toddfx.com/eq_bands.html
Anyone got more of that Dark Elf on a pole video? Asking for a friend.
toddfx
10-22-2019, 02:43 PM
Anyone got more of that Dark Elf on a pole video? Asking for a friend.
I can hook you up. :cool:
tsuchang
10-22-2019, 03:33 PM
Here's a pretty creative use of the EQ models: http://toddfx.com/eq_bands.html
That is amazing! Thanks for the link.
Deathrydar
10-22-2019, 03:52 PM
I can hook you up. :cool:
Well? I still do not see any PMs from you...
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