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  #21  
Old 09-19-2011, 06:01 PM
Nirgon Nirgon is offline
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I want you to do it, just sayin' you probs will be sucked into the red vortex.
  #22  
Old 09-20-2011, 03:15 AM
pojab pojab is offline
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i tried playing this thing but it just shows up with a picture of some place in EC
  #23  
Old 09-20-2011, 03:17 AM
pojab pojab is offline
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nm i went back and it has been upgraded to a white box sliding across a barren ec environment.
  #24  
Old 09-20-2011, 04:03 AM
mitic mitic is offline
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OP = hypocrite
  #25  
Old 09-20-2011, 04:49 AM
Salty Salty is offline
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Originally Posted by mitic [You must be logged in to view images. Log in or Register.]
OP = hypocrite
mitic = does nothing.

Ride the nuts more bro.
Last edited by Salty; 09-20-2011 at 04:51 AM..
  #26  
Old 09-20-2011, 12:03 PM
hotstud hotstud is offline
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I'd be impressed to see this actually happen but I don't think you quite realize how fucking hard this is going to be. Importing models and textures is easy but actually recreating EQ is going to be a lot of work. Wake me up when you have a controllable character with a complete UI that can cast spells on an NPC with the effects actually doing something, all animations working, and combat including pathfinding. That sounds like you would be done but really that's just an alpha.
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  #27  
Old 09-20-2011, 04:26 PM
hotstud hotstud is offline
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P.S. Maybe you weren't aware but browser based games can still be hacked. They still run on the client's computer. If it runs in Java, Flash, whatever that is still being processed on the client. You're thinking of a totally different system where the client processing is done on a remote server and only input is taken from the client, processed remotely, and then output sent back. Unity requires that client's install the "Unity Web Player" which is where all the graphics and everything are being processed so it's still on the client.
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  #28  
Old 09-20-2011, 04:29 PM
Salty Salty is offline
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Some random info I felt like adding.


Character Models -

1.0: Everything stored in chequip.s3d (all original models)
2.0: Stored in Global(race)_chr.s3d (all original models)
3.0: Stored individually in .eqg with what seems to be animations (.ani) (only new models)

Joints are maxscript. POV and OBJ, two different ways to obtain the models, (sometimes finicky depending on what kind of model and if it likes to be exported straight to an obj or a pov to obj.)


OGM = Ogre Male


There is a _chr2.s3d for every race, but it's completely empty (except for a .wld that lists in s3dspy). Wondering if the animations are inside there and no one has written a good exporter for it. I may google around and see if there is a better s3d extractor that may find something that EQ model viewer and s3dspy doesn't see.

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  #29  
Old 09-20-2011, 06:49 PM
Dojii Dojii is offline
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Quote:
Originally Posted by hotstud [You must be logged in to view images. Log in or Register.]
I'd be impressed to see this actually happen but I don't think you quite realize how fucking hard this is going to be. Importing models and textures is easy but actually recreating EQ is going to be a lot of work.
my buddy already has a classic server running with modified client and no zone lines. all zone lines leash agro. but all the world is working fine as far as zoning and pathing. the agro is the issue he's working on right now. But hes got some 10101010101011 nerds fixing it with him.
  #30  
Old 09-20-2011, 07:52 PM
Salty Salty is offline
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Quote:
Originally Posted by Dojii [You must be logged in to view images. Log in or Register.]
my buddy already has a classic server running with modified client and no zone lines. all zone lines leash agro. but all the world is working fine as far as zoning and pathing. the agro is the issue he's working on right now. But hes got some 10101010101011 nerds fixing it with him.
where is it


Texturing a gnome how to: http://vimeo.com/29347384
Last edited by Salty; 09-20-2011 at 08:01 PM..
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