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#17
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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 [You must be logged in to view images. Log in or Register.]. 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 [You must be logged in to view images. Log in or Register.]. This little foray into these game models/maps has been pretty fun, and I appreciate the searches and links you've provided!
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