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#1
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Quote:
Not surprising that some zones overlap or don't line up nicely with their connecting zonelines... I have a feeling Antonica will be bad about that in some places. Might want to consider there being some implied distance between the zone-out from zone A and the connecting zone-in in zone B in some cases. Also not too much crap floating out of bounds in Faydwer zones. Antonica's worse about that as well -- gukbottom especially has a bunch of random bits and pieces floating around in the middle of nowhere, including at least one entire free-floating room with a doorway leading to nothingness. Not to mention cat boxes. (Oh, reminds me of befallen -- the other end of befallen's zoneline is a catbox. Not gonna line up nicely no matter how you look at it ;p) | |||
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#2
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I was bored and had a half-made zone viewer thingy that was easy enough to adapt for .obj exporting.
Link It's not complete but might tide you over for now. The biggest discrepancy is that some zones with animated objects -- chiefly swaying trees in Kunark and Velious zones -- are currently rendered in the "jumble of nonsense" positions that they are defined in rather than what they would look like on the first frame of their animation. I'll have to look at that later -- had some success with mob animations a month or two ago, hoping that animated objects will be pretty much the same. There are some one-off oddities too, some of them possibly things that have hardcoded fixes in the client and so would also need hardcoded fixes in a viewer. For example, some bits of things in fearplane are just... not there. Specifically the mid-sections of the pillars inside the ring of fire, there's just empty space where there should clearly be something. Never taken a super close look at that but that has stood out to me for a long while. There are also some one-off textures that are not flagged correctly to have parts masked off: have fixes for this for trees in kithikor and in highpass, there's probably others out there that'll need it. There are also some things that EQ does that might not be expressible in .obj format. The main thing I'm thinking of is that there are a lot of places where EQ uses additive color for cheap partial transparency (pixels are opaque as they approach white, transparent as they approach black -- normally used for particles and things like that), like for semi-transparent water surfaces, rays of light coming out of skulls that decorate some zones like befallen, neon thingies in Neriak, etc. Seems like .obj expects more standard stuff like alpha transparency, which EQ does use, but not as much. [You must be logged in to view images. Log in or Register.] [You must be logged in to view images. Log in or Register.] Also, I had to disable shading in Blender to see everything nice and textured. Hit N to bring up the side menu > Shading > check "Shadeless". Also helped to increase the clipping distance in the same menu under View > Clip > End; 10000.00 is a nice number there. I still have no idea how to navigate a huge model nicely in Blender, though... Edit: import the .obj files with -Z as FORWARD, -Y as UP. | ||
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Last edited by Zaela; 08-16-2015 at 04:39 AM..
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#3
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Holy shit Zaela, you just made this 100 times easier, thank you! This program is really easy to use and export the zones into object files. They also come in as one object instead of every plane being an object as the previous program would do. I quickly went ahead and recreated Faydwer as accurate as I could. Some zones overlap though, so you kinda have to take some liberties as how the zones connect.
Here is an overview of Faydwer without textures, Steamfont is the lower right and OOT in the back. [You must be logged in to view images. Log in or Register.] With the textures turned on. [You must be logged in to view images. Log in or Register.] Felwithe [You must be logged in to view images. Log in or Register.] [You must be logged in to view images. Log in or Register.] Kelethin and the Wizard Spires. [You must be logged in to view images. Log in or Register.] Crushbone [You must be logged in to view images. Log in or Register.] Probably the coolest is Kaladim [You must be logged in to view images. Log in or Register.] [You must be logged in to view images. Log in or Register.] The bottom left of Lesser Faydark overlaps ontop Dagnor's Cauldron, also if you take the zone connections literally, Mistmoore intersects with Lfay [You must be logged in to view images. Log in or Register.] I dragged Mistmoore out some, it would be above Dagnor's if you followed the zone line straight. [You must be logged in to view images. Log in or Register.] | ||
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#4
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Kedge Keep
[You must be logged in to view images. Log in or Register.] Again if you took the zone connections literally unrest would be inside Dagnor's Cauldron, I left it outside though. [You must be logged in to view images. Log in or Register.] Akanon is below Steamfont [You must be logged in to view images. Log in or Register.] I'm not 100% sure if I have OOT in the right orientation, the AC camp is closer to BB right? [You must be logged in to view images. Log in or Register.] [You must be logged in to view images. Log in or Register.] [You must be logged in to view images. Log in or Register.] | ||
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#5
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OMG! More please! I love it.
__________________
Rezzes Resin, 60 Cleric.
Reses are our specialty. | ||
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#6
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Quote:
[You must be logged in to view images. Log in or Register.] Quote:
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#8
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Bboboo. I just want to say that this is really cool. Thanks for your time and efforts.
Cheers,
__________________
Rebbon - BDA
Happy Epic Mage | ||
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#9
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Awesome stuff, loving these.
Thanks!
__________________
Fezzig - Ogre Shaman
Rudge - Dark Elf Enchanter Zaral - Half Elf Bard | ||
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#10
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good stuff!
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