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#1
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For the last few days, I've been reskinning Norrath, starting with East Commonlands.
I've implemented many of the textures in this zone, for example - this is the texture I used for the inside of the tunnel, and this is what I used for the sand around it. And...this is what I'm planning to use for the grass. More detailed grass unfortunately has the illusion of movement, because of poor antialiasing. I've run up against quite an issue though, it seems that every zone has its own version of the same global items, such as grass, stone, paths, sand and dirt. These 5 alone have significant variations, due to the jagged nature of the intersections between sand-stone, sand-grass, sand-dirt, etc, probably about 50 tiles due to these border regions. And they are all repeated in every zone, or at least most zones have some kind of grass, some kind of dirt, and some kind of sand and stone, and some kind of path or trail that goes through the terrain. I am wondering if anybody who has knowledge of how the S3D system works can help me out, how can I mass-copy these "global" files into all the zones in the S3D structure? Doing it by hand seems like a lot of work. OR... Is there any way to maybe modify the client to pull the textures from a central location, instead of having to have each zone have copies of the same texture? I promise I'll post some screenshots when I get home from work today. | ||
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Last edited by Hawala; 05-02-2013 at 12:47 PM..
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#2
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Quote:
Or I recommend just PMing Toddfx as he is the person who would know most about that kind of stuff here. Good luck on the project! | |||
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#4
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Nice work man, looking awesome!
Now if we can only find someone to update and smooth out the models we'll really be rockin.
__________________
Apog - 58 Halfling Druid <Azure Guard>
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#6
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Make this happen.
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#7
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I beleive a script can be written to answer your question.
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#8
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Any script writers out there? I basically need something to replace all the pgrass files in every s3d file with a new pgrass.bmp for example. But I don't even know all the places in the structure pgrass.bmp is located! Same with canwall1.bmp, treea.bmp, etc etc etc.
This will also make it easier to release. Upon completion I can just upload the textures to a zip file, along with the script to replace all the files in the EQ tree called pgrass.bmp with the new version, as well as all other files that are contained within multiple zones. I'll post my finished version of EC when I get home today. | ||
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#9
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Looks awesome !
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#10
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someone figure out how to do this !
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