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#1
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Just an update. I haven't done any more rendering since Erudin, I've been busy playing with the model viewier/ZoneConverter MmoHunter linked to. I'm really hoping to get it working, but so far I've had limited success. I am interested in exploring this route because it will offer ENTIRE zones to me, where as currently I can only capture bits and pieces.
This is a great viewer that offers a lot of potential to me. It's just the export to 3D Studio Max that I am having issues with. So far I haven't been able to get an entire zone in with all textures. I'm also really eager to get some characters in so I can maybe play with some animation, which is more difficult to do with in-game captured models. Surely there are workarounds for the problems i'm having, but it's difficult dealing with ancient user-made utilities from 2002! They were made with old operating systems in mind, and I believe my 64 bit OS might be causing compatibility problems. Even commercially available programs have 64 bit issues. Anyway, we'll see how it goes this week. Dunes, it unfortunately is not possible to upgrade the graphics of EQ (to my knowledge) but it MAY be possible to upgrade the textures to "fake" the new lighting. All the lighting, shadows, and shading could be "baked" (embedded) onto the textures. However this would only be suitable for indoor zones, where lighting conditions do not ever change. Even then, it would definitely look nowhere as nice as you might expect it to judging by these renders. Furthermore, the 3D geometry would also have to be manually re-worked and replaced in-game because of the way the textures are mapped onto the surfaces (currently everything is tiled...it wouldn't allow for the level of precision that would be required for embedded lighting). And THEN, even if you could manage to actually get a zone fully converted, the size of the bitmap files that would be required for decent quality would quadrupedal zone load times, and would probably end up overloading the engine. So really, it would be too much work to be worth it. When I say "flythroughs" I'm referring to a similar render style I have going here, except perhaps having the camera animate through the whole zone. Imagine sitting in a helicopter flying over the tree tops of West Commonlands, seeing the inn, druid ring, derv camp, and mobs passing by beneath you. Or drifting through South Karana and circling around Aviak Village in a hot air balloon. In reality, I don't know how far I will get on that. My high quality trees are currently giving me some issues in the WC scene I recently started! Anyway, I can't say when the next update might be. I'll see what kind of free time I have this week. However, if anybody knows of any other offline EQ emulators or zone explorer, I'd love to check it out. Different emulators might display the geometry in a more helpful ways. Thanks guys! | ||
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Last edited by toddfx; 10-13-2010 at 02:51 PM..
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#2
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Those shots are really really awesome. Hell of a good job.
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#3
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great work on those pics, some that i can think of that would be cool, permafrost, the ruins in qeynos hills, blackburrow entrance, the gorge, najeena, solb.
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#4
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What format can you export to because I can code you a flythrough, etc. engine in Blitz3D. It can import .b3d, .3ds, .obj and .x. I can also do post processing (bloom, dof, realtime shadows, sunrays and all that good stuff).
Here's a shot of something I am coding. Just messing around making an EQ-ish clone [You must be logged in to view images. Log in or Register.]. | ||
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Last edited by stayne; 10-14-2010 at 09:59 AM..
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#5
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Cool, stayne! That engine looks pretty solid.
The animation of a flythrough isn't a problem for me, it's just getting the entire fully textured zone out of EQ and into 3DS Max. Are you able to load up native EQ zone files in Blitz3D? While I have you here, would you mind checking to see if the two .obj files I have here have UV coordinates? I'm able to export geometry from the Model Viewer (to .obj and .pov file type), but none of it is UV'd when I import the .obj into Max. The geometry comes in fine but the UVs are all collapsed to a single vertex. If you have a moment to try importing, It would help me to know if the UV's are getting wiped on export or on import: eq-obj.zip Thanks man! | ||
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#6
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Opened them up with UU3D and they do not have UV coords, but as you said the geometry is fine.
Blitz3D can only load the formats I mentioned. Could probably be done with some nifty coding but that would be over my head as I know nothing about EQ's format. See if you can find the obj2max plugin for 3dsmax (unless you are using a version later than 6 I think). That may help? | ||
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Last edited by stayne; 10-14-2010 at 01:30 PM..
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#7
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just for shits and giggles i took those OBJ's you put up and imported them into poser. they loaded perfectly except for the fact they are on their sides. if you can export one of the full zones and i'll see if it loads into poser fine. i tried that program a while ago but nothing ever loaded correctly for me
__________________
I hear voices in my dome, they won't go away or leave me alone
Quote:
Baas rutten, Monk Realena peacecraft, monk of cazic thule server. | |||
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#8
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Quote:
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#9
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no i can't get it to apply right. that's where i suck is trying to make my own mats.
i tried everything, it is impossible to put that texture on that model properly, i even DLed UVmapper and nothing came up when i loaded it
__________________
I hear voices in my dome, they won't go away or leave me alone
Quote:
Baas rutten, Monk Realena peacecraft, monk of cazic thule server. | |||
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Last edited by jyaku; 10-14-2010 at 04:39 PM..
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#10
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That's because it has no UV coords. I made some and textured it real quick just to see how it would look.
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