Project 1999

Go Back   Project 1999 > General Community > Screenshots

Closed Thread
 
Thread Tools Display Modes
  #21  
Old 08-17-2015, 08:59 PM
blondeattk blondeattk is offline
Planar Protector

blondeattk's Avatar

Join Date: Oct 2013
Location: UK
Posts: 1,130
Default

interesting gap between SK and the lake. is rathe mountains the right scale?
__________________
"I have been freed from the shackles of pixel lust."

Are YOU Cleansed from the chains of digital desire?
  #22  
Old 08-17-2015, 09:35 PM
Pringles Pringles is offline
Planar Protector


Join Date: Nov 2010
Posts: 1,982
Default

doing gods work! Thanks for the seb pic
  #23  
Old 08-17-2015, 09:39 PM
Bboboo Bboboo is offline
Fire Giant

Bboboo's Avatar

Join Date: Mar 2014
Posts: 817
Default

Yes everything should be at the correct scale (or most of the zone lines wouldn't match up).

It's interesting how some zones have quite a bit of the connecting zone attached to it, like Nek/Lava for example. They obviously put some of the connecting zone there to give the illusion that the zones are connected when zoning, but some of it seems unnecessary.


Lavastorm/Nektulos
[You must be logged in to view images. Log in or Register.]

Lavastorm Selected
[You must be logged in to view images. Log in or Register.]

Lavastorm moved up on the Z Axis
[You must be logged in to view images. Log in or Register.]



Also if I was to scale Rathe Mountains up you can see that the zone lines are out of scale.
[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 could scale the other zones but you would mostly just come back to where you started but with everything just bigger.
  #24  
Old 08-17-2015, 10:35 PM
kledar kledar is offline
Aviak


Join Date: May 2015
Posts: 58
Default

Guk?
  #25  
Old 08-19-2015, 11:43 AM
Gustoo Gustoo is offline
Planar Protector

Gustoo's Avatar

Join Date: Mar 2012
Location: The side of Bristlebane
Posts: 5,917
Default

so gooood
__________________
Discord PVP Server:
Quote:
Originally Posted by Rogean View Post
Lost but not forgotten.
  #26  
Old 08-20-2015, 07:15 AM
am0n am0n is offline
Sarnak


Join Date: Jul 2015
Posts: 249
Default

I'd love to see a server without zones (or, at least less).... Be funny watching people run for half an hour to avoid a train. =P
  #27  
Old 08-22-2015, 01:47 AM
Zaela Zaela is offline
Sarnak


Join Date: Jul 2014
Posts: 319
Default

Was looking into something briefly and realized the tool I slapped together has the winding order backwards for what Blender expects. Made a minor update to the export tool in case there is any desire to do the below.

In Blender there's a checkbox for backface culling under the "shadeless" option -- allows seeing the interiors of rooms in dungeons and such. Quick look at sleeper like that, with the final room prominent:

[You must be logged in to view images. Log in or Register.]

And just for fun, the same view with orthographic projection (no perspective, like an old isometric game) which can be toggled with numpad 5 or View > View Persp/Ortho from the lower menu bar.

[You must be logged in to view images. Log in or Register.]
  #28  
Old 08-22-2015, 01:54 AM
Zaela Zaela is offline
Sarnak


Join Date: Jul 2014
Posts: 319
Default

Sebilis too, why not. I think the previous look at it had one of the axes flipped.

[You must be logged in to view images. Log in or Register.]


[You must be logged in to view images. Log in or Register.]
  #29  
Old 08-22-2015, 03:10 AM
Zaela Zaela is offline
Sarnak


Join Date: Jul 2014
Posts: 319
Default

Quote:
Originally Posted by kledar [You must be logged in to view images. Log in or Register.]
Guk?
Bit of a jumble when viewed as a single unit. The zonelines line up quite nicely, though.

[You must be logged in to view images. Log in or Register.]

Here's the same view with Upper Guk highlighted. Interestingly, when viewed individually the guks seem to have a lot of random crap floating around in the middle of nowhere, but it turns out that most of those are actually leftover parts of the other Guk. If you look closely here you can see lots of random bits of Lower Guk highlighted, particularly in the upper part of the image right-of-center, and to the lower left of the Upper Guk entrance (where the red, green and blue arrows thingy is).

[You must be logged in to view images. Log in or Register.]

And an othrographic look at the same view which makes them even more prominent (along with the fact that I wasn't patient enough to line up the zonelines perfectly).

[You must be logged in to view images. Log in or Register.]


Random shot of the lower-ness of Lower Guk (highlighted).

[You must be logged in to view images. Log in or Register.]


It seems pretty certain that the Guks were originally modelled as one unit, then split apart at some point when they were too lazy to clean up all the separated bits and pieces. There is one exception, though: where Upper Guk has its entrance room, Lower Guk puts a GM room centered on 0, 0, 0 (precisely where the 3D arrows are centered).

Upper
[You must be logged in to view images. Log in or Register.]

Lower
[You must be logged in to view images. Log in or Register.]


Too lazy to get a shot that gives a better look of Lower Guk. Seems making the whole Upper Guk model semi-transparent would be complicated in Blender.
Closed Thread


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 05:21 PM.


Everquest is a registered trademark of Daybreak Game Company LLC.
Project 1999 is not associated or affiliated in any way with Daybreak Game Company LLC.
Powered by vBulletin®
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.