Is there anyone that has any experience in either 3dsMax Scripting or Blender Python scripts?
I'm currently working on an importer/exporter for the levels, characters, objects, etc but it's been an uphill battle. If anyone would like to help out I'd be most welcome.
Importing EQ2 files into blender thread
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Andrew
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Importing EQ2 files into blender thread
Last edited by Andrew on Thu Jun 05, 2008 5:54 am, edited 1 time in total.
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Andrew
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Started working on a script to import models into blender. You can get it from http://openzone2.googlecode.com/svn/tru ... Q2_draw.py
Put the script in your blender/scripts folder and run blender. If done correctly you'll have a new option under file->Import

Put the script in your blender/scripts folder and run blender. If done correctly you'll have a new option under file->Import
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chrrox
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Andrew
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Tiger
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Re: Importing EQ2 files into blender thread
I'm not at all a programmer, but I am able to import the meshes along with the texture UV coordinates by manually using a hex editor with the .draw files and copying and pasting the core components (the Vertexes, The UV coordinates, The Face list, The Normals) into a blank base file that I know the format of (ogre 3d Binary .mesh). Then I convert the .mesh binary format in to the .mesh.xml ASCII format (using a command line program someone else made) that blender can import via a script someone else made.
The basic format of the .draw files is just:
at byte 0hx14 a 4byte integer that represents the number of 12byte vertexes (3-4byte floats {X,Y,Z}
Then after that Another 4byte integer (in most cases the same integer as before) followed by that many 12byte Normals
Then after that Another 4byte integer (in most cases the same integer as before) followed by that many 8byte UV coordinates.
Then somewhere (file specific) is the Face array list. The faces are the polygon of the Nth set of 3 faces.
at byte 0hx14 a 4byte integer that represents the number of 12byte vertexes (3-4byte floats {X,Y,Z}
Then after that Another 4byte integer (in most cases the same integer as before) followed by that many 12byte Normals
Then after that Another 4byte integer (in most cases the same integer as before) followed by that many 8byte UV coordinates.
Then somewhere (file specific) is the Face array list. The faces are the polygon of the Nth set of 3 faces.
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tyrbo
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Re: Importing EQ2 files into blender thread
[mention]Tiger[/mention]
Hey, I spent some time trying to import models into Blender, but I could never get the colors right.
It'd be awesome to be able to render models to take screenshots so there's a collection of them for reference, but doing so by hand in-game is quite tedious. Jumping to Blender or some other tool seemed like one step toward a better solution.
100% new to 3D modeling stuff, so once I got to the texture UV stuff I was pretty lost. Haven't revisited it yet.
Would love any insight you might be able to provide.
Hey, I spent some time trying to import models into Blender, but I could never get the colors right.
It'd be awesome to be able to render models to take screenshots so there's a collection of them for reference, but doing so by hand in-game is quite tedious. Jumping to Blender or some other tool seemed like one step toward a better solution.
100% new to 3D modeling stuff, so once I got to the texture UV stuff I was pretty lost. Haven't revisited it yet.
Would love any insight you might be able to provide.
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