Importing EQ2 files into blender thread

Topics related to tools created by the Core Team or 3rd-party community members.

Moderator: Team Members

Post Reply
Andrew
Retired
Posts: 71
Joined: Fri Dec 14, 2007 8:33 am
Location: England
Contact:

Importing EQ2 files into blender thread

Post by Andrew » Fri May 09, 2008 7:50 am

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.
Last edited by Andrew on Thu Jun 05, 2008 5:54 am, edited 1 time in total.

Andrew
Retired
Posts: 71
Joined: Fri Dec 14, 2007 8:33 am
Location: England
Contact:

Post by Andrew » Thu Jun 05, 2008 5:53 am

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
Image

chrrox
Content Designer
Posts: 177
Joined: Wed Oct 17, 2007 8:12 pm

Post by chrrox » Thu Jun 05, 2008 1:00 pm

just download 3driperdx. It rips eq2 models perfectly and it can save as waveform .obj files and its free.

Andrew
Retired
Posts: 71
Joined: Fri Dec 14, 2007 8:33 am
Location: England
Contact:

Post by Andrew » Fri Jun 06, 2008 5:40 am

It doesn't import to blender and it also can't save back into eq2 format or do bones, etc.

Tiger
Posts: 18
Joined: Thu Dec 25, 2008 1:20 pm
Location: New York

Re: Importing EQ2 files into blender thread

Post by Tiger » Sun Oct 18, 2009 2:34 pm

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.
ToothSaber.jpg
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.
You do not have the required permissions to view the files attached to this post.

tyrbo
Team Member
Posts: 271
Joined: Thu Feb 18, 2016 12:33 pm

Re: Importing EQ2 files into blender thread

Post by tyrbo » Sat Feb 24, 2018 5:05 pm

[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.

Post Reply

Who is online

Users browsing this forum: No registered users and 0 guests