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Releases: vermadas/LanternExtractor

0.1.7.1 (vermadas fork)

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@vermadas vermadas released this 04 Aug 19:30
  • Exported models will no longer have a mirror transform applied to them that could result in a negative scalar, which some consumers had problems with. Imported skeletal models in Blender will now no longer flip upside-down when using Edit mode on the mesh.
  • Models with animated vertices that were set to export static in 0.1.6.5 due to a library issue will now export with animation again.

0.1.7.0 (vermadas fork)

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@vermadas vermadas released this 17 Feb 22:34

0.1.7 release code from the main repository has been merged in.

Thanks to @knervous for the following contributions:

  • Exporting sky.s3d to glTF will now create separate models for skyboxes and rotating elements (sun, moon, etc.)
  • Option added to export BSP regions with metadata with a zone glTF export
  • Model scale of the glTF zone export is now configurable
  • Zone and character glTF exports previously had a top level node transform to mirror the model on the X axis. Models now export with the correct orientation without the need for this transform.

Thanks to @nickgal for the following contributions:

  • Added support for equipment exporting beyond Velious (gequip#.s3d)
  • Added support for double-sided materials
  • Color values that get exported to glTF as a multiplicative color factor (armor tinting) should be decoded to linear values

0.1.6.5 (vermadas fork)

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@vermadas vermadas released this 20 Jun 20:15

New Features:

  • ExportZoneCharacterVariations option - when true, it will export all character variations that spawn in a given zone. Requires database connection.
  • ExportedAnimationTypes option - you can now restrict which animation types are exported (Passive, Idle, Combat, etc.)
  • Some "door" types that automatically rotate will now export with that rotation animation (windmill blades, Ak'anon lights, some others)
  • Player character export - You can now optionally specify a .json file instead of it automatically using the default PcEquip.json. Add the path to the json as the second argument to the command-line like so:
    LanternExtractor.exe pc myEquip.json
  • Player character export - Velious helms now support color tinting
  • When creating new images with alpha channels for animated textures, all frames will now be converted instead of just the first.
  • Included some Blender scripts that can be used after exporting a zone into Blender:
    • eq_animate_textures.py - glTF does not support animated textures found in many places in EQ (water, fire, etc.) Using this script, which references the included animatedTextures.csv, those textures can now be animated.
    • eq_import_chrs.py - Works in tandem with the new ExportZoneCharacterVariations option - populate the zone with mobs. Spawns are randomly chosen. Requires database connection
    • eq_vertex_color_shader_edit.py - If you export zone with vertex colors, this script will change material shaders to use vertex colors to add slight emission to better approximate how they would look in game.
  • Created some example player character .jsons.

Bug fixes:

  • Corrected vertex normal directions
  • Fixed issue with Player character export where some elf races' ears were using incorrect material.

Adjustments:

  • ExportAdditionalAnimations setting removed. If ExportAllAnimationFrames is set to true, it will always check the global character files for additional animations to load for compatible skeletons. Use the new ExportedAnimationTypes option to limit the included animations.
  • Changed zone scale multiplier to 0.2 from 0.1, which is a closer approximation to real world meters for EQ's art assets.
  • Instead of always overwriting images when exporting, if an image already exists with that name it will be skipped.
  • When creating new images for translucent textures (adding an alpha channel), changed the image name convention slightly so Blender could more easily pick up image sequences.
  • App will run 64-bit now on supported systems. Avoids hitting the 32-bit memory limit when exporting certain zones with lots of objects (Plane of Growth and Trakanon's Teeth)
  • Disabled an extension that would embed external resources with the LanternExtractor exe. As a result, you'll now see several .dlls loose in the folder with the .exe.

Regression:

  • Some meshes that had vertex animations that were exported with morphing animation in glTF suddenly started throwing errors. For now, I've set these so they export static. All of the affected meshes are grass objects from some outdoor Kunark zones.

I will add more detailed instructions to the wiki soon.

0.1.6.4 (vermadas fork)

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@vermadas vermadas released this 09 Apr 14:34

Features added for glTF export

  • Support for exporting sky.s3d (skybox assets).
  • Added option to duplicate vertices for second triangle when two triangles with different winding orders share a set of vertices (Workaround for Blender limitation).
  • Added experimental option to export skeletal object instances with their armatures and animations when exporting a zone.
  • Added option to export zone with light instances.
  • Added KHR_materials_specular extension and set specularFactor to 0 on materials. Improves look of models in certain viewers.
  • When exporting zone with object instances, objects below a certain threshold on the vertical axis will be skipped.

Bugfixes

  • Fix for intermediate export when initializing a WLD with a null injected WLD
  • Fix non-character skeletal actors exporting mesh incorrectly
  • Fix sarnak ghost foot not being exported correctly

0.1.6.3v

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@vermadas vermadas released this 24 Mar 14:43
619268b

Adds the option to export zones with door objects using the database connection.

0.1.6.2 (vermadas fork)

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@vermadas vermadas released this 15 Mar 19:57
  • Initial Release of this fork
  • Export Player Characters to a glTF model