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0.1.6.5 (vermadas fork)
New Features:
ExportZoneCharacterVariationsoption - when true, it will export all character variations that spawn in a given zone. Requires database connection.ExportedAnimationTypesoption - 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.