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| Junior Member | Renders and their textures...
I was messing with Rendering some .dat files and got it to work in 3D Studio Max however, the textures used for armor/weapons looks like crap when you render it at 4000x3000. Is there an easy way to access the 1024x1024 Textures of Armor/Weapons or anything? Or a way to actually render them by hand? Thanks! -Xtek |
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| | #2 |
| Junior Member | Re: Renders and their textures...
Oh ok I understand now, thanks SA. -Xtek |
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| | #3 |
| Junior Member Join Date: Jan 2004 Location: Ogden, UT
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| Re: Renders and their textures...
I'm guessing that it would be agenst the TOS of someone would extract and repaint/resize the textures and reinsert them in to the game. Too bad, I could use a project like that and it would give me a excuse to learn PSP.
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| | #4 |
| Junior Member | Re: Renders and their textures...
Well, everything in this forum is kinda illegal, but it's not hurting anyone, so... Anyway, the major problem is that no one knows how to alter the size of textures. Changetex will allow the insertion of a larger .dds file, but it will get cropped unfortunately. |
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| | #5 | |
| Junior Member Join Date: Jan 2004 Location: Ogden, UT
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| Re: Renders and their textures... Quote:
Could someone point me to a post that discribes how the textures are saved and used in ffxi. If the game just takes a low res texture and tilles it across the surface (like grass and wall textures) then I would think we could creat a larger file at a higher res so for example (if you had the ram) you could make one texture big enough to paint all of Ron without repeets, thus preventing the repeeting patterns and keeping every part of the grass looking different.
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| | #6 |
| Junior Member Join Date: Mar 2004 Location: Victoria, BC
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| Re: Renders and their textures...
I was thinking about this the other day and I don't think that plunking in bigger texture files would do the trick. Let's take weapon textures. Most of them are 64x64. Even if you were to incease the size (and detail) of the texture by 300% to make it 128x128, FFXI's rendered would probably only take the first 64x64 pixel chunk of the texture file it encounters - if it would even render it at all. However, if you're doing your own 3D modeling using the MQO+DDS extracts from the model viewer, I can't see why you can not change the texturing properties of the model in your 3D application. That way you can designate higher resolution texture mapping so the textures will "line up" properly, so to speak. Granted I don't do a huge amount of texture work and my 3D modeling is limited at best so for you experts out there, feel free to hack apart my argument. :D |
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| | #7 |
| Junior Member | Re: Renders and their textures...
You're not limited to one texure. You can use multiple textures files per model in FFXI. I've opened up Japanese .DATs that have done this sucessfully. However, how they did it is another question. I'm asuming they used VRS since you can bypass the .MCD in Metaseq.
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| | #8 |
| Junior Member | Re: Renders and their textures...
Speaking of rendering problems. Whenever I use 3ds Max 8 the character model is only rendered in white and it won't load the .bmps that go along with it. So it's basically rendered without textures. Anyone happen to know why?
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