-Step 3
Now, you'll notice on the .dat I just did that there's some strange, blackish-gray blotches. We don't want these. Thus, in order to get rid of then, we're going to use Alpha Mapping.
An alpha map tells the program that you want a section of the skin to be totally transparent. Don't worry. It's tons easier than it sounds.
Open up your .bmp file again. Then, save it with a different name. I use Phabin's suggestion and call it "myskina.bmp". It makes it a lot easier to find then.
Here's where you really need a program that will do layers. In Photoshop, the easiest way to do this is to create a new layer, fill it in with white, and set the layer's blending mode to "multiply." This will turn the white transparent.
Take your pencil tool (A sharp, pixilated edge makes this much easier) and, with black, color over the area you want to be transparent. Save it again. Make sure it is also a bitmap, and that it is the exact same size as your original .bmp file.
Go back to Graphics Converter 3. Open up your original .bmp (myskin.bmp). Go up to File >>> Open as alpha channel and chose your alpha map (myskina.bmp). The parts that were black on your alpha map should now be transparent.
If you chose the wrong file, you'll either get an error message, or your whole skin will go kinda see-through. Not what you want.
Convert it once more to .dds. Be sure you use: Format >>> ST3C Format (
My Encode Engine) >>> DXT3(4-bit alpha non-premult). The alpha map has a very good chance of not working otherwise. Back in Model Viewer, convert your .mqo to .dat, and you're done!
(Note: Stromgarde has explained to me that alpha maps will not work on things that have a material attached to them, i.e. shiny stuff. So shiny armor/pauldrons/shield cannot be alpha mapped.)
If you want to edit a skin that already has an alpha map of some kind, open up the original .dds file in the Graphics Converter and select: File >>> Save As Alpha Channel. (You wouldn't believe how long it took me to figure this out...) It will save the transparency for you.
-Step 4
Finally, you can edit the mesh itself. There are two different programs that I know of that allow you to do this. One is Metasequoia, and the other is Virtual Reality Studio, also known as VRS. Each is really a tutorial all on it's own, so I'll only discuss them briefly here.
There are plusses and minuses to using each of the 3D programs.
Metasequoia can:
-Easily move vertices/lines/meshes
-Easily resize meshes
-Show relationship between mesh and unwrapped skin (Doesn't really work for merged meshes)
-Quickly show top, front and side views simultaneously.
Metasequoia cannot:
-Delete vertices/lines/meshes
-Add vertices/lines/meshes
-Allow you to edit skeleton weights
-Allow .dat porting (switching a .dat from one race to another, or from NPC to PC.)
VRS can:-Delete vertices/lines/meshes
-Add vertices/lines/meshes
-Allow you to edit skeleton weights
-Allow .dat porting (switching a .dat from one race to another, or from NPC to PC.)
(In the new, untranslated version):
-Allow you to change animations
-Possibly allow you to edit the skeletons themselves. (Not sure on this one.)
VRS cannot:
-Easily move vertices/lines/meshes
-Easily resize meshes
Note that "cannot" doesn't necessarily mean that's it's impossible to do in the program, it just means that it will not render correctly ingame or it's clunky and difficult to do.
To really be able to edit .dats thoroughly and easily, you should learn use both of them.
-Step 5
If you want to see what your .dat looks like, but don't necessarily want to replace some in game armor/weapons, here's how to edit your Model Viewer lists.
Make a new folder in ROM of your FINAL FANTASY XI file. I call mine "Fan." Take your newly edited .dat (Or the .dat that you plan to edit) and copy it into the folder. If you've already finished your editing of an ingame .dat, don't cut it out of its original file, your game will crash.
I like to rename them to something recognizable, like newlizardm.dat, but that's up to you.
Once you've got it in the new folder, look for the "List" file for your Model Viewer. Mine's in the FINAL FANTASY XI folder already, so I just go there.
We changed the Mithran body piece, so we open Mithra_Bd.lst. It should open up just fine in Notepad or Wordpad. If you accidentally put it in a different list, it'll either display over another model (this means it's in the wrong armor slot) or it'll look like it exploded (this means it's being loaded on another race.) Though, honestly, you probably will have figured this out before then.
Decide where on the list you want it to show up and type in:
"Folder Name"-".dat name",".dat title"
So my new .dat will be:
Fan-newlizardm,Redone Lizard Jerkin
Resave the list, restart the Model Viewer and there you go!