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Old 06-26-2006, 03:44 PM   #16 (permalink)
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Re: need help, texture problem
Originally Posted by Tatha-Kitten
what i find happens when i export my combined models into meta, is that only one of the textures has a UV map. And it's normally the first model i have up in vrs.

In the case of my gunblade, the blade has a UV map, and displays correctly, however, the hexagun, which i used to make the bullet chamber and handle, doesn't. And displays out of wack.
Hallihallo

This sounds like you don't know what triggers the UV map. As far as i know
only polygons that have "materia" in VRS have a UV map in Meta. Add materia to
all of the hexagun model polygons and the UV map should show up in meta.

I also know that VRS is sometimes messing the DDS up when exporting.
To work against this use Changetext to overwrite the DDS directly in the dat.

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Old 06-26-2006, 04:02 PM   #17 (permalink)
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Re: need help, texture problem
Oh, never thought to try that. I figured something with the .DDS had to be getting messed up, but couldn't think of a way to try messing with directly.

UV Maps always showed up on Meta fine for me when I tried them, see if ChangeText does the trick.

EDIT:

Lol, damn figures ChangeText was the one program I forgot to download and seems the "Ye Old Grumpy Rarab Homepage" is down along with the rest of ffximc.com





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Last edited by Macht : 06-27-2006 at 10:40 AM.
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Old 06-28-2006, 10:25 AM   #18 (permalink)
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Re: need help, texture problem
Originally Posted by Macht
EDIT:

Lol, damn figures ChangeText was the one program I forgot to download and seems the "Ye Old Grumpy Rarab Homepage" is down along with the rest of ffximc.com
Hallihallo

Try it here:

http://www.geocities.jp/geo_kuz/

Scroll down a littlebit to see the downloadlink of Change Tex.

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Old 06-28-2006, 10:31 AM   #19 (permalink)
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Re: need help, texture problem
Yeah, something else I want to try too. I feel a bit stupid I didn't realize that VRS was doing this when I was using it as a benefit before. So stupid I should of realized like named Meshes would end up being merged, end result is merged meshes with the UV Mapping all messed up.

Think my errors might of been my own stupidity

Now it's only an issue of figuring out why certain meshes I try to load crash out. Example being one of the Hume Female shields (Tower Shield), when I tried to import using the .DAT that ModelViewer says it is the thing crashes on me on VRS. Should of tried loading it alone to see what it does, all I can think is maybe that Tower Shield isn't realy the Hume Female one so it's trying to bind the shield to a skeleton that doesn't exist?

As tempting as it is to grab from that site, not sure if that is the original site that created the ChangeText. How well would you vouche for that site?





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Old 06-28-2006, 11:40 AM   #20 (permalink)
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Re: need help, texture problem
Originally Posted by Macht
As tempting as it is to grab from that site, not sure if that is the original site that created the ChangeText. How well would you vouche for that site?
Hallihallo

No can't vouche for that site for 100%, sorry :/. I found that link on http://www.geocities.jp/burumakun/ and downladed mine there.

Nice Day
Nomido

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Old 06-28-2006, 12:15 PM   #21 (permalink)
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Re: need help, texture problem
Well, guess it might be good enough. Going to give it a run through to see if it tries anything funny. Simple virus scan shows it look clean, but then again it is Symantec don't know why but I trusts McAfee's scans more. See what it says when I get a chance then maybe I will, still keep an eye it though.





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Old 07-05-2006, 02:48 AM   #22 (permalink)
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Re: need help, texture problem
Hallihallo

Yesterday I repaired the feet texture of Nakates Garuda mod.
I want to look if it is the same here but i need one of the following
things to verify that.

I need:

The dat of the bug Gunblade.

OR

The original dat file locations of the 2 dats that it has been made of.
(Can't find the Hexagun dat XD -> No updated Modviewer list. ;p)

OR

The Texture size of booth textures and how they are looking in VRS.
Wich dat is above in the dat tree?
Wich dat is under it?
Example:
[CODE]Blade.dat-Texture ???x??? or Gun.dat-Texture ??x??
| |
Gun.dat-Texture ??x?? Blade.dat-Texture ???x???[/CODE]

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Old 07-05-2006, 10:55 AM   #23 (permalink)
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Re: need help, texture problem
Well, finally noticed what was seemed wrong with the .dat I've been making. I noticed that for some reason the UV Mapping is getting split appart in wierd ways which ended up creating an extra UV Mapping that seem to match up to none of the textures which ends up with it mapping it all wrong.

Trying to figure out how to fix that..





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Old 07-07-2006, 07:17 PM   #24 (permalink)
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Re: need help, texture problem
Originally Posted by Macht
Well, finally noticed what was seemed wrong with the .dat I've been making. I noticed that for some reason the UV Mapping is getting split appart in wierd ways which ended up creating an extra UV Mapping that seem to match up to none of the textures which ends up with it mapping it all wrong.

Trying to figure out how to fix that..
Hallihallo

That sounds like you want to riddle it on your own. Modderproudness, right? ;D
Well, ok I respect that.

For the case you want to go a faster way here my debugged OnionClubGun:
Edit: removed image

Nice Day
Nomido

PS.: If you have already riddled it I would be very interested how you did it. ^_^
Yours should be much more elegant then my method. XD

Last edited by Nomido : 08-29-2006 at 12:24 PM.
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Old 07-08-2006, 11:33 PM   #25 (permalink)
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Re: need help, texture problem
Well I finally noticed something through changetext that showed an error that explains everything to the issues I've had. Though changetext has only showed the error, it can't seem to fix it though.

Here is the example of what the issue is. If I figure out how to fix the texture then I should be able to fix it on everything I've tried. This may even solve the issue with the handle on the Gunblade that shows up.
Attached Thumbnails:
need-help-texture-problem-badtexture.jpg  need-help-texture-problem-badtexture2.jpg  need-help-texture-problem-badtexture3.jpg  





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Old 07-09-2006, 01:18 AM   #26 (permalink)
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Re: need help, texture problem
Hallihallo

Maybe the little guide i made will bring light in this here.
It has a why, where and how to get rid in it.

Until this bug in the FFXI Exporter of VRS is removed this guide should be handy. ^^

Nomidos little Texturetroubleshooter

My method may not be elegant but it works. XD

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Old 07-09-2006, 04:23 PM   #27 (permalink)
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Re: need help, texture problem
Nice that explains exactly what is going on. Figures got to get a HexEditor, hope I remember how to use those been about 8 years since I last used one.

Thanks for the info, Know what I got to do to them now to fix it all. Just a pain, this bug is even in the latest JP Version, hope the new US version fixes that..

In your Guide I'm not sure but I think there is a typo with the 2er Groups.

You put it as: 00 10 00
and turned around you put : 00 10 00
Correct would be: 00 01 00

Same with the 00 20 00
small typo I could understand missing, but incase anyone else reads. Confirm if that's correct or you did type wrong...

EDIT:

Ahh, so close all the texture seems to be there just it's doing something wierd. It seems like it's reading the 128x128 sizes wrong still check a few things in there first but it's a good start.

Woot got it, apparently the 128x128 isn't the same as the standard.

every one that is 128x128 ended up being

00 40 00 00 00 02 00 00

Once I got that right it all worked. Now to start trying to get my stuff to work. Odd how VRS does it, seems like it is reading the configurations to only 1 of the textures and then sets them all to that one.

Example Kaede has a first object of 64x64, if you alter it then save the export out it sets everything to the Data Size of 4096. When I changed it and the next new file was a 128x128 it went and saved everything as 16384 Data Size.





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Old 07-10-2006, 03:44 AM   #28 (permalink)
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Re: need help, texture problem
Originally Posted by Macht
You put it as: 00 10 00
and turned around you put : 00 10 00
Correct would be: 00 01 00

Same with the 00 20 00
small typo I could understand missing, but incase anyone else reads. Confirm if that's correct or you did type wrong...
Hallihallo Macht

This hex numbers are one of a hell confusing.
I tried to explain it with my example but it seems i failed at it.
Explaining it right is hard. I will put examples in there from original files
that should do the explanation.

"Correct would be: 00 01 00" <-- you read every number alone from left to right
and not the pair of numbers. 00 01 00 = 100 hex
You have to take the pairs as they are and rearrange them.
Example:
You read 000100 =
0 = 1 digit --> first number
0 = 10 digit --> second number
0 = 100 digit --> third number
1 = 1000 digit --> fourth number
0 = 10000 digit --> fifth number
0 = 100000 digit --> sixth number

Thats how FFXI reads it 00 01 00 =
0 = 10 digit --> second number
0 = 1 digit --> first number

0 = 1000 digit --> fourth number
1 = 100 digit --> third number

0 = 100000 digit --> sixth number
0 = 10000 digit --> fifth number

How it is counted is discribed here:
http://www.functionx.com/references/numsystem2.htm
I changed it in myguide to explain that more clear. I needed to look at a few different
texture sizes before realising how FFXI reads that numbers.
Originally Posted by Macht
EDIT:

Ahh, so close all the texture seems to be there just it's doing something wierd. It seems like it's reading the 128x128 sizes wrong still check a few things in there first but it's a good start.

Woot got it, apparently the 128x128 isn't the same as the standard.

every one that is 128x128 ended up being

00 40 00 00 00 02 00 00
Thats why i mentioned the Garuda DAT but it also doesn't seem
to be enough. I put examples in there for every common DAT
format. XD

Originally Posted by Macht
Example Kaede has a first object of 64x64, if you alter it then save the export out it sets everything to the Data Size of 4096. When I changed it and the next new file was a 128x128 it went and saved everything as 16384 Data Size.
It depends wich DAT is the first in the DAT Tree in VRS as far as i know. VRS always takes the most above in that "DAT-tree".
The strange thing is it doesn't do this with all DATs. :D

Nice Day
Nomido

PS.: I hope i remembered that first, second, third,.. stuff right. Hard to explain some things if you are missing vocabularies. XD

Last edited by Nomido : 07-10-2006 at 11:11 AM.
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Old 07-10-2006, 11:55 AM   #29 (permalink)
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Re: need help, texture problem
Originally Posted by Nomido
Hallihallo Macht

This hex numbers are one of a hell confusing.
I tried to explain it with my example but it seems i failed at it.
Explaining it right is hard. I will put examples in there from original files
that should do the explanation.

How it is counted is discribed here:
http://www.functionx.com/references/numsystem2.htm
I changed it in myguide to explain that more clear. I needed to look at a few different
texture sizes before realising how FFXI reads that numbers.

Thats why i mentioned the Garuda DAT but it also doesn't seem
to be enough. I put examples in there for every common DAT
format. XD


It depends wich DAT is the first in the DAT Tree in VRS as far as i know. VRS always takes the most above in that "DAT-tree".
The strange thing is it doesn't do this with all DATs. :D

Nice Day
Nomido

PS.: I hope i remembered that first, second, third,.. stuff right. Hard to explain some things if you are missing vocabularies. XD
Oh no I understand all that just fine, the example you made about Garuda is exactly why I stated still got to try more and that it was a good start. What you stated about Garuda was exactly what happened to me. So far as I look through the files on every one that VRS saved it did exactly that on all of them. Which ever is the first to come up on the Address List is the one that all of the files were configured to for Data Size. Kind of like the export's original build was intended for altering a single textured object.

As for the Hexidecimal itself I need no explination of how they work, I know those very well (apparently better then I realized) through my Networking Classes with Cisco. So I completly understand their 2 pair groups, forming 4 characters with 2 left (left nibble) and 2 right (right nibble). Or as you state them the 2 left being (High Order Bits) and 2 right (Low Order Bits). Our class had a field day with this because our teacher messed up and she called them nipples.

What I was getting at is the tutorial you built it states:

Originally Posted by Nomidos little texturetroubleshooter
So that would be 00 20 00 in 2er groups and if you turn it around you get: 00 20 00
The statement is wrong because the second one is not turned around, turned around it would be 00 02 00. I wanted to point that detail out because the picture and that statement counter eachother and don't want to confuse people. Especially with something like this.





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Old 07-11-2006, 12:33 AM   #30 (permalink)
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Re: need help, texture problem
Originally Posted by Macht
The statement is wrong because the second one is not turned around, turned around it would be 00 02 00. I wanted to point that detail out because the picture and that statement counter eachother and don't want to confuse people. Especially with something like this.
Hallihallo Macht

Yes, reading it again seemed really confusing at that part and wrong described by me. Thanks.
I changed that explanation part and extended the "Common Formats Table" to
how it looks like in the file.

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