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  • Small problem

    Just got into editing and playing around with some files, i've hit one problem i can't seem to understand though.

    Take your average doublet, below the waist line it divides into 4 seperate "flaps", i've been using meta to join them together to stop them flailing around. When i take the two points i need to join select them both and choose to join the vertices it screws up the whole armor appearance in game + model viewer. Is there another way i can join parts together or even add more texture to fill the gaps?

    Thanx for any help

  • #2
    Re: Small problem

    Originally posted by Sulin View Post
    Just got into editing and playing around with some files, i've hit one problem i can't seem to understand though.
    Take your average doublet, below the waist line it divides into 4 seperate "flaps", i've been using meta to join them together to stop them flailing around. When i take the two points i need to join select them both and choose to join the vertices it screws up the whole armor appearance in game + model viewer. Is there another way i can join parts together or even add more texture to fill the gaps?
    Thanx for any help

    Don't do that in Metasequioa, it messes up the .dat file when you convert it back in. If you want to do that kind of stuff you have to use VRS. Basically here is a break down of the programs for FFXI's .dat files to best use:

    ChangeText: Best for swapping in and out .dds -> Textures for the models
    Metasequioa: Best for moving Vertex's or UV Mapping (Do not join vertex's because this deletes, you can not delete with Metasequioa or add with metasequioa only alter)
    VRS: Best for Adding Vertex's, Deleting Vertex's, adding Material, changing Material, altering Motion, creating Motion, and think I'm fogetting something else. VRS has the potential to do what Metasequioa does too, but you'll see quickly why I say Metasequioa is better for those two.

    There is a list of errors to be careful with when you save out stuff from VRS I should probably mention too:
    • DataSizes for the Textures will always read to whatever the first texture it loaded was. These errors to keep from them effecting the in-game result should be fixed. Done by using a Hex Editor and correcting the DataSize.
    • Texture quality will degrade (gets a greenish tint), keep a clean .dds file to port back in.
    • VRS blows out the seperator tags (1mt_, 2mt_, 3mt_, etc..) so if the .dat has any special functions it can result in it bugging out on you unless you correct it and place everything were it should be back between those seperators.
    • Sometimes for whatever reason VRS will save the mapping info before the textures, this causes an error were the system reads the first texture only and maps to it ignoring the others. Again this is a Hex Edit fix were you have to move all the mapping info under the textures.


    For fixing the DataSizes we actually have a sticky up there that shows you how to do it. You will probably want to fix the DataSize error first before porting the new .dds files in. Make sure that ChangeText reads the DataSizes correct before porting.
    Last edited by Macht; 09-05-2006, 03:27 PM.


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    • #3
      Re: Small problem

      Thanx a ton!

      Just wasted 2 hours or so editing an aketon, once i ported it in it looked like a mess!

      I'll try my luck with VRS

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