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Thread: Show me those .dats!     submit to reddit submit to twitter

  1. #2261
    Ridill
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    Quote Originally Posted by Karbuncle View Post
    They took what they wanted and closed the door behind them so he can't dishonor them again.
    Nah, more likely they were trying to copy what he did, but ended up breaking something in the spaghetti code.

    "Never attribute to malice that which is adequately explained by stupidity."

  2. #2262
    Cerberus
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    Haha SE isnt that bad! It only broke because they straightened out some of their spaghetti code! Lemme see if I can explain this
    Before it was:
    Effect constant Looping
    -Init schedule kills the effect (you could probably see the effect for 1/2 a second right after you equipped a weapon)
    --Engage weapon schedule called the schedule that reactivates all effects
    ---Disengage weapon kills effects again

    Now they simply made a schedule called lop0 which I assume means loop. It isnt called by engage/disengage so it works on its own now (which might mean they have integrated a new effect system specifically for battle effects)
    None of the effects are set to constantly loop so a lot has changed.
    lop0 is like the init schedule where it calls from a different dat (much like every weapon has a normal hit effect, that is called from 0.dat) and has special mechanics that im not entirely sure of (havent messed with it).

    But it does look like they're trying to make it a more stream lined process for adding to weapons. Before you'd have to edit the engage/disengage schedules of a weapon, but now you can literally copy paste the bottom half of a dat to another and have the effect.
    Might even be able to use lop0 to add effects to the weapon for a certain amount of time i.e. en-spells, not sure though since I havent looked at it.

  3. #2263
    Smells like Onions
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    Holy crap, Mooshy is back? *mind blown*
    So, how are the chances we can get a multi-colored version of the elemental staff +2 pixel made done for the new All-in-1 Elemental Staff? I'd start looking at the diff between default staff and pixel's to see how it's done, but no idea if multi-color is possible. From the old stuff I remember I think there was only one color value that colors in the greyscale texture?
    Can you add multiple effects and have them a different color each?
    And by you I mean someone, maybe me, I just don't want to get started on something I can't finish :D

  4. #2264
    Nidhogg
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  5. #2265
    Pandemonium
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  6. #2266
    Cerberus
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    Quote Originally Posted by Elvarons View Post
    Holy crap, Mooshy is back? *mind blown*
    So, how are the chances we can get a multi-colored version of the elemental staff +2 pixel made done for the new All-in-1 Elemental Staff? I'd start looking at the diff between default staff and pixel's to see how it's done, but no idea if multi-color is possible. From the old stuff I remember I think there was only one color value that colors in the greyscale texture?
    Can you add multiple effects and have them a different color each?
    And by you I mean someone, maybe me, I just don't want to get started on something I can't finish :D
    wwwwwhoa whoa whoa what!? Im gonna break this down lol.
    Ok so pixel made a staff, i'd need to know what that was, if he named it the same as my staves im gonna e-slap his face through msn.
    Multi-color is possible to a degree. Thats correct for lots of effects, its usually 1602 00## #### changes color, but if you use the jeweled egg effect block it can cycle through colors.
    You could add multiple effects and have them different colors. All at once would be mind blowing though.
    You can doet~!

  7. #2267
    Smells like Onions
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    Yea..... Forgiveth me, for I have misspelt. Your staves, lol.
    And yea, you're right, there were those eggs for mog house that cycled colors *awesome-o*.

    All at once WOULD be mind-blowing, can one have them play at a delay or does that only work if the original effect already has one? Or maybe...could you explain how you got the ele staves to look like that? :D Is that just one existing effect colored in or multiple in succession?

    So the new staff is 1\282\109... now to find the darn egg.
    ---------------------------
    You didn't tell me you already made that multi-colored staff as punishment for not reading all pages of this thread, didnt you?

  8. #2268
    Cerberus
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    lol I didnt think to mention it

    You're asking for the 'planetarium' staves in multi color? Those are like 6 or 7 effects stacked onto a staff. I assume its possible but would take a buttload of time to work out.

    But basically those staves were a custom effect schedule I made for solid effect objects to rotate, then took the halo from Lilith Ascendant and stuck it on the staff twice, edited the rotation direction of both to go in other directions, but the same speed so there is a point where you can see they meet up and align in the circle within circle within circle.

    The rest was heavily edited ACP 'seed' effects. I had to change some sizes and emit speeds. Also had to edit what would leave a trail when you ran and what would stay on the staff.

  9. #2269
    Smells like Onions
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    Uhm, no, I didn't mean the +3 staves. Those are awesome in it's own place, but for the new Iridial Staff (8 elemental staves turned into one) it's not quite fitting. I saw a few thread pages earlier you first played around with turning the multicolored egg into a scythe of some sorts, and then made a staff version of it, too. But.... that's kinda boring, wouldn't want to do what other people already have done :D

    Hmm, now I don't know what I want to do about that iridal staff. Maybe have elemental glowing spheres rotate around the top end of the staff, or lit shards like the ones from sea.... You wouldn't by any chance want to hang around in IRC for an hour or two and help me with that? It's been ages since I've tried stuff, and all the good guides from FFXIDats times are gone

  10. #2270
    Cerberus
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    I dun have IRC or sea access :'( Glowing spheres rotating would be sweets, dunno how it would work, but its gotta be possible!

  11. #2271
    Cerberus
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    lolwuuuuuuuuuuuut No way I can make dats, the update broke the everlasting Wardrobe v4 :\ Effects were all about the wardrobing

  12. #2272
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    So I'm at a loss. I forget what settings to save the files in Photoshop in. I tried googling guides but they're all really old/don't involve PS dds plugin, or so what I found didn't apply.

    Could anyone give me a quick reminder of what I do here:


    Trying to make a white hair, blue eyed version of my icon(my main character's hair) for my mule.

  13. #2273
    The Tower
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    Here you go.


  14. #2274
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    Thank you! Now I can finally finish the black version(I need to put better quality ears on it instead of the ones I pasted on ages ago), and of course finish a white version for my mule.

    This is what it looks like currently.


    The white is a bit too bright and needs to be toned down a bit I think, but the eyes came out perfectly. I might hop in game to see how it looks in there first, though.

    It, unfortunately, has the same issues the black hair does with helms. I don't know how to edit weights/priorities.. so it's missing a chunk of hair with certain helms on. It also has a weird connection issue with a chunk of hair on the other side.



    Thankfully there is /displayhead off now and I don't have to see it.

    Oh, and I take no credit what so ever making this. This was a DAT I found years ago from XOOPS. I have no idea who the original creator is, but all credit goes to them.

    Edit:
    Doesn't look too bad in game. The highlights still shine pretty bright in the "sunlight" so I might tone them down a bit, still.
    Spoiler: show

  15. #2275
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    Could you cut the hair down on the front? I bluelighted the portion to keep that would make the hair less "wild."

  16. #2276
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    I think that might be beyond what I know how to do. I could Alpha things out, but if there is nothing under it, well... there will be a big hole.

    If I understand correctly, you pretty much want the pigtails on the back of the head removed? That's all that's really sticking out past the blue highlighted area, other than the long hair that goes down the back.

  17. #2277
    Ridill
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    Not sure how people do it nowadays, but with the old modelviewer you could break DATs down into like 4 files and then open one in Metasequoia (or likely some other imaging program) and manually move the points on a file. Could basically do that to shorten hair or maybe hide what you don't want within the head model itself. I never picked up the knowledge of how to make things from scratch, though, so all I ever really did was make some female armors look more chesty even though all it really did was stretch some textures.

  18. #2278
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    Could leave some of the hair if you did this:


    That said, your model so do what you want. I don't play mithra (Dhalmel pride, but I wouldn't mind a Yugi model).

  19. #2279
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    I wouldn't mind, if I'm able to, making a custom edit of it for you. I just think it's beyond what I know how to do. I wouldn't mind playing around with it and trying, though I make no promises. I'd love to be able to fix the current weight/priority issues with it.

  20. #2280
    Pandemonium
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    The collection of guides (in an archive) that I linked a few pages back should include everything you're looking for -- Photoshop info, how to edit priorities for hats, and more. I am on a phone, else I would link you, but it should not be too hard to find. It is a backup of all the tutorials that were on the now defunct FFXIDATs.

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