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

  1. #1701
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    SeSep is shared between the NQ and sparkly version, it looks like. The blue part (had to be cropped, was too long) on the left hand side in the top image is the schedule section, and it's what makes it animate, and is essentially the same between all weapon-effect objects like this it seems, such that that same block was able to animate all of those other effects with only changing that yellow block in the second image.

  2. #1702
    Cerberus
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    So what is different when you compare the sinr from nq and sparkly? These effects turn on when you ready your weapon right?

  3. #1703
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    The sinr sequences seem to be identical up until where that first end is. From there it diverges into the yellow block.

  4. #1704
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    Any chance i could get an upload of a normal and pretty version of something? >< id buy the game again but 20 bucks seems a lot for something my computer cant run xD but it can run a hex editor!

  5. #1705
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    Here are the files -> coruscanti.zip, but what would you have that couldn't run FFXI? I've seen it running on macs and unix rigs in the past.

  6. #1706
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    Quote Originally Posted by Stromgarde View Post
    SeSep is shared between the NQ and sparkly version, it looks like. The blue part (had to be cropped, was too long) on the left hand side in the top image is the schedule section, and it's what makes it animate, and is essentially the same between all weapon-effect objects like this it seems, such that that same block was able to animate all of those other effects with only changing that yellow block in the second image.
    sesep is the sound the weapon makes on hit

  7. #1707
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    lol this laptop is a turd with a monitor. I'll take a look at these files and let you know in a minoot.
    Ok so what is the end goal here? to put it on other weapons?

  8. #1708
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    Yeah, or ideally be able to change the length. From what I've been able to tell, you can already use the effects (1H, 2H, makes no difference) on different weapon types with no ill effects. Offhand is still slightly problematic however.

  9. #1709
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    So you say these are weighted to the weapon regardless of what weapon type? o.O

  10. #1710
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    Yeah, if you check a couple of posts back I transferred the effects of Talekeeper (Sword), Ephemeron (Sword), and Murasamemaru (Great Katana) all to the dagger. Furthermore, a test with Mistral Axe proved it followed the weapon and not just the hand.

  11. #1711
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    can i have a dat of another type of shiny weapon? maybe one for a different race too :B

  12. #1712
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    Shiny.zip

    Readme tells you what is what, no NQ's included however.

  13. #1713
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    Ok so apparently for the effect weights 6903 is the weight for the sub weapon, and 7903 is weight for main weapon.
    (In the main hand dat of the first shiny you sent me) If you check in the sinr and sotr schedules you'll see that they are calling the schedules
    !w01 and !w02, these are the turn on and turn offs. Scroll down further past the first end will take you into the effects section where you'll find the !w01 and !w02 schedules.

    If you were to put these effects on different weapons you would need to copy pasta the sinr and sotr schedules and then the lower part of the dat after the first end.. Or just use VRS like you have been xD

    As for editing length and position you'll have to experiment with that as I never really had a solid ground as to how to do that. It seemed almost random or at least different for every dat.

    http://magicmortar.blogspot.com/2009...g-scaling.html

    That would be the most helpful I could be without a computer capable of running ffxi. I can tell you you'll be editing the sections that start with tb01 and el01.

    Although looking in those sections I can see multiple subschedules within which I have never seen before. I assume that will be the key to it repeating activation even after equipment change.

    I can attest that looking through these and seeing just how similar it is to my method and naming is creepy.

  14. #1714
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    mooshy! put a print screen where do you paste the effect! maybe i am doing something wrong here!

  15. #1715
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    the black area would be where you pasta. You'll need to copy pasta everything after that point from the original dat (the one with effects already on it) including the 2 ends

  16. #1716
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    does this apply only for weapons? lets say i got a schedule to repeat itself but i just changed the number to 10 and pasted the WHOLE dat(lousy at cleaning the dat here) but with other effects off(i filled them with 00) but when i log in i equip the armor it doesnt call it stays the same.

  17. #1717
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    Hmm, well the thing with pasting a whole dat is that it might try to read other effects which arent on repeat. When something is on constantly its not reading off any main schedule its just reading off of an effect data block, so if you are pasting a whole dat there are likely many different effect data blocks.
    Even if you were to name them all 0000 or go to a main schedule and change it so it doesnt call them all it will still read them and just assume the effect block is named "00 00 00 00".
    So its somewhat essential that the dat is somewhat cleaned even if it is just removing not needed effect blocks (the first sections of an effect dat). If you leave textures, main schedules, sub effect schedules (everything below the first effect blocks that the main schedule calls) it should be fine.
    If you can send me an edited dat that doesnt work i could probably look it over in hex

  18. #1718
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    lemme edit it again since i deleted it countless times and thank mooshy!

    edit: these are the 2 dats

    http://www.mediafire.com/?ozzvk1j29pnki

    i will be finishing the product and posting it here takes me like 10 min but i am in work atm so cant focus on it but ill do it in this hour or so.

    now the problem i have is that lately se has mergued most of sub schedules like for example in the dat i am trying to pull off hit0 has all the effects but i am just trying to get one of them not all.


    edit: trying to strip after alot of editing is "vb00" from hit0 schedule


    edit2: here is the finished dat doesnt crash but doesnt work
    http://www.mediafire.com/?5axblhuvf4c52x7

  19. #1719
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    Quote Originally Posted by Mooshywooshy View Post
    Ok so apparently for the effect weights 6903 is the weight for the sub weapon, and 7903 is weight for main weapon.
    (In the main hand dat of the first shiny you sent me) If you check in the sinr and sotr schedules you'll see that they are calling the schedules
    !w01 and !w02, these are the turn on and turn offs. Scroll down further past the first end will take you into the effects section where you'll find the !w01 and !w02 schedules.

    If you were to put these effects on different weapons you would need to copy pasta the sinr and sotr schedules and then the lower part of the dat after the first end.. Or just use VRS like you have been xD

    As for editing length and position you'll have to experiment with that as I never really had a solid ground as to how to do that. It seemed almost random or at least different for every dat.

    http://magicmortar.blogspot.com/2009...g-scaling.html

    That would be the most helpful I could be without a computer capable of running ffxi. I can tell you you'll be editing the sections that start with tb01 and el01.

    Although looking in those sections I can see multiple subschedules within which I have never seen before. I assume that will be the key to it repeating activation even after equipment change.

    I can attest that looking through these and seeing just how similar it is to my method and naming is creepy.
    I continue to be impressed by your perception. Spot on with all of your conclusions regarding timing and main/sub weapon, I'll have to see if I can't find where the scaling byte is. It should be like the 0904 you mentioned in the post?

  20. #1720
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    : ) its just because i spent countless countless hours slaving over an obsession to get effects on weapons that ultimately culminated in success followed by swift ffxi suicide xD now they make my work moot, but this should make it much easier to do, so im sorta happy!

    Hopefully its 0904, but like i said i remember observing dissimilaities between normal constant effects (i.e. Simple tansparent polygons that move/rotate/fade) and effects that emit polygons (i.e. Ermm like.. Like smoke being emitted). I think the 0904 ended up changing the size of the polygons emitted or something insane, very confusing.

    Also i remember x y and z not always being in that order (at least from the perspective you would assume in Altana Viewer).

    But lemme know how it goes! Even after all these years it still interests me a lot!

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