hey remember your effect that left a trail and never depop? did you ever fix that i think i am having the same issue atm
Haha no, I dont think I ever fixed it
oh well in the search for more effects!
i present you my first edited body with effects!
all thanks to mooshy thougth he spend his money on idolmaster figures srlslrlslrs!
mooshy you wouldn't happen to have that kickass sword you made years ago or is that bye bye? it has this super effect predating se's current effects.
lol Looks great Kayu!
Chrian are we talkin the purple sword with the cruel riposte effects? Id need to remake those to the new standards of only turning on in battle
thanks mooshy!
also if you could make a guide for engage disengage effects would be great those where always a mystery and only in your mind! i shall write in my brain all da powa of da mooshy! even if my brain fry in the process!
the turn on/off is controlled by the sinr and sotr schedules, which call !w01 and !w02 which in turn are later found in the effect blocks... I feel like I'm getting closer, but it's still a bit further.
I think that this is the right schedule...
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And this is the start of the textures/effect(?) area, below the line?
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Yep! Textures have the ....xx..xx..... that represents FFXI's famous black and white alpha mapping
So if you were going to trim down to the bare essentials you'd copy pasta
rf10 block
Do a search for "uf " (uf space space, the texture/model call in the rf10 effect block)
Copy pasta the "uf " model data (which the header might look the same as the texture because it will be calling the texture)
Copy pasta the "uf " texture data
then copy pasta the effect modifier "ppa0"
And that should be it! The interesting thing about hex, is once you understand the model/texture data, you can change over models between effects. For instance You could copy the baby chocobo effect model from the summoner emote, and put it in where the home point crystal model data is in its dat. And if keep the home point crystals effect modifiers, it will be a spinning crystal baby chocobo :O~
Oh also if it helps, the way I do it to keep from confusing myself is I just start a new hex file and copy paste piece by piece into it, then after I have all the pieces, copy paste into the weapon dat
Good lord at these last few pages. I thought I was the hot shit when I learned how to composite two dats- this stuff is just fucking nuts.
I thought i was hot shit when i changed my bestia breeches to jingang hose.
lol Thats how I feel on the normal game threads! I thought I was hot shit when I unlocked Beastmaster
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So, how do we get them to hire Moosy to be in charge of making new dats?
mmmm dat polearm
lol No idea how to make that electricity work, keeps failing me ; ;
Dont make fun of my idolm@ster figures!
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If you were really halfanese then you'd have a stack of pocky, which you'd proceed to try and lick the coating off, snap in half and stick up your nose without using your hands. But being half, you'd only manage one nostril.
Using 7903 as Anchor
Finally got Tenzen's flaming sword to work, albeit with the effect rotated at an odd angle when using 7903 versus the original, which was A900.
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I assume you encountered this issue as well Mooshy. In this case, would the rotation vectors be located on the ppa0 effect modifier schedule?
it appears you found the same issue i did the sword didnt ancor at all its the same
The way I see it is that the sword does anchor, but as it was a product of the CoP era, the way of creating the DAT was unusual by our standards, and thus had the weight A900 perpendicular to the right hand, and from there was rotated suitably. If you look closely at the third image, you should be able to see that the flame is not aligned with the blade along its length properly; it's off by about 20 degrees or so. It should just be a matter of adjusting the modifiers so that it's rotated the correct way... I think.
in the third image is hard to see but it goes downwards with the dagger?
elvaan has such a shitty battle motion when using daggers they go down hahaha