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

  1. #2281
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    This is the relevant link for what you want to do.

    http://www.credes.com/us/product/80/ffxiisvisible.html

    edit: Here's a link to the tutorials Kohan backed up.
    http://tehkrizz.net/FFXI/other/FFXID...s_20110526.zip

  2. #2282
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    The second link is 404'ing for me.

    Anywho, I did a simple recolor of the Empyrean SMN body for Mithra. I didn't care for the green and missed the blue from AF2, so I made it blue as well. Thought I'd share it for anyone who might want it~
    http://ffxidats.caarrie.com/index.ph...=media;in=2216

    FFXI Dats Download: http://ffxidats.caarrie.com/index.ph...wnfile&id=1190
    (You must be logged in and have atleast one post to download)

    Also available in my BG Box. Not sure how to link directly to the file. Also, if I'm not allowed to have it there just let me know. Not sure where BG stands on hosting dat mods.
    http://www.bluegartr.com/box/files/user/30184-xiani

    ----


    EDIT

    Here's a quick Hume F port I did for Indy.
    http://ffxidats.caarrie.com/index.ph...=media;in=2217

    FFXI Dats: http://ffxidats.caarrie.com/index.ph...wnfile&id=1191

    Also available in my BG box link above.

  3. #2283
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    That's odd, I double checked to make sure the link was good before posting; Kohan's original link was dead due to megaupload shenanigans, so I guess those are lost for the time being.

  4. #2284
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    That looks really nice in blue.

    I have been thinking about modding the Caller's Spats so that they are actual spats again. (It annoys me that they are plain pants now.)

  5. #2285
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    Question as I'm going to get back into modeling and things again or links to tutorials with what I want to do. Can you change complete models, or in game town dats for buildings and things?

  6. #2286
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    The SMN looks like she has a turkey neck, but the AF looks sick (I prefer blue myself, so fuck green; terrible color).

  7. #2287
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    Quote Originally Posted by Lysithea View Post
    Question as I'm going to get back into modeling and things again or links to tutorials with what I want to do. Can you change complete models, or in game town dats for buildings and things?
    If I'm understanding correctly, yes you can dat mod zones. There are currently mog house dat mods available, and I believe someone took the time to darken Valkurm Dunes so it wasn't so god awful bright during day time. Buildings don't have individual dats, they're all included in the zone dat. It's one big thing, or so I believe.

    I'll try and get around to doing the other races for the blue SMN body late night when there's nothing going on in game. Will post/upload them here when they're available for those who might want them. =D

  8. #2288
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    Yes, that kind of answers my question. I will have time off between November - January, so I want to try and make a whole starter zone redone, changing mobs looks by upgrading their graphics, or changing them completely. Same with the Races and Zones.

    Essentially making my own storyline/game on a private server. I've used Unreal, and fooled around with Valve's things, I want to try out SE's development.

  9. #2289
    Cerberus
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    Cant model edit zones, only texture edit :<

  10. #2290
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    while you can make a snapshot of any zone in ffxi using a 3d extractor it doesn't work correctly and too time consuming to resize every part. though if you feel up to the task I can provide you with zones in blender you just gotta fix em yourself.

  11. #2291
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    Yes please

  12. #2292
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    What about them doesn't work correctly? The fov is bending the models? I'd like to see the files exported too. I can't run any zone viewer program; they just crash... though my older system may work. hmm..

  13. #2293
    Bitchfist
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    Quote Originally Posted by Septimus View Post
    That looks really nice in blue.

    I have been thinking about modding the Caller's Spats so that they are actual spats again. (It annoys me that they are plain pants now.)
    I considered it, but realized that its not the 70's anymore. And I like the texture on the af3 anyway.

  14. #2294
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    Quote Originally Posted by Indalecia View Post
    I considered it, but realized that its not the 70's anymore. And I like the texture on the af3 anyway.
    There is a whole retro-pastiche that with the spats that I love. While I like the texture on the SMN Empyrean, I think that doing a re-texture of the White Mage Empyrean model into SMN would look very nice..

  15. #2295
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    Now there's a thought

  16. #2296
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    Quote Originally Posted by Indalecia View Post
    Now there's a thought
    WHM leg model is a bit of a douche. The Summoner's Spats model however...



    I need to adjust the height a little more so that the knees are aligned properly, but not bad for a quick mock up. Not sure if I am going to keep the zig-zaggy part over the knees or not though. (Maybe I will have that cover the knee area...)

  17. #2297
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    That does look nice.

  18. #2298
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    sorry didn't check the thread in a bit , basically when I import into blender it sharts all over the place. and only goes from fov things are contorted , though the transfer of formats from the normal ffxi character model viewer goes correctly. Here is tavnanzian safehold from 3d ripper dx it has all the textures it captured and it can imported into blender using the obj format provided theres also a .3dr file if you have 3ds max and can import it, I think it only works in 2010 or 2011 edition I dunno, but the obj file doesn't seem to import alpha channel and makes everything dark when imported into blender
    just copy this into address bar files.bluegartr.com/2c0febdf821fdbefde396e43649255e4.zip

  19. #2299
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    Did a few concepts for the Caller's Spats.



    I thought that the middle one would be my favorite, but right now the one on the right turned out very well. Thoughts?

  20. #2300
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    I like the right the most.