They use something proprietary or just something else in general, MetaSeq doesn't have the tools available to modify the skeletons. It is much more user-friendly than the more powerful VRS however.
They use something proprietary or just something else in general, MetaSeq doesn't have the tools available to modify the skeletons. It is much more user-friendly than the more powerful VRS however.
I'm not referring to AltanaView—I'm talking about Foyle's Model Viewer, which is what gondracorn asked about. They're separate programs, and there's a reason I responded in that fashion.
To provide some back story, many years ago, the Model Viewer was translated from Japanese to English. It is still considered the most comprehensive viewer in terms of functionality. Unfortunately, it's been stuck at version 1.0 forever—the original developer vanished, no one has the code, and no one appears to know enough about FFXI's models to create a replacement.
Consequently, though we use what Model Viewer has given us to export models and edit textures, how we gained that functionality is lost to time.
I'm doing some packet analysis to try and figure out how to emulate outgoing equip packets entirely accurately, and there's a portion of it that I suspect corresponds to a model number. Would the number 799 mean anything to people? Could this correspond to a model (equipment or otherwise) in any obvious way?
From a programming perspective I see no reason for an equip packet to contain anything other something like Slot{? wasn't there some weirdness with spellcasts and ring/earrings},item name/item ID. Shot in the dark, but what if it relates to what race you are? Although, the server should be able to see "Are you equipping some RSE? Is your race the race on the RSE item?".. so maybe that's irrelevant.
The only other possible thing that could relate to model is those equips like cloaks that block the head slot, but again.. that should be handled by the server. You'd probably get a packet back from the server telling you to unequip head.. hmm...
edit: Tried using a different character/mule to check if that 799 number changes? Possible it's some unique identifier?
Nevermind, I think I figured it out. It looks like some kind of counter, which means I'm going to have to figure out what it is and emulate it properly before I can release anything that uses it.
I'm in the process of getting Altana Viewer up to date.
Latest version I have uploaded:
http://tehkrizz.net/FFXI/other/AltanaView20130604.rar
FFXIAH thread where I've been posting:
http://www.ffxiah.com/forum/topic/33...wer/2/#2368596
If there's anything missing that you'd like found, let me know. I think I have most of the important gear now, and it's just filling in the blanks.
Animations are a lot more difficult for me to identify, especially since I haven't played or played with GEO/RUN. Any help on those would be greatly appreciated.
Leafkin: ROM9/0/58.DAT
Umbril: ROM9/7/77.DAT
Giant Gnat: ROM/289/72.DAT
Panopt: ROM/288/85.DAT
It's possible, more so if they used a C++ toolkit like VRS to program animations, that FFXI did not use inverse kinematics and therefore would not need rigged skeletons. That'd make Metasequoia a viable tool for building the models, as it's lightweight and user friendly. Comparing the dates of when IK was first used in games (~1998) to when FFXI was released (~2002), this could be a likely scenario.
If they did use inverse kinematics to animate, then MetaSeq would have been used only in the creation of the models themselves, before it was rigged to a skeleton. There's no need to build or rig a skeleton until you're ready to animate, so they would have exported from metaseq into an animation program, such as Maya.
Without a confimation on the animation techniques, though, it's difficult to say one way or the other.
I suppose it's also possible that MetaSeq was simply Folye's tool of choice when building the model viewer, and that's just the format he chose to export to cause that's what he used. With him MIA and no source code available, there's just no telling unless someone wants to reverse engineer the .exe back to assembly... and yeah, no thanks on that one lol.
Is the coding for the Gsword and Gkt for mithran the same? Or is that just the dat coding for the attack swings? I'm slowly learning how to take the effect off the tenkomaru and put it on a gsword I made. But pointers in Hex swapping would help. Also the mentioning of adding an effect/skeleton to mithrans baffles me. So if someone would be willing to pm or post back about transferring effects I'd be greatly appreciative.
288/84
I wrote the behemoth one accidentally.
New version:
http://tehkrizz.net/FFXI/other/AltanaView20130606.rar
Changelog:
Corrected HumeM GEO AF feet.
Copied main/sub/ranged from 'new and unknown' category to their respective categories. Keeping the copy in the 'new and unknown 'category for ease of reference for a bit longer.
Mobs added:
Leafkin
Umbril
Giant Gnat
Panopt
I will get back on the hunt for the missing weapon dats probably this weekend. If anyone is looking for something in particular that is missing, let me know, and I will focus on those.
Only able to listen to Vanilla, RoTZ, and CoP tracks. Is their something I need to do in order to listen to ToAU and WoTG tracks?
Thanks. Good to know.
Like... right at the very end of CoP (specifically the vocal song in the ending montage) they switched to using ATRAC3 for the newer music, DRM'd up and such. Don't know why myself, but that's what was said at the time.
It was being thrown around a bit earlier when weapon auras were a big thing, but would anyone be able to take the flame aura from the Girru hand-to-hands and add them to the new Tlalpoloani/Oatixur model? They seem like they could use a bit of flame to them.