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

  1. #2781
    The Tower
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    Stromgarde Siren
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    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.

  2. #2782
    Pandemonium
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    Quote Originally Posted by noodles355 View Post
    There have been altana viewer updates but not for a few months now. I've been asking in RQT and here a good few times to no avail.
    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.

  3. #2783
    BG Content
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    Lakshmi
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    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?

  4. #2784
    Relic Weapons
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    Ragnarok

    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?

  5. #2785
    BG Content
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    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.

  6. #2786
    Hydra
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    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.

  7. #2787
    An exploitable mess of a card game
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    Leafkin: ROM9/0/58.DAT
    Umbril: ROM9/7/77.DAT
    Giant Gnat: ROM/289/72.DAT
    Panopt: ROM/288/85.DAT

  8. #2788
    Puppetmaster
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    Quote Originally Posted by Stromgarde View Post
    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.
    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.

  9. #2789
    Cerberus
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    Quote Originally Posted by krizz View Post
    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.
    The Hume Male .dat for Geomancer's foot armor is misnumbered. It's listed with the same .dat path/number as the Hume Male Geomancer head, so it has the hat appearing on a foot rather than displaying footwear.

  10. #2790
    Melee Summoner
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    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.

  11. #2791
    Melee Summoner
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    Adjustments.

    I brought some of the red out on the AF but i'm really enjoying the coloring adjustment to my caladbolg adjustment. Putting lightning on that will be amazing.

    Spoiler: show

    Spoiler: show

  12. #2792
    Hydra
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    Quote Originally Posted by Yugl View Post
    Leafkin: ROM9/0/58.DAT
    Umbril: ROM9/7/77.DAT
    Giant Gnat: ROM/289/72.DAT
    Panopt: ROM/288/85.DAT
    I'm showing 289/72 as a Behemoth. Which .dat were you referencing?

  13. #2793
    An exploitable mess of a card game
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    288/84

    I wrote the behemoth one accidentally.

  14. #2794
    Pandemonium
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    Quote Originally Posted by SovereignFFXI View Post
    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.
    Sadly, even if you talked to Foyle, they just translated it—they're not the person responsible for coding it. That was a JP programmer who went by the very FFXI-oriented name of "arujidomarujido."

  15. #2795
    Hydra
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    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.

  16. #2796
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    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?

  17. #2797
    Pandemonium
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    Quote Originally Posted by Death View Post
    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?
    AltanaView cannot play those files. The format and/or compression method was changed between expansions. You will either have to wait for Vanatunes to be updated, or listen to those tracks via other means (e.g., YouTube).

  18. #2798
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    Thanks. Good to know.

  19. #2799
    The Tower
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    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.

  20. #2800
    Cerberus
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    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.