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Old 11-10-2017, 10:12 PM   #41
delusionalbastard
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linko what program did you use for doing that example of an armor mod?

i have started to play with Blender.
i have used vrs for ffxi.

so i'm just wondering what you used for the example
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Old 11-11-2017, 01:07 PM   #42
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Quote:
Originally Posted by linko View Post
It could also be a settings issue
Weirdly I think it was actually down to my butchered installation

Just done a clean install and it works fine with that. Pointing the paths back to my modded install makes it crash instantly again. Oddness!

Looking forward to your tutorial, thanks.
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Old 11-20-2017, 09:09 PM   #43
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Quote:
Originally Posted by delusionalbastard View Post
linko what program did you use for doing that example of an armor mod?

i have started to play with Blender.
i have used vrs for ffxi.

so i'm just wondering what you used for the example
I'm using 3ds max 2017 with the OpenCollada plugin for both importing and exporting.

These are my export settings:


plugin: https://github.com/KhronosGroup/OpenCOLLADA/releases

I need to do more testing on blender but it should work.
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Old 11-20-2017, 09:16 PM   #44
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The application has been updated to 1.4

biggest changes:

Textures:

Added the following to UI Textures
  • Loading Images
  • Map Symbols
  • Online Status
  • Weather
3D:

Models now export at 10x their original size, this should help with zooming in to the model for fine tuning.

Models are now saved with axis Y_UP meaning that they appear upright instead of laying on the floor in 3D modelling applications.

Fixes:

Fixed the issue where TexTools couldn't find the .modlist file, I know a lot of people were experiencing this issue.

Fixed some issues with using different languages, this should fix any crashes when using another language for the application. Sadly, not everything has been translated.

Fixed importing/exporting UI textures, it should now be able to locate the texture file instead of giving an error.
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Old 12-04-2017, 12:22 AM   #45
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So been playing around with some texture editing, and found that making certain parts go away reveals missing mesh. Wondering how you would swap in a new mesh to compensate for that?

I've tried using blender and just renaming the .obj from something like Emperorers new robe, but seems to crash tex tools when I do that.

I don't really know what I'm doing with blender, I just import the mesh that looks right then try to export it to the desired mesh, and it doesn't take.
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Old 12-08-2017, 11:04 PM   #46
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howdy! I joined here to request some help/brag about my edits :3

I'm having some issues getting model modifications to take as well, as far as I can tell ((in my incredibly limited expertise)) everything should import but I hit the button, the program pauses for a second, then nothing!

specifically I'm trying to patch the body from the Emperor's New Robe, which is just the nude top model, onto the Moonfire Halter's second model which is a torso top with most of the model missing--but it just doesn't really import it despite acting like it did? talk about frustrating, but hey it's not crashing out when I attempt this

to get technical I go to both equips and export all of their models and materials before taking the c0201e0279_top_0 files from the Emperor's Robe (.obj, Diffuse.bmp, Normal.bmp) and replacing the c0201e6013_top_1 files from the Halter with those and then importing the files again

it does *something* since it's creating a mod for the Halter but the files aren't updating...

SO all that said I have actually had quite a bit of success with TexTools! editing textures and colors has proven to be a lot of fun and it's immensely satisfying to mod, I have been tweaking random items as ideas come to me and I spent quite a little while as well touching up different body textures I've found around here to personal preference

once I'm pleased enough with my different mods I'll post some more previews but for now I'll just offer this screenshot of my cat discovering she now has a lightsaber
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