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Old 08-08-2006, 03:16 PM   #1
Gulkeeva
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Default Naked Medusa made by Nakate

Whats a belly dance charm without some topless women doing it!?

See below for correct version
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Old 08-08-2006, 05:47 PM   #2
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erm... is that an actual NM? with the snakes?
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Old 08-08-2006, 06:09 PM   #3
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Yeah, it's the Undead Swarm NM for Besieged
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Old 08-10-2006, 11:30 PM   #4
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Hope Nakate doesn't mind but I fixed the file to reduce chances of it causing an error. The original file is reading the wrong DataSizes for the Textures, I've corrected the DataSizes this should also help the game load it easier.

As well as AltanaView loading it easier as well.
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Old 08-13-2006, 04:22 PM   #5
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Yeah, everytime I tried to load that Medusa, Altanaview would crash immediately. :( Thanks for the fix.
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Old 08-13-2006, 04:53 PM   #6
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Quote:
Originally Posted by Kickern
Yeah, everytime I tried to load that Medusa, Altanaview would crash immediately. :( Thanks for the fix.
Yeah, AltanaView is able to load the buggy one but it's very tricky to get it to do so. Part of it requires altering the list of .dats it uses, get it in the right combination progressing and it'll load parts of Medusa but not all of it.

This fix makes it so you aren't making needless changes just to get it to work as it should.
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Old 08-13-2006, 05:06 PM   #7
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I've noticed that Altanaview crashes or doesn't display correctly a few mods I have. :? For example, that one new blonde hume female npc head has a big part on the top missing... see pics.
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Old 08-13-2006, 05:10 PM   #8
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yeah does that for mithra lion head too, I think its maybe because of the HIDE values maybe arn't set correctly so its doing something with'em.. dunno I noticed the parts that were missing on lions head piece were parts that show through hoods n stuff

randomly I never did figure how to fix mithra lions head so it dosen't look odd with caps/hoods ^^;
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Old 08-13-2006, 05:17 PM   #9
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Quote:
Originally Posted by Gulkeeva
yeah does that for mithra lion head too, I think its maybe because of the HIDE values maybe arn't set correctly so its doing something with'em.. dunno I noticed the parts that were missing on lions head piece were parts that show through hoods n stuff

randomly I never did figure how to fix mithra lions head so it dosen't look odd with caps/hoods ^^;
I see, that would make sense.
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Old 08-14-2006, 12:54 AM   #10
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This is Medusa's normal look for those that have not seen her yet. Taking this screenshot was asking for death. XD
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Old 08-14-2006, 02:03 AM   #11
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Quote:
Originally Posted by DyneOaks
This is Medusa's normal look for those that have not seen her yet. Taking this screenshot was asking for death. XD

/hide ><
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Old 08-14-2006, 11:58 AM   #12
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Quote:
Originally Posted by Gulkeeva
yeah does that for mithra lion head too, I think its maybe because of the HIDE values maybe arn't set correctly so its doing something with'em.. dunno I noticed the parts that were missing on lions head piece were parts that show through hoods n stuff

randomly I never did figure how to fix mithra lions head so it dosen't look odd with caps/hoods ^^;
Nah, in AltanaView if the DataSize for the Textures are set wrong then AltanaView can't read the image. When that happens AltanaView will do one of two things 1) Crash 2) not display texture.

If you know how to look up the Textures DataSizes you want to make sure they read as follow:

32x32 = 1024
32x64 = 2048
64x64 = 4096
64x128 = 8192
128x128 = 16384
128x256 = 32768
256x256 = 65536

If they don't read right, and this will happen frequently with models using more then 1 texture in VRS, then you'll need to correct them with a Hex Editor. Once you do AltanaView will read it right, this also means the game will read it right and you won't have models with artifacts in the texture when it displays.

Intresting enough I found that if the artifacts are bad enough they'll interferre with the games performance, which can cause already lagged areas to become even worse. So I've been going through most of the .dats I collect and fixing the data sizes so this problem is reduced.
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Old 08-15-2006, 12:20 PM   #13
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Quote:
Originally Posted by Hadrubient
Quote:
Originally Posted by Gulkeeva
yeah does that for mithra lion head too, I think its maybe because of the HIDE values maybe arn't set correctly so its doing something with'em.. dunno I noticed the parts that were missing on lions head piece were parts that show through hoods n stuff

randomly I never did figure how to fix mithra lions head so it dosen't look odd with caps/hoods ^^;
Nah, in AltanaView if the DataSize for the Textures are set wrong then AltanaView can't read the image. When that happens AltanaView will do one of two things 1) Crash 2) not display texture.

If you know how to look up the Textures DataSizes you want to make sure they read as follow:

32x32 = 1024
32x64 = 2048
64x64 = 4096
64x128 = 8192
128x128 = 16384
128x256 = 32768
256x256 = 65536

If they don't read right, and this will happen frequently with models using more then 1 texture in VRS, then you'll need to correct them with a Hex Editor. Once you do AltanaView will read it right, this also means the game will read it right and you won't have models with artifacts in the texture when it displays.

Intresting enough I found that if the artifacts are bad enough they'll interferre with the games performance, which can cause already lagged areas to become even worse. So I've been going through most of the .dats I collect and fixing the data sizes so this problem is reduced.
Got any interesting mithra ones you've fixed up? :P
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Old 08-15-2006, 01:11 PM   #14
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Quote:
Originally Posted by Gulkeeva
Quote:
Originally Posted by Hadrubient
Quote:
Originally Posted by Gulkeeva
yeah does that for mithra lion head too, I think its maybe because of the HIDE values maybe arn't set correctly so its doing something with'em.. dunno I noticed the parts that were missing on lions head piece were parts that show through hoods n stuff

randomly I never did figure how to fix mithra lions head so it dosen't look odd with caps/hoods ^^;
Nah, in AltanaView if the DataSize for the Textures are set wrong then AltanaView can't read the image. When that happens AltanaView will do one of two things 1) Crash 2) not display texture.

If you know how to look up the Textures DataSizes you want to make sure they read as follow:

32x32 = 1024
32x64 = 2048
64x64 = 4096
64x128 = 8192
128x128 = 16384
128x256 = 32768
256x256 = 65536

If they don't read right, and this will happen frequently with models using more then 1 texture in VRS, then you'll need to correct them with a Hex Editor. Once you do AltanaView will read it right, this also means the game will read it right and you won't have models with artifacts in the texture when it displays.

Intresting enough I found that if the artifacts are bad enough they'll interferre with the games performance, which can cause already lagged areas to become even worse. So I've been going through most of the .dats I collect and fixing the data sizes so this problem is reduced.
Got any interesting mithra ones you've fixed up? :P
Tell me which one or send me the .dat and I'll check it and correct if there is something wrong with it. Hex Editing DataSize fixes I've done so much now it's almost second nature I even got the Hex Code memorized that FFXI uses to indicate DataSizes.

Otherwise every one that I release I always check the DataSizes so all of mine should be pretty clean.
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Old 08-15-2006, 01:35 PM   #15
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Quote:
Originally Posted by Hadrubient
Quote:
Originally Posted by Gulkeeva
Quote:
Originally Posted by Hadrubient
Quote:
Originally Posted by Gulkeeva
yeah does that for mithra lion head too, I think its maybe because of the HIDE values maybe arn't set correctly so its doing something with'em.. dunno I noticed the parts that were missing on lions head piece were parts that show through hoods n stuff

randomly I never did figure how to fix mithra lions head so it dosen't look odd with caps/hoods ^^;
Nah, in AltanaView if the DataSize for the Textures are set wrong then AltanaView can't read the image. When that happens AltanaView will do one of two things 1) Crash 2) not display texture.

If you know how to look up the Textures DataSizes you want to make sure they read as follow:

32x32 = 1024
32x64 = 2048
64x64 = 4096
64x128 = 8192
128x128 = 16384
128x256 = 32768
256x256 = 65536

If they don't read right, and this will happen frequently with models using more then 1 texture in VRS, then you'll need to correct them with a Hex Editor. Once you do AltanaView will read it right, this also means the game will read it right and you won't have models with artifacts in the texture when it displays.

Intresting enough I found that if the artifacts are bad enough they'll interferre with the games performance, which can cause already lagged areas to become even worse. So I've been going through most of the .dats I collect and fixing the data sizes so this problem is reduced.
Got any interesting mithra ones you've fixed up? :P
Tell me which one or send me the .dat and I'll check it and correct if there is something wrong with it. Hex Editing DataSize fixes I've done so much now it's almost second nature I even got the Hex Code memorized that FFXI uses to indicate DataSizes.

Otherwise every one that I release I always check the DataSizes so all of mine should be pretty clean.
oh thought you found a few had problems and fixed already could use, its kinda hard to tell which arn't working correctly or not. Only one I've had a problem with is the mithra lions head (hair goes through hats/cloak hood) which is supposidly easily fixable changing the Hide values ... but its multi part so.. dunno O_o
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Old 08-15-2006, 01:56 PM   #16
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Quote:
Originally Posted by Gulkeeva
oh thought you found a few had problems and fixed already could use, its kinda hard to tell which arn't working correctly or not. Only one I've had a problem with is the mithra lions head (hair goes through hats/cloak hood) which is supposidly easily fixable changing the Hide values ... but its multi part so.. dunno O_o
Well it should be multipart, this is because it becomes a number priority in the hide. If the hair crosses a polygon that is higher in the priority it is suppose to hide that entire section. So hoods and hats should have highest priority, this is were the real skill of the person that made the model starts showing up. It's a matter of if they segmented hair mesh right that when a hat object or such covers it the section it hides is actually underneath that polygon.

If it isn't right you could get those wierd bugs were a model may have bangs that are attached to the top hair part so when a hat is worn the bangs mysteriously vanish as well when they shouldn't. That problem with Lion's hair isn't a DataSize just Hide Values and priorities not set. Though there is a chance that Lion's hair ported .dat does have DataSize errors in it for the Textures.

I'll take a look at Lion's hair though and see, I'll also check out how the hair is segmented and see about correcting it's hide values.
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Old 08-15-2006, 02:02 PM   #17
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Person that originnaly made it jsut combined to models in a "quick method" , looks good without a hat/hood but its kinda like O_o when working with it
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Old 08-29-2006, 11:50 PM   #18
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I think I messed her up somehow with this dat... Look at her now. ;_;
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Old 08-30-2006, 12:04 AM   #19
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O_o wow that looks crazy haha I'll have to check it out in moghouse, I don't go to too many beseiged
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Old 08-30-2006, 01:00 AM   #20
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Quote:
Originally Posted by Kyrial
I think I messed her up somehow with this dat... Look at her now. ;_;
Did you try the one I sent? That looks like a DataSize error that the first one had. With the DataSize error it may look alright in ModelViewer but it'll crash in AltanaView and stripes in the game.
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