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  • DDS Extracting

    not sure if this was posted here yet or not, I have one question, which seems to be the most undocumented and hard to answer question in the ffxi modding universe.


    I need help help/tips on extracting the DDS files from the dat's for the textures im using.
    I use 3dsmax and do the 'ol Modelviewer->MPQ->Metaseq-Save->Import to 3dsmax. Works fine, but the areas on armors that are supposed to be transparent are not. Ive had a lot of difficulty trying to make my own alpha maps for the model textures and someone said its a lot easier to just extract the DDS (Direct Draw Surface) from the .dat's and apply them to the model. I have the various 3dsmax plugins and instructions on properly doing this. It seems the last part im having trouble finding info on is the act of FINDING a way to get to the DDS files. Anyone have any ideas?

    Is there a utility for extracting them?

  • #2
    Re: DDS Extracting

    here, this is the problem im trying to get around.
    I was told importing the DDS for the texture in question will solve this.



    Maybe you all know a simpler way.

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    • #3
      Re: DDS Extracting

      thats all to do with the err, alpha something or other stuff.

      at least thats my best guess. The alpha what evers make parts of a model transparent, like the black areas on that model. It may also be makeing the grey bits.

      I'm not sure if you can do anything about it in 3D studio max, but you probably can that programs way above me still!

      the only site i know of with any alpha thingy settings is here http://phabin.folye.net/ click texture editing and go to about 2/3 of the way down

      Its the only thing ive seen that oculd be remotly related to what you have, it seems like all the extra parts of the skin are going onto the model

      sorry for the spelling mistakes im typeing in total darkness ^_^

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      • #4
        Re: DDS Extracting

        When you use the Model Viewer to DAT > MQO it automatically creates a .mqo .mcd .bmp and .dds. The default folder for extraction is /Model/ in your Model Viewer directory, so if you did it that way and didn't change the extraction directory, you'll find the .dds in there.
        Gia - Sandy Rank 10
        RDM75/WHM75/BLM75/BRD75/SMN62/PLD61

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        • #5
          Re: DDS Extracting

          how do you import that DDS with the alpha channel into 3dS though. i couldn't find out how

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          • #6
            Re: DDS Extracting

            I'm not familiar with 3dS, but I would suggest the following:
            (using example BlackCloak.dds)
            ~Open the .dds in GC3, then File > Save as Alpha Channel
            **I usually follow Phabin's advice and just tack "a" on the end of the alpha channel .bmp, so BlackCloaka.bmp
            ~Open the original BlackCloak.bmp, then File > Open as Alpha Channel
            ~Select BlackCloaka.bmp then Open
            **You should at this point, if there was an alpha channel present, see some transparent spots in your .bmp
            ~Format > Myencode engine > third option, exact wording escapes me, 3bit something I think
            ~Save as BlackCloak.dds

            Your .dds should now visibly include an Alpha Channel

            [Edit]
            For Majone: I would suggest using GC3 to prep the .dds like I described, then importing it. As I said, the .dds is extracted by the model viewer when you DAT > MQO so you shouldn't have any problems finding it.

            For Yasmine, I have no idea how the program works for importing, but if you figure it out do this first.^^

            Link to GC3: http://homepage1.nifty.com/open-prog/warehouse.html
            Last edited by GiaCorleone; 12-01-2005, 11:08 AM.
            Gia - Sandy Rank 10
            RDM75/WHM75/BLM75/BRD75/SMN62/PLD61

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            • #7
              Re: DDS Extracting

              Originally posted by Yasmine
              how do you import that DDS with the alpha channel into 3dS though. i couldn't find out how
              3dsmax doesnt have native support for the DDS format, there is a plugin for it though.
              go to www.nvidia.com and run a search for DDS Utilities. in the search results youll see a link to the DDS 3dsmax plugin.

              There is also a DDS plugin for photoshop on the list as well.

              3dsmax does support Alphamaps, i know a guy who makes is own maps for ffxi models he uses, but i havent seen him around in a long time so i wasnt able to ask him.

              Thanks for the tip Gia.

              Unfortunately, GC3 doesnt work for me since im not running a JP operating system. Having all language packs installed didnt help either. ; ; I double click the exe, i get an error message consisting of a bunch of ascii symbols where letters ought to be, and the problem closes.
              Last edited by Majhone; 12-02-2005, 09:40 AM.

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