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  • Revival

    I'm sure some of you missed me and my site. I am here once again to help out the modding community.....

    http://shadowslair.shadow-ffxi.com/

    If you wish to know why I have decided to come back, read the news post. It explains everything thank god. I bet you thought I was gone for life eh?

    Its been about..........2-3 months since I last modded and I will tell you, I don't remember a thing lol. All of those tricks and mastery of all the programs I used to use for modding is all gone like usual xD. This is a good thing I guess, I think like new and do new methods.

    I thought I give a welcoming back present . Here ya go.

    http://mods.shadow-ffxi.com/HM/UltimaWeapon.rar

    Were you expecting something else? Anyways, I don't know if that Ultima weapon was the first draft or second draft so use at your own risk lol. The final version will have the textures finalized and the missing parts that need to go on the weapon. Final version is set for release on the month of January 2040.

    It is only for HM for now. It acts as a Great sword. If you port it to another race and want to release that to the public, you have to contact me. But thats kinda useless in my opinion as you would have to do the same thing again when I actually finish it.

    The surprise doesn't end. I decided to take a dab at modding very briefly tonight and did this. I call it Angel Fenrir. I made it look like that due to Xenogears. I won't go much deeper than that (Kinda not in the mood to talk), but thats where I derived it from. For a welcome back into modding, it looks ok so far xD. Far from done. It was basically a test for me to see if I can do decent white/light textures again.



    No, cannot release. This has lighting issues I think in game. Atleast in modelviewer it does. And it was barely worked on, so just wait.

    Lastly, I will just state 2 things.

    1. I'm not super active. You won't see daily postings of new stuff most likely. Will be either weekly or monthly. I'm betting on monthly honestly lol.

    2. I did not cover enough about the current state of the site in my news post. Its in shambles at the moment as all I did was re upload all the files. I wouldn't be surprised if many things don't work lol. I haven't looked at it thoroughly just yet. So as of right now, the site is completely useless, but you do know its back up.

    That is all, cya.

    Elite noob modder

  • #2
    Re: Revival

    WB Hyades! Missded ya! Hope everything's going well for ya, and you're not paying 3.02 for unleaded gasoline!


    "Nauti by nay-cha, not cause I hate-cha!"

    Comment


    • #3
      Re: Revival

      Cool, glad ur back.

      I liked ur stuffs.

      Comment


      • #4
        Re: Revival

        hey man glad you didnt dissapear for too long! I hope you stay at least semi active in the modding of FFXI and hopefully have SOME fun with it. Maybe try out VRS stuff? maybe that will be challenging enough to keep your interest? I know its driven me nuts so... maybe you'll like that program lol. Heres to hoping you have fun with it
        A LMFAO production:
        How to Kill a Ninja----
        http://video.google.com/videoplay?do...76&q=askaninja

        98% of the teenage population does or has tried smoking pot. If you're one of the 2% who hasn't, copy & paste this in your signature

        Comment


        • #5
          Re: Revival

          VRS is actually pretty easy, it's just not "ergonomically" designed like most 3D Apps...

          That, and I think it's buggy and pretty RAM extensive.

          And, also, guessin' from the pic... I think Hyades's a girl.

          >.>

          <.<

          Comment


          • #6
            Re: Revival

            well, Ive chatted with hyades for quite a while and....although its never been the topic of discussion....ima thinkin' its a HE ...also as for VRS, Ive been trying to grasp that program but cant for the life of me find out how to even add vertexes etc... ive ADDED them but... it seems really really buggy because when I add them no matter how exact I get them, it seems they add them WAY off to another area ...oh and it glitches a lot so... maybe just an issue with the one I have? but Ive noticed so far that...you can do the same thing twice...and a lot of times get two differrent results, and thats why I steer clear of VRS a lot lol
            A LMFAO production:
            How to Kill a Ninja----
            http://video.google.com/videoplay?do...76&q=askaninja

            98% of the teenage population does or has tried smoking pot. If you're one of the 2% who hasn't, copy & paste this in your signature

            Comment


            • #7
              Re: Revival

              Gimme a little while, DBK. I told Kilandor also, as soon as I'm done with my Choco I'll be making an entire series of tutorials detailing VRS. Stuff that I found out during my days of lost productivity.

              As for your vertex problem, you are not creating them on an existing edge. You are in fact creating a whole new unspecified object. That's why it creates them way off in the distance. 1, because you can only place a "new" vertex on the grid, and 2, because you only have the Y-Grid showing on your Spatial Window. You can solve this one of 2 ways.

              1> Only add vertexes to existing edges. That's the easy part and is covered in several places on Kil's site.

              2> Bringing up the X and Z grids, then placing them individually in the general area you want your apex. Then, place your vertexes, connect them with edges, set the skeletal weights, identify polygons, map a texture, map a material, then correctly place and edit the structural design so that it can be successfully imported back into .DAT form.

              Sounds fun, huh. But soon enough, everyone should be able to read along and do just that.

              Comment


              • #8
                Re: Revival

                cool! well, I'm definately looking forward to your tutorials thanks for the help, I'll test it out when I get a chance
                A LMFAO production:
                How to Kill a Ninja----
                http://video.google.com/videoplay?do...76&q=askaninja

                98% of the teenage population does or has tried smoking pot. If you're one of the 2% who hasn't, copy & paste this in your signature

                Comment


                • #9
                  Re: Revival

                  Super active is no requirement.

                  Making mithra dats or avatar dats is.

                  Comment


                  • #10
                    Re: Revival

                    Ok, I was able to get most of the GUI mods back up and running. There are still some broken links to a couple, but majority are up and back in action.

                    I do not know the eta on the rest.

                    Anyways, I got some new forums up as shown here:

                    http://shadow-ffxi.com/forum/

                    If you are interested in my work and want to beta test stuff, this is the place for you. Every project I post, there will be some sort of beta or final up for grabs in the attachments. By the time I get around to posting that on these forums or anywhere else, it will be a couple weeks old. Any updates I do to that particular project, I will attach the updated mod to it.

                    I will not be releasing any of my work on my site. All of it will be on my forums. Don't bother looking right now though, nothing up. You can call this lazyness as it doesn't take long to put on the site or another forums, but I'm going to be lazy. I'll still post my projects on here, but as far as releasing stuff goes, you will never find it here .

                    Who knows, you may find that Sephiroth mod on there sometime.

                    Thought I say this. That is all, cya.

                    Elite noob modder

                    Comment


                    • #11
                      Re: Revival

                      Why not just let file uplaods be handled through Kilandor's Site or FFXIDats?

                      This way we can try to keep the .DAT Mods in as few locations as possible, rather than "Find this Mod here, then go there for this Mod, then do a search for a different one."

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