Announcement

Collapse
No announcement yet.

Tutorial: .Dat Editing for Newbies

Collapse
This topic is closed.
X
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Tutorial: .Dat Editing for Newbies

    Okay, I've gotten a lot of requests to help people with their troubleshooting lately. Unfortunately, I'm so busy with school, I just don't have the time to answer them all. So here's a basic, all-you-need-to-know, tutorial. (It's huge, I know...)

    -First off, here's all the links you should need to start up .dat editing.

    GIMP Image editing program:
    http://www.gimp.org/

    Photoshop tutorials:
    http://www.good-tutorials.com/

    Original VRS page:
    http://www.credes.com/product/80/index.html

    English Translation of VRS (sign up for the forums there to be able to download):
    http://www.ffximc.com/

    Metasequoia:
    http://www.metaseq.net/english/index.html

    English Model Viewer:
    http://www.folye.net/

    Graphics Converter 3:
    http://homepage1.nifty.com/open-prog/warehouse.html

    Phabin's Site: (And thank you, Phabin for being the one to start me off on all this.^^)
    http://phabin.folye.net/

    (Note: I haven't ever tried GIMP, but it's free, so hey...)

    Basic Overview of the Model Viewer



    [Controls]
    Move: Left drag or Arrow keys
    Rotate: Right drag or Ctrl+Arrow keys
    Zoom: Right+Left drag or Page Up/Down
    Light: Ctrl+Right drag or 2,4,6,8
    Right: F1 or D
    Left: Shift+F1 or A
    Top: F2 or W
    Bottom: Shift+F2 or Z
    Front: F3 or S
    Back: Shift+F3 or X
    Reset: F4 or Space
    S.Shot: F11

    Now to start editing!

    -Step 1 (This is a biggie.)

    BACK UP YOUR FILES.

    After you choose what model you want to edit, look up in the upper-right-hand corner of the model viewer. You'll see a number that says something like: 1-52-19. That means your .dat is in ROM >>> 52 >>> 19.



    If your .dat says 100-#-#, that means it's in ROM3. (These are mostly CoP .dats.) Find your dat, copy it and paste it someplace else. Preferably someplace you'll remember.

    Nothing is worse than suddenly realizing that your Taru looks like a hedgehog that swallowed a hand grenade and there's nothing you can do to fix it.

    Now, both VRS and the Viewer itself will automatically try to back up your files. But things can and will go wrong.

    If something really screws up, you can ask the nice folks at whichever .dat forum you frequent for a copy of the original. But honestly, that's a ton of trouble that can be prevented by a simple copy and paste. So, once again:

    BACK UP YOUR FILES.

    -Step 2
    Okay, after you've found and backed up your .dat, you can begin to edit it. GO down to the "DAT to MQO" button and hit it. It will bring up a menu. Select the armor piece that you are editing and click "OK." This will prompt you to save the file someplace. Do so (make sure you can find it^^).



    Go find your file. Depending on the model you saved, you'll have at least four files. Some models, especially the NPC ones, may have more.



    To change the skin, you'll want to open the .bmp file up in your favorite image editing program. I use Photoshop, personally, but anything that opens and saves .bmp files will work. Layers will help a lot, though.

    Once you open the file, you can't save it again at a larger or smaller resolution than it is now. It won't load back up in the viewer. The layout for each of the skins is more or less the same for every race. (Tarutarus tend to be somewhat different bodywise, and Mithras/Galkas have tails, though.)

    Edit your skin however you want. For an example, we'll use my lizard armor.



    Once you're ready to see how it looks, save it again as a .bmp. (If you're using Photoshop, make a backup in .psd format to preserve your layers.) Now, open up Graphics Converter 3. In there, open your .bmp file. Go to Format >>> ST3C Format (My Encode Engine) >>> DXT3(4-bit alpha non-premult).



    This will convert it into a .dds file. The .dds file is the one that gets wrapped around your mesh. Save it.

    Go back to the Model viewer and make sure that the model you have up is the one that you converted. Go up to "File" and hit: "Convert MQO to DAT." Now load up your .mcd file, and voila!



    If you don't like what you've done and want to go back to your original armor, just go to File >>> Restore DAT from Backup, and choose your .dat number from the list.

  • #2
    Re: Tutorial: .Dat Editing for Newbies

    -Step 3
    Now, you'll notice on the .dat I just did that there's some strange, blackish-gray blotches. We don't want these. Thus, in order to get rid of then, we're going to use Alpha Mapping.

    An alpha map tells the program that you want a section of the skin to be totally transparent. Don't worry. It's tons easier than it sounds.

    Open up your .bmp file again. Then, save it with a different name. I use Phabin's suggestion and call it "myskina.bmp". It makes it a lot easier to find then.

    Here's where you really need a program that will do layers. In Photoshop, the easiest way to do this is to create a new layer, fill it in with white, and set the layer's blending mode to "multiply." This will turn the white transparent.

    Take your pencil tool (A sharp, pixilated edge makes this much easier) and, with black, color over the area you want to be transparent. Save it again. Make sure it is also a bitmap, and that it is the exact same size as your original .bmp file.



    Go back to Graphics Converter 3. Open up your original .bmp (myskin.bmp). Go up to File >>> Open as alpha channel and chose your alpha map (myskina.bmp). The parts that were black on your alpha map should now be transparent.



    If you chose the wrong file, you'll either get an error message, or your whole skin will go kinda see-through. Not what you want.



    Convert it once more to .dds. Be sure you use: Format >>> ST3C Format (My Encode Engine) >>> DXT3(4-bit alpha non-premult). The alpha map has a very good chance of not working otherwise. Back in Model Viewer, convert your .mqo to .dat, and you're done!



    (Note: Stromgarde has explained to me that alpha maps will not work on things that have a material attached to them, i.e. shiny stuff. So shiny armor/pauldrons/shield cannot be alpha mapped.)

    If you want to edit a skin that already has an alpha map of some kind, open up the original .dds file in the Graphics Converter and select: File >>> Save As Alpha Channel. (You wouldn't believe how long it took me to figure this out...) It will save the transparency for you.

    -Step 4
    Finally, you can edit the mesh itself. There are two different programs that I know of that allow you to do this. One is Metasequoia, and the other is Virtual Reality Studio, also known as VRS. Each is really a tutorial all on it's own, so I'll only discuss them briefly here.

    There are plusses and minuses to using each of the 3D programs.

    Metasequoia can:
    -Easily move vertices/lines/meshes
    -Easily resize meshes
    -Show relationship between mesh and unwrapped skin (Doesn't really work for merged meshes)
    -Quickly show top, front and side views simultaneously.

    Metasequoia cannot:
    -Delete vertices/lines/meshes
    -Add vertices/lines/meshes
    -Allow you to edit skeleton weights
    -Allow .dat porting (switching a .dat from one race to another, or from NPC to PC.)

    VRS can:-Delete vertices/lines/meshes
    -Add vertices/lines/meshes
    -Allow you to edit skeleton weights
    -Allow .dat porting (switching a .dat from one race to another, or from NPC to PC.)
    (In the new, untranslated version):
    -Allow you to change animations
    -Possibly allow you to edit the skeletons themselves. (Not sure on this one.)

    VRS cannot:
    -Easily move vertices/lines/meshes
    -Easily resize meshes

    Note that "cannot" doesn't necessarily mean that's it's impossible to do in the program, it just means that it will not render correctly ingame or it's clunky and difficult to do.

    To really be able to edit .dats thoroughly and easily, you should learn use both of them.

    -Step 5
    If you want to see what your .dat looks like, but don't necessarily want to replace some in game armor/weapons, here's how to edit your Model Viewer lists.

    Make a new folder in ROM of your FINAL FANTASY XI file. I call mine "Fan." Take your newly edited .dat (Or the .dat that you plan to edit) and copy it into the folder. If you've already finished your editing of an ingame .dat, don't cut it out of its original file, your game will crash.



    I like to rename them to something recognizable, like newlizardm.dat, but that's up to you.

    Once you've got it in the new folder, look for the "List" file for your Model Viewer. Mine's in the FINAL FANTASY XI folder already, so I just go there.

    We changed the Mithran body piece, so we open Mithra_Bd.lst. It should open up just fine in Notepad or Wordpad. If you accidentally put it in a different list, it'll either display over another model (this means it's in the wrong armor slot) or it'll look like it exploded (this means it's being loaded on another race.) Though, honestly, you probably will have figured this out before then.

    Decide where on the list you want it to show up and type in:

    "Folder Name"-".dat name",".dat title"

    So my new .dat will be:

    Fan-newlizardm,Redone Lizard Jerkin

    Resave the list, restart the Model Viewer and there you go!
    Last edited by Amadaun; 04-12-2006, 11:19 PM.

    Comment


    • #3
      Re: Tutorial: .Dat Editing for Newbies

      when you said, Metasequoia does not allow .dat porting, what does it mean? You can't port it back into game? :O
      There are painters who transform the sun into a yellow spot,
      but there are others who with the help of their art and their intelligence
      transform a yellow spot into the sun.

      - Pablo Picasso

      Comment


      • #4
        Re: Tutorial: .Dat Editing for Newbies

        From one race to another, or changing weapon type, I would assume.

        Or NPC to PC.

        Edit: Setting the alpha to black to induce transparency doesn't work on things with a material attatched to make it shine. This can be remedied however in VRS by simply deleting the material and then changing the alpha mapping.

        Comment


        • #5
          Re: Tutorial: .Dat Editing for Newbies

          WELL.... I gotta say .... AWESOME JOB man.... finally there is a tutorial on .dat modding broken down into the simplest terms (although theres tons of tutorials out there that I easily understand) appearantly some others didnt .. this had better be stickied or i'll be seriously doubting the people that run these forums *cough* *hint* *cough* *hint* ...on a side note Ive noticed a LOT of stickies lately to where I didnt recognize them as stickies ...maybe break them down into categories so its easier for new people just quickly glancing to see something similar to this... *= category btw *.DAT MODDING TUTORIALS* *.DAT MOD COLLECTION* ETC, ETC, anyways you get the idea... I only say that because no matter HOW many times someone makes tutorials.... for some reason theres always a million topics asking "how do I....." when its plainly covered in the tutorial
          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


          • #6
            Re: Tutorial: .Dat Editing for Newbies

            Originally posted by Stromgarde
            From one race to another, or changing weapon type, I would assume.

            Or NPC to PC.

            Edit: Setting the alpha to black to induce transparency doesn't work on things with a material attatched to make it shine. This can be remedied however in VRS by simply deleting the material and then changing the alpha mapping.
            Yes, that's what I meant.^^ And thank you for explaining the material thing to me! Now I know why the alpha maps wouldn't work.

            I'll edit the tutorial now. /bow

            Comment


            • #7
              Re: Tutorial: .Dat Editing for Newbies

              Graphics Converter 3 wont open it just keep opening my cg program and it got no format
              i dont get it it just opens like a picture can you tell me whats wrong there?
              is this signature small enough for you? or want me to delete this message also? let me know ok

              Comment


              • #8
                Re: Tutorial: .Dat Editing for Newbies

                Originally posted by Amadaun
                VRS can:-Delete vertices/lines/meshes
                -Add vertices/lines/meshes
                -Allow you to edit skeleton weights
                -Allow .dat porting (switching a .dat from one race to another, or from NPC to PC.)
                (In the new, untranslated version):
                -Allow you to change animations
                -Possibly allow you to edit the skeletons themselves. (Not sure on this one.)
                Can you explain how to do those things?

                Comment


                • #9
                  Re: Amadun's Tutorials (updated with .Dat Editing for Newbies)

                  a thorough VRS tutorial is already in the works. those topics and more will be covered in-depth and step-by-step...

                  have patience...

                  Comment


                  • #10
                    Re: Tutorial: .Dat Editing for Newbies

                    when i add alpha maps, and export the model back into game, it takes a greenish tint anyway to stop this? doesnt happen if i dont add an alpha map

                    Comment


                    • #11
                      Re: Tutorial: .Dat Editing for Newbies

                      Something that has always bothered my first attempts at real dat-modding was that I couldn't seem to find anyway to import *none*-dats to VRS.

                      I have *special rare 3D object type* which I can transfer into obj + tar files. These I could open in meta (well the obj anyway) and resave as MPQ, which I couldn't import afterwards. Might be just me missing something. Anyway, from that OBJ or MPQ I couldn't get it into VRS. All I really wanted was to move the 3D model I had originally, and replace the current 3D model from DAT but use it's skeleton.

                      So if and when a VRS tutorial shows up, I'd like this importing business described as good as possible. Because I'm very interested in making my FFXI shiva be the FFX shiva model. Just as a test anyway, bet it wouldn't work all that well animation-vise.

                      Guess while at the tutorialness, a good what to click in meta tutorial would also be smooth. (Yea I know I can look at other sites for that, I'm just thinking it would be smooth to have here aswell)

                      Comment


                      • #12
                        Re: Tutorial: .Dat Editing for Newbies

                        Originally posted by Nyasho
                        when i add alpha maps, and export the model back into game, it takes a greenish tint anyway to stop this? doesnt happen if i dont add an alpha map
                        I noticed this as well, and it usually appears on metal-like materials such as swords or silver helmets. The only real way i found to deminish this is to open your image editing program and find anything thats slightly greenish and color over it with another color (perferably a color from the material itself). I tried this with a Darksteel Armet i was re-skinning and it did this to me. I opened it back up in Paint Shop Pro and took out any green i could and sure enough it fixed it.

                        You might not be able to get every little piece of green out, it's just one of those things that gets in the way, even from the earliest of original Playstation games that game devlopers had trouble with.

                        Comment


                        • #13
                          Re: Tutorial: .Dat Editing for Newbies

                          It's... somewhat complicated, regarding the greenish tint. It seems to be a problem related to the NVidia .dds plugin.

                          Using GC3 and a certain engine (I forget which), this is diminished however. .DDS is a lossy compression format, after all... it just happens to be disposed to screwing up the white part of the spectrum, and making it green.

                          Comment

                          Working...
                          X