Graphic mods?

Forum for alternative clients, mods & discussions on the same.
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APXEOLOG
Posts: 1300
Joined: Fri Apr 23, 2010 7:58 am
Location: Somewhere on Earth

Re: Graphic mods?

Post by APXEOLOG »

Piquituerto wrote: ty for sharing this, i've been experimenting with the tool for a while and i'm trying to figure out how this works so i can modify/create new meshes/animations and get it working.
so ... I have few question( probably dumb/noob questions) in case someone can answer.

First, I have no clue about how the layers work, i have no problem exporting the .obj( mesh, UV) and texture but don't know if there is any way to export/import the skel / skan layers (i guess is the rig/animation) so i can assign vertex to bones.
Also there is some res files with vbuf layers instead of vbuf2 and i don't see any option to export, so same question, any way to export/import those layers?
also don't have any idea about how the material layers works... i guess is for the variable materials, but i don't have a clue on how to implement it on custom models.

Just hoping some brilliant mind throw any hints about how to implement some custom shit with this tool, i don't even know if is possible at all with this tool.
I think every layer can be exported as raw binary data if there is no special output format. Speaking about all those 3d stuff - it is a bit hard to transform number of different layers and resources into the single model file. At least i was unable to find suitable format for everything that loftar use
loftar wrote:Internally, we use Ogre XML for interchange instead, which I think is much more worth looking into
Thx, i'll look into it
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Piquituerto
Posts: 18
Joined: Wed Dec 14, 2011 5:51 pm

Re: Graphic mods?

Post by Piquituerto »

thank you for answering, hope someday we see some tool for plebs like me :)
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LostJustice
Posts: 691
Joined: Sun Mar 25, 2012 3:57 am

Re: Graphic mods?

Post by LostJustice »

Thedrah wrote:10$ on first graphic mod to be minecraft
You mean like this right?

Image
Image
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shubla
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Joined: Sun Nov 03, 2013 11:26 am
Location: Finland

Re: Graphic mods?

Post by shubla »

Modifying inventory items and 2d sprites and such is already possible.
But modifying objects like trees and houses is more difficult I think.
Image
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Flyrella
Posts: 430
Joined: Wed Jul 03, 2013 12:28 am

Re: Graphic mods?

Post by Flyrella »

APXEOLOG wrote:I use the tool written by KerriganHaven. He is lazy dick and don't want to publish it by himself, but he said i can post the binaries

Image

It is nice for viewing resources and allows export and import of different layers, you can also create new resources with it. It also decompiles code sections automatically.

https://dl.dropboxusercontent.com/u/772 ... havenrt.7z (C++ binaries, with all Qt libs for win64)
hi
this link doesn't work anymore
anyone has it saved?

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