Anyone have the Austere Talis ICE file?
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Anyone have the Austere Talis ICE file?
Anyone know the ICE file for the Dagan? I need the textures for reference to a personal project.
Here's an idea of what that is..
http://www.pixiv.net/member_illust.p...st_id=53103893
Here's the model and textures. Thing is, there are MANY dagan files (Sega doesn't optimize great) and a lot of enemies crash on repacking currently anyways. Being able to have a dagan in the style you're attempting would be very neat though. I just couldn't say if it would be possible to actually put it ingame as an enemy currently. Might be able to put it ingame as something else of course.
https://www.dropbox.com/s/e09s66wnfd...Dagan.zip?dl=0
edit: @Zanverse
58a1d82381cd8a181ac2fe35f0785689
Since other people are asking for ICEs, too:
Does anyone know the ICE files for all of the bath towels and Zelsius?
Anyone find any info on how to edit weapon sheath position and rotation? I'd assume it's located somewhere in the aqp file, or even the "_idle_x.aqm" files, but I'm still unsure.
I believe it's .aqm or the .aqn files actually. .aqp might have some involvement, but in a lot of cases a lot of the positioning is handled by the aqn for weapons.
Check here. If it's not there, while it probably is known by some people, we haven't looked too much into it yet. Eventually we hope to have everything listed
https://docs.google.com/spreadsheets...gid=1375936269
What I put there is just an .obj; it wouldn't have bones. Some things, namely outfits, easily export with bones. However as the model format changed over the years, this became less and less seen because Noesis was the only model exporter to ever extract rigging info from PSO2. The script it uses has not been updated since the closed beta of the game, to my knowledge. It is an unencrypted python script though, so someone could potentially fix that. I've linked a copy of the program below, but note that IT WILL CRASH ON MANY MODELS and won't work on NIFL models at all. You may need models from an older patch period to get much.
https://www.dropbox.com/s/xw7pzbl5pr...Relic.zip?dl=0
Other model exporters can be found here and only output in .obj (aqp2obj and NIFL tool are the most compatible though):
http://www.pso-world.com/forums/show...dding-Tutorial
As for why we can repack models into aqp with rigging, short answer is we can't really.
The long answer is that we can, but the bones are never exported. The model info is fully exported to .obj, but there's some info like shaders and bones that seems to be in the .aqp itself and gets defined further in the .aqn. The game seems to bind weights/rigging ingame somehow based on what's stored in the aqp. You'll actually find if you fail to conform enough to the original model in some cases that the game will drop frames tremendously, seemingly because multiple weights are trying to pull from the same area and the game gets very confused. It can get bad enough that the game will give up rendering everything except for a few parts of the model. Still, most of the time the process is relatively lenient and you can get away with some fun things.
In short i can't avoid to rewrite my es model exporter. :(
I found what I'm guessing is Ultimate Amduscia or Vopar:
Spoiler!