Give NPCs a New Appearance

11/21/2019 21:22 KingGannon#1
I been trying this for the last few days but I still can't figure it out. How do you change a NPC to give a totally new appearance?

For sake of this exercise I will pick ArcherGod
Lets say I'm tried of the old looks and I want him to on the appearance of a Small Female Archer wearing a L120 PhoenixJerkin. If hair and outfit matters I want to know how this is properly done.

On the server side
I know how to change the mesh but this one is rather different.

On the client side
I know I can change SimpleObjID to give it the appearance of an existing NPC. For this case, no NPCs wear L120 PhoenixJerkins I have to add that one in and most likely edit these:

StandByMotion
BlazeMotion
RestMotion
Effect=none
ASB=5
ADB=6
FixDir=0

Where do I go from here?
11/22/2019 18:02 pintinho12#2
Quote:
Originally Posted by KingGannon View Post
I been trying this for the last few days but I still can't figure it out. How do you change a NPC to give a totally new appearance?

For sake of this exercise I will pick ArcherGod
Lets say I'm tried of the old looks and I want him to on the appearance of a Small Female Archer wearing a L120 PhoenixJerkin. If hair and outfit matters I want to know how this is properly done.

On the server side
I know how to change the mesh but this one is rather different.

On the client side
I know I can change SimpleObjID to give it the appearance of an existing NPC. For this case, no NPCs wear L120 PhoenixJerkins I have to add that one in and most likely edit these:

StandByMotion
BlazeMotion
RestMotion
Effect=none
ASB=5
ADB=6
FixDir=0

Where do I go from here?
Which client version?
11/22/2019 23:57 KingGannon#3
5065

EDIT - What I do know so far?

Editing the 3dsimpleobj.ini and npc.ini changes the appearance of the NPC. This is only good for premade NPCs models that exist. For my case Small Female Archer with a L120 PhoenixJerkin is a model that does not exist.

I found the mesh model file for that PhoenixJerkin archer 001138000.c3
I know the texture file 001138000.dds
but trying to add that to the NPC is not as easy it seems.


I tried editing the .ini in all possible ways

Taking the 001138000 as texture then renaming the mesh from 001138000 to 99901138

In the 3DSimpleobj.ini will look like this
Part0=99901138
Texture0=001138000

Then copying and renaming that 99901138.c3 file 3x to use it in the npc.ini below
StandByMotion=99901138100
BlazeMotion=99901138190
RestMotion=99901138101

When I run the game it shows no model at all. The game is not recognizing the mesh model.
If I'm going to build the new NPC - how do I get this right?

I learned that ideally if you got a perfect WDF c3 extractor you can extract those model files to view in the c3 viewer without having any distorted npcs. Since c3 files are troublesome I cannot do that.

Another way to open the mesh model in 3ds max and then reanimate the characters.
This requires way more efforts than it is worth for me. Forget the animation just trying to add some hair into the mesh model and lining it up is tedious enough.
Trying to port it to c3 + animations without distortion is another set of real mess to work with. If there is a better tool than Biturn to improve the c3 viewing animations without distortion it would be wonderful.
04/08/2020 07:16 KingGannon#4
5065

EDIT - What I do know so far?

Editing the 3dsimpleobj.ini and npc.ini changes the appearance of the NPC. This is only good for premade NPCs models that exist. For my case Small Female Archer with a L120 PhoenixJerkin is a model that does not exist.

I found the mesh model file for that PhoenixJerkin archer 001138000.c3
I know the texture file 001138000.dds
but trying to add that to the NPC is not as easy it seems.

EDIT AGAIN -

Using the Armor.ini Helps
search up 1138000 then take the mesh and texture and copy that into the 3DSimpleObj.ini

From Asanine
Quote:
Originally Posted by bobbyaube View Post

PLEASE NOTE THAT ARMOR TEXTURES ALWAIS START WITH 00 AND ARE COMPOSED OF 9 NUMBER!
1st digit: Body (Character)

1 = Small Female
2 = Big Female
3 = Small Male
4 = Big male

2nd and 3rd digit: Always 13 b/c this gives it the armor attribute in item.ini

4th digit: Job

0 = Trojan
1 = Warrior
2 = Coat/Dress
3 = Archer
4 = Taoist
5 = Trojan Master
6 = Warrior Master
7 = N/A
8 = Archer Master
9 = Taoist Master

5th digit: Color (Colors may vary with armor type)

0 and 1 = N/A
2 = Black
3 = Orange
4 = Light Blue
5 = Red
6 = Dark Blue
7 = Yellow
8 = Purple
9 = White

6th digit: Level of armor

Ok there's been some confusion here, and I don't think I've explained it properly so I'll break down the lvls by class:

Noob:
0 = Coat (lvl 1)
1 = Dress (lvl 2)

Trojan and Warrior:
2 = 15
3 = 22
4 = 32 (colors 2-5) 40 (colors 2 and 6-9)
5 = 47 (colors 2-5) 57 (colors 2 and 6-9)
6 = 70
7 = 87
8 = 100
9 = 110

Archer:

2 = 15
3 = 27 (colors 2-5) 42 (colors 2 and 6-9)
4 = 57
5 = 67 (colors 2-5) 77 (colors 2 and 6-9)
6 = 87
7 = 97
8 = 107
9 = 112

Taoist:

2 = 15
3 = 22 (colors 2-5) 32 (colors 2 and 6-9)
4 = 40 (colors 2-5) 47 (colors 2 and 6-9)
5 = 57
6 = 70
7 = 87
8 = 100
9 = 115


There is a bit of confusion here, as some colors are limited at this level in order to mix 22/32/40/47 (27/42/67/77 for archers) together without exceeding the 9 digit for normal classes.

7th digit: Always 0
For this case it's a Small Female Archer wearing a Red PhoenixJerkin
If I were to try a Level 112 armor I would work just fine but L120 different colors armor will not work at all.

Taking the 1133090 as the mesh then for the texture 1133590 since I wanted a red color

In the 3DSimpleobj.ini will look like this
Part0=1133090
Texture0=1133590

Then so far I have a perfect L112 Archer armor but if I were to try this for L120 Armor it would not work

3DSimpleobj.ini
Part0=1138000
Texture0=2138300
if I were to try editing Texture0 to 2138500 to try a red color then there will only be a blank NPC

if I were to leave Texture0 to 2138300 then there not only be a small female L120 archer armor model with hands spread out
There is no animations at all

Using the animations I looked at 3dmotions.ini using the archer based template it came to 9990113 for the NPC animations
I transfer that to the npc.ini below
StandByMotion=9990113100
BlazeMotion=9990113190
RestMotion=9990113101

I still got a L120 archer armor NPC on a T-pose with no hair and no animations
If I were to do this for L112 archer armor NPC there won't be any T-pose but still no hair and no animations

If I'm going to build the new NPC - how do I get this right?

I learned that ideally if you got a perfect WDF c3 extractor you can extract those model files to view in the c3 viewer without having any distorted npcs. Since c3 files are troublesome I cannot do that.

Another way to open the mesh model in 3ds max and then reanimate the characters.
This requires way more efforts than it is worth for me. Forget the animation just trying to add some hair into the mesh model and lining it up is tedious enough.
Trying to port it to c3 + animations without distortion is another set of real mess to work with. If there is a better tool than Biturn to improve the c3 viewing animations without distortion it would be wonderful.