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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
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
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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.