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Phantasy Star Online 2

Post questions about game models here, or help out others!
chrrox
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Re: Phantasy Star Online 2

Post by chrrox »

Ok its all set had a problem with the bone file because the name was so short fixed now in V4 also i disabled the normals by default if it helps.
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Re: Phantasy Star Online 2

Post by Rygdea »

Hate to be bringing in bad news each time, but yeah something is still broken.

New error I got with a wired lance model that didn't happen with the first plugin. (ad8de0631c3b36da954b8b8d550b87a3)

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Re: Phantasy Star Online 2

Post by chrrox »

ok should be good now in v5 of the script they did a ton of different things in this game because its an mmo lol i think i got it now.
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Re: Phantasy Star Online 2

Post by Rimbros »

finale00 wrote:
Rimbros wrote:This games MMORPG of spacial stuff are very hard to found and decrypt, hope chroxxx u can keep up the bones and meshes also in RF Online. Finale made a greath work with RF, only need this.
Lol if you have a request for another game just post it in the relevant thread.
Sorry bro, u made a greath work with RF Online but u are fully off work ripping from lots of games now and btw bones its very very dificulty and take more time to keep out, that its why i ask croxxx he have experience in keep out bones and weights, i post now in the RF tread.
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Re: Phantasy Star Online 2

Post by Rimbros »

chrrox wrote:Ok its fixed in V3 of the script some objects did not have bone maps.

if you have trouble with normals in some programs just comment out this line in the script
rapi.rpgBindNormalBufferOfs(VertBuff, noesis.RPGEODATA_FLOAT, vertSize, vtxeChunkPos
just add # before it
then add a line called pass after it
then noesis will auto generate the correct normals.


I am lost on this point can u edit the script and put the lines rigth?, i added in the end and send error message, u can test with this file also.

http://www.4shared.com/rar/QQitzOO0/Test.html
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chrrox
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Re: Phantasy Star Online 2

Post by chrrox »

its already done for you in the v5 script.
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Re: Phantasy Star Online 2

Post by goder2910 »

After playing around with some PSO2 files. I found out some files like "a map" but dont have texture, just have mesh

Was this things caused by "deICEr" or the default file structure of PSO2 ?

Another thing is the mesh cannot specify its material. Hoping Chroxx will upload plugin soon :D

PS : Anyone know what file is "monster model" ? I tried to research all files "alphabet" but i only found some hair, doodad and effect.
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Re: Phantasy Star Online 2

Post by lz1000 »

how unpack Map files O o
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Re: Phantasy Star Online 2

Post by alon »

How to install PSO2?
An error occurred during the installation of setup-1.bin.
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Re: Phantasy Star Online 2

Post by lz1000 »

scriptkiddie wrote:you still trying to do bones & auto textures chrrox?
unpack them with this http://www.mediafire.com/?lrps1wcg54a5kvj
its too big to attach, thanks to delphi`s shitty bloated vcl



http://www.mediafire.com/?lrps1wcg54a5kvj

RAPIDSHARE PLZ
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Re: Phantasy Star Online 2

Post by rexil »

Can someone re-upload the unpacker? I can't find it anywhere. Thanks.
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Re: Phantasy Star Online 2

Post by chrrox »

here is the extractor
You do not have the required permissions to view the files attached to this post.
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Re: Phantasy Star Online 2

Post by finale00 »

Seriously isn't there a way to batch export with this GUI tool???

Anyone want to add material parsing? It's the TEXF, TSET, and TSTA chunks, though you could probably get away with just parsing the TSET and TEXF.
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Re: Phantasy Star Online 2

Post by chrrox »

if anyone knows delphi the author gave me the source code and if you can explain to me whats happening in this ill make a bms for it.
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Re: Phantasy Star Online 2

Post by lz1000 »

chrrox wrote:here is the extractor
How to use this tool, it can not open any files =3=
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