There is no support for adding new animations with this tool, you should imagine it as a tool that redraws a model in game but keeps the existing logic properties of the file that is replaced.
As an example, if you replaced Tellusis, it is one model that by logic is mirrored, so your single...
You could but it won't behave how you expect it to. Since a mag model is only offset by a single origin, both the wings and tail would share that origin and both objects would be offset by that origin's position and rotation. It would look even weirder if the mod inherited animation from the...
This tool generates NJA or NJ files from OBJ model files.
Within the tool are some text guidance articles that explain how to make a usable OBJ model amongst other things. There is also an example of a usable OBJ file here, and a video tutorial for making one here.
Please remember that this is...
Since my last post, various development changes have taken place for my new program:
-Renamed from njaGenFE to njaGen
-Environment change from Angular to React and Electron in order to release it as a desktop application
-Removed 3D view concept to simplify things
Some other changes have...
This mod replaces the original HUcast model with a new model, although uses the same animations and hitbox as the original model. The mod also uses the original HUcast texture, that has been remapped to the new model in a minimal way. I will say the mod could look better, but due to the nature...
Since njaPatcher is at a point where it is usable for creating valid NJA files, I have started to program a new application named njaGenFE, which is a frontend user centered version of njaPatcher using Angular. I am essentially using njaPatcher as an endpoint for generating NJA file output, so...
I figured out a way to resolve the issue described in the last post, so it is now possible to play all EP1 areas with a custom textured player model. I'm not certain that I have checked every possible enemy attack in EP2 and EP4 yet, but it is looking fine from what I have played.
To explain...
I have been testing character model swaps lately, trying out different quests with the new model loaded. Today I tried TTF and unfortunately the attack where Dark Falz spawns a smaller version of the player model causes PSOBB to crash. So far this has only happened when the custom model is...
Lately I have been making a folder with decompiled BML contents from data.gsl. Within data.gsl there are lots of game objects such as trap models, item drop models, map cursor models etc.
I have been attempting to mod a few of these BML files, and figured I would make a post about it here so...
There's some progress to exporting maps in this thread, but seems to be a tool for personal use: https://www.pioneer2.net/community/threads/pso-asset-exports.14193/
Today I tried out the new character model from the previous post on Ephinea server and there are some new memory related discoveries.
To explain, the original HUcast body model is 25kb in memory, whereas the custom model is 40kb. HUcast head models range from 2kb - 5kb and the custom model is...
For the past couple of weeks I have been designing a 3D character model for PSOBB, what's cool is that I am also reusing any mods that I make for PSOBB in other projects that I run, so it is not wasted time.
I did learn some new things when doing this, since I had tested the entire process. I...
1) Locate the "EphineaPSO" folder and then open the "data" folder, there should be a file named "ItemTextureEp4.afs". I highly recommend to back this file up in case you want to revert to standard textures.
2) Open "ItemTextureEp4.afs" with texture manager provided below, and then find the...
I made a short video showing the model in motion, although I am not really working on this project for the time being, I figured it would be good to document it's current state.
The description is an outline of unknown gameplay/graphical errors.
There is a new version of njaPatcher up with the previously mentioned node structures implemented. There are some bug regressions with this version of njaPatcher, mostly relating to making NJA files without textures, but it is nothing major.
https://github.com/je-mappelle-egg-yolk/njaPatcher...
HUcast rig is mostly complete and will be available for the next release, to finish it up I spent the day figuring out how to make all nodes have the same orientation. In the previous post, the orientation/face direction problem was described, and I have now solved it for HUcast at least, as...
Today I started writing a rigging system for player models, unfortunately certain chars will require unique rigging systems since each char has a different node structure. For instance, FOmarl's arm, uses a different node ID to HUcasts arm. The same thing goes for any enemies in the game, they...