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  1. kion

    PSO Asset Exports

    @Bamsi found my not-so-secret posting place. For some context, I've never been disciplined enough to manage projects on Trello. I generally use Discord for day-to-day conversations, and then record progress or post spam to organize my thoughts on a forum thread. This week I guess my focus...
  2. kion

    PSO Asset Exports

    Did more exports for bosses. There are a few issues, but I want to start wrapping up version 2. So my next plans are to start moving onto objects, get some of the ultimate-only models, and then see what minor tweaks and refinements I can make to improve some of the reads. Random side note...
  3. kion

    PSO Asset Exports

    Next step is to start exporting the Mine and Ruin enemies and then start working on objects. Also I went ahead and re-uploaded my walking simulator from photondrop.com after switching servers. You can find the gameplay demo here: https://photondrop.com/gameplay/demo_0/ To use, select a stage...
  4. kion

    PSO Asset Exports

    Okay, finished exporting weapon models. Today I went ahead and exported the enemies from forest and caves. Edit: I should also include a clip of what progress Andreas Scholl has been making with these assets: Another Edit: I went ahead and made a lot of unlisted videos on my channel to...
  5. kion

    PSO Asset Exports

    Updates, got characters uploaded: Humar, Hunewearl, Hucast, Ramar, Racast, Racaseal, Fomarl, Fonewm, Fonewearl. Also have about 50 of 227 weapons uploaded. As an idea of what's possible, here's a preview of Andreas Scholl's PSL project. Edit: Got weapons 51 -100 uploaded. And a few more...
  6. kion

    PSO Asset Exports

    Blender plugin can be located here: https://gitlab.com/dashgl/format/blob/master/src/blender/io_mesh_dmf.py Still very much a work in progress as blender is the wonkiest of all the 3d software. I also attempt to include .gltf in the zip files as well. Though the results are kind of hit or miss...
  7. kion

    PSO Asset Exports

    I've been continuing to refine my PSO exports. And I've made a little bit of progress. I've started an FTP server were I upload the files to (PM if your interested). There aren't too many good options for managing assets. .obj can't use bones or animations, and file sizes get large dispite...
  8. kion

    Story writing

    Thought of? Yes. Actually written, no. God Machine. Several different scientific disciplines come together to make a government project for the sake of embezzlement. No one actually expects the project to succeed, so they could continue to continue to get government grants for several decades...
  9. kion

    AGDQ 2016

    A good portion of the stream is already up on the gamesdonequick youtube channel if anyone wants to check them out: https://www.youtube.com/user/gamesdonequick
  10. kion

    Xj Conversion Notes

    I guess I'm not surprised the exe doesn't work on its own. For that to realistically work I think I'd need to package node.exe with the source and a bat file or something. Try downloading the github repository, unzip it, copy the map file into the same folder as rel.exe and then drag and drop it...
  11. kion

    Xj Conversion Notes

    After getting stage exports fatigue caught up with me and I was out of it for about a week. For the models, I skipped over vertex normals, textures, vertex colors and indices alpha in favor of rendering the vertexes and faces correctly. So I need to go back to .nj and start adding those in...
  12. kion

    AGDQ 2016

    Schedule is posted here: https://gamesdonequick.com/schedule
  13. kion

    Xj Conversion Notes

    You need Nodejs installed on your computer and the exe file can be downloaded from github.
  14. kion

    Xj Conversion Notes

    You need Nodejs installed on your computer and the exe file can be downloaded from github.
  15. kion

    Xj Conversion Notes

    For weapons, right now the easiest thing to do is use PSO version 2 as all of the weapon models are in ItemModel.afs as .nj files. For .xj files, I can parse out most of the information from the file, and have managed to get some half decent model exports, but nothing complete yet. If I can get...
  16. kion

    Xj Conversion Notes

    I was just about to send you a message after seeing your post on Pso-World. If you need any help with extracting assets let me know. Stage models exports are still in the early stages, I'll be playing around with applying textures, and culling, so we'll see if/when I make progress on that end.
  17. kion

    Xj Conversion Notes

    Thanks! Planning to? Short answer: no. With exporting you can skip over a lot of tiny details to export the model. Going the other way you'd need to perfectly understand everything. On top of that, there's collision and lighting, qedit stuff. So it's a pretty massive time investment. So I'm...
  18. kion

    Xj Conversion Notes

    Good news, stage models can now be exported. Source code is here if anyone likes that stuff or anything. Basically the stage files are a list of sections with an offset. Inside each section is a list of nj files. The nj files are rendered for each scene, and then rotated and moved as a scene...
  19. kion

    Xj Conversion Notes

    Still missing textures and a other details when it comes to processing ninja-chunks, but the source code is up on github here if anyone wants to take a look.
  20. kion

    Xj Conversion Notes

    I finally managed to parse and render .nj thanks to Kryslin's ExMLD.Net source. I'm going to start working on textures now, but I finally got the model structure working.
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