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  1. kion

    Xj Conversion Notes

    I was hoping to cut corners by focusing directly on stages, but it looks like pso version 2 stages use nested nj objects and not just listed ones like in PSOBB, which means I need to go back and finish exporting nj before I can get back into stages. This is mostly to help me write out...
  2. kion

    Wanting to make a PSO Private Server in Java

    Well there are more client side assets that can be exported or modded if anyone wants to focus on those.
  3. kion

    Wanting to make a PSO Private Server in Java

    I don't think that language implementation really matters beyond preference as far as PSO private servers go. I'm mostly curious about the motivations. With well established communities and implementations like Tethealla and Sylverant, does the server really need to be ported to another language?
  4. kion

    Xj Conversion Notes

    I've spent the last couple of days playing around with NJ. The file format is pretty simple, node, model definition, vertex list and polygon list. The node and mode definition are both static types, so reading those is super easy. The vertex list has a 8 byte header on the front...
  5. kion

    Random media dump

    Reggie Watts - Fuck Shit Stack
  6. kion

    Xj Conversion Notes

    Okay added Afs_Export and Gsl_Export to NPM this morning. Source code is over on Github if anyone wants to take a look.
  7. kion

    Xj Conversion Notes

    Okay did some npm cleaning. I removed all of the existing packages and re-published them with names that made more sense. 1. BML_Export 2. NJM_Convert 3. Ply_Motion 4. PVM_Export Also I started playing around with PVM and managed to export an archive all to png format from the command line. I...
  8. kion

    Wanting to make a PSO Private Server in Java

    Don't forget there's also Sylverant for comparing source code. I played around with the server a little bit, but not much. You can get Teth running on your local machine to test how it works as is. The MySQL implementation and table structure is pretty simple to get familiar with. You can write...
  9. kion

    Xj Conversion Notes

    Okay, updated my Github page so it almost looks like a project, almost but not really. Also Soly, I'm not sure if you're using any of my poorly written source code, but you might want to look at my updated source for BML archives. PSO version 2 has 16 bytes of zeros between each file in the...
  10. kion

    Xj Conversion Notes

    No need to argue. For me it's mostly personal preference, I'd rather be able to be able to do everything from the command line, but drag and drop is nice, and GUI's are simple and intuitive to use. That's part of why I'm trying to document everything and make my source as open and clean as...
  11. kion

    Xj Conversion Notes

    Made a small tool for simple bml exporting. You can install the bml export util by openning the command line and typing in "> npm install export_bml -g". This will add "bml_expt" to your path. From any directory, you can hold shift while right clicking and select, "open command line here"...
  12. kion

    Xj Conversion Notes

    Another tool and another video on how to use it. This time for extracting player animation data. I do some light explanation in the video for the general concept of how to extract the animations. Source code is here: link. 1. Install nodejs 2. Open a command line 3. > npm install plymotion -g...
  13. kion

    Xj Conversion Notes

    Been putting off fixing my PsoBB njm2 to Pso njm converter. Would like to be able to say it's finished, but at least for the most part it seems to be working, so I published it on NPM. To use it, download and install Nodejs. From the command line (directory doesn't matter), run > npm install...
  14. kion

    This server is now 100% legal!

    I wish he'd come back to post his model viewer source code...
  15. kion

    Xj Conversion Notes

    Update on xj models. Kind of looks like a pwand, what do you guys thinks?
  16. kion

    Xj Conversion Notes

    Yeah, overall i think modding tools for this game have diminishing returns because you're having to create custom tools from the ground up for a closed game. If there are simple mods I could apply by working on exporting models I might try and go for it, but animations for maps just seems like...
  17. kion

    Xj Conversion Notes

    Progress report. Tried a couple of different things over the last few days. Now that I can more or less parse XJ models, I took another look at PSOBB maps and wrote and exporter from scratch. Not perfect. I need to fix the textures as there were a few I couldn't parse out and I have to trace...
  18. kion

    Xj Conversion Notes

    Also Glader's forest 1 preview is up on youtube, if anyone wants to check it out.
  19. kion

    Xj Conversion Notes

    Not quite perfect, but my xj export script has improved from almost entirely suck to slightly less suck. Translations are still a little off, but rotations and the overall structure seem to be okay.
  20. kion

    Xj Conversion Notes

    Sorry for the post spam. It helps me take notes, and I'd like for this information to be as available as possible. Visual representation of the nj/xj tree structure: Rotations are written next to the node they apply to.
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