![]() While the program does this perfectly well, it wasn't intended for modding Dark Alliance, so further byte-level changes to the output files are needed. A great help in this has been the program mfaudiov11 which allows conversion to and from. ![]() I have (more or less) learned how to mod in any custom audio. So now the model is "Ysuran's weapon and projectile origin points with Arogazia's mesh, uvs, etc." There is more data inside Ysuran's model which persists (very hard to notice, but she has Ysuran's shadow, and of course as mentioned before, weapons are not quite in her hands) which I am assuming appears in the file before the Mesh1 data does. I have replaced Mesh 1 with Arogazia's entire mesh, and edited the file to only read one mesh. Now I have replaced the model at a byte level in the following way: vif file replaced the player's completely, breaking stuff like weapon holding and projectiles. Spells and projectiles now work properly! In the original mod, an NPC's. It certainly isn't perfect (I don't have the patience or skill right now to, in binary format, find and modify the position and rotation of wrist, hand and finger bones) but it looks much better than before. amn files and placing them sequentially in a custom. ![]() Their animations can be (sort of) customised by taking animation frames from any existing. Hacked NPC models can now visibly hold and use weapons. I would like to share an update on the progress of modding Dark Alliance II on the PS2. Salutations again to all fellow Dark Alliance fans. ![]()
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