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how to mod PSO with Noesis and Blender


DarkMadDog21

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with Noesis, i can open and see untextured 3D models of everything in the game.
then you click on "file" in Noesis menu and select "Export".
then you will be presented with a window.

source file:
😄 \Users\User\ ( main file location)\(pso bb)\Character or enemies model\name of the character file
character files, npc files and model files are encoded with .nj output type

Destination file:
where it's gonna go

Main output type:
important.
when you have this menu, choose the output type that you can work with.
ex:
blender can work with:
.fbx - FBX
.dae Collada
.abc - alembic
.3ds - 3D studio
.bvh - Motion Capture
.ply - Standford
.obj - Wavefront
.stl - Stl
.svg - Scalable Vector Graphics
.x3d\wrl X3D extensible 3D

with output the output menu can do:
.dae - Collada
.fbx - Autodesk FBX
.glm - GHOUL2 Model
.gltf - glTF Model
.iqm - Inter Quake Model
.kvx - KVX Voxel Model
.md2 - Quake II MD2
.md3 - Quake III MD3
.md5mesh - md5mesh (Doom 3, Prey, ect)
.mdl - Quake MDL
.mdr - EF/Raven MDR
.obj - WaveFront OBJ
.ply - Standford PLY
.ply2 - PLY2 Model
.psk - Unreal ActorX Model
.rdm - RDM (model)
.smd - Valve SMD
.stl - Stanford Tessellation Language Model
.vox - VOX Voxel Model

Additional texture output:
Default
.anm - DeluxePaint Animation 
.astc - ASTC Image
.bmp - BMP Image
.crn - Crunch Texture
.dcm - MRI - DICOM
.dds - DDS Image
.gif - GIF Image
.hdr - Radiance HDR
.ico - Icon Image
.j2k - JPEG 2000 Codestream
.jp2 - JPEG 2000 Image
.jpg - JPEG Image
.jps - Stereo JPS Image
.Ibm - DeluxePaint Image
.Imp - Quake LMP
.m32 - M32 Image
.m8 - M8 Image
.mpo - Stereo MPO Image
.pcx - PCX Image
.png - PNG Image
.spr - Quake SPR
.tga - TGA Image
.tspr - Text Spirite Set
.wal - Quake II WAL Texture

Additional animation output:
.Default
.bvh - BioVision Hierarchy Anim
.dae - COLLADA
.fbx - Autodesk FBX
.gla - GHOUL2 Animation
.gltf - gITF Model
.iqm - Inter-Quake Model
.md2 - Quake II MD2
.md3 - Quake III MD3
.md5anim - md5anim (Doom 3, Prey, ect)
.mdl - Quake MDL
.mdr - EF/Raven MDR
.noefbxmulti - Multi-FBX Anim Sequence
.psa - Unreal ActorX Animation
.rda - RDA (anim)
.smd - Valve SDM

others options:
-Flip UV's
-No geometry
-No animations
-Rotate 90
-No textures

Export that file and open it with Blender.
now you can mod the 3D models :D

20229279_1956558251289931_1768113091770622217_n.jpg

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hello.
i'm back.
I'm modding hands in the COLLADA .dae format with Blender.
i wonder if anyone here in the entire forum and other servers that can rig the hands with the character skeleton
i ported the charamodel plAbdy00.nj from opening the game files with Noesis in Ninja Ripper folder

in blender, the skeleton doesn't get exported/imported.
i don't really mind since i can't animate yet.
the charamodel i'm modding is the default Hunter Human Male with orange color.

 talking about another thing, does anyone want me to make every costume color into a 3D model of clothes for every characters?
it's super easy and it could be pretty fun but we will need somebody to attach the model to the color so the 3D get on the
character.

special armor (ex: cooking apron) could be made as a 3D model and made wearable on the characters.
anyone want that?

i could make new areas too with new monsters using existing monsters skeletons and weight painting them into the new monsters.
same for new weapons and new chara models/mags.

we could weeb out in the game like crazy.

Hunter Human male COLLADA format segmented model edit mode hands 1.JPG

Hunter Human male COLLADA format segmented model edit mode hands 2.JPG

Hunter Human male COLLADA format segmented model edit mode hands 3.JPG

Hunter Human male COLLADA format segmented model edit mode hands 4.JPG

Hunter Human male COLLADA format segmented model edit mode reworked hands 1.JPG

Hunter Human male COLLADA format segmented model edit mode reworked hands 2.JPG

Hunter Human male COLLADA format segmented model edit mode reworked hands 3.JPG

Hunter Human male COLLADA format segmented model edit mode reworked hands 4.JPG

Hunter Human Male body textures front.JPG

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On 3/31/2020 at 11:29 PM, DarkMadDog21 said:

hello.
i'm back.
I'm modding hands in the COLLADA .dae format with Blender.
i wonder if anyone here in the entire forum and other servers that can rig the hands with the character skeleton
i ported the charamodel plAbdy00.nj from opening the game files with Noesis in Ninja Ripper folder

in blender, the skeleton doesn't get exported/imported.
i don't really mind since i can't animate yet.
the charamodel i'm modding is the default Hunter Human Male with orange color.

 talking about another thing, does anyone want me to make every costume color into a 3D model of clothes for every characters?
it's super easy and it could be pretty fun but we will need somebody to attach the model to the color so the 3D get on the
character.

special armor (ex: cooking apron) could be made as a 3D model and made wearable on the characters.
anyone want that?

i could make new areas too with new monsters using existing monsters skeletons and weight painting them into the new monsters.
same for new weapons and new chara models/mags.

we could weeb out in the game like crazy.

Hunter Human male COLLADA format segmented model edit mode hands 1.JPG

Hunter Human male COLLADA format segmented model edit mode hands 2.JPG

Hunter Human male COLLADA format segmented model edit mode hands 3.JPG

Hunter Human male COLLADA format segmented model edit mode hands 4.JPG

Hunter Human male COLLADA format segmented model edit mode reworked hands 1.JPG

Hunter Human male COLLADA format segmented model edit mode reworked hands 2.JPG

Hunter Human male COLLADA format segmented model edit mode reworked hands 3.JPG

Hunter Human male COLLADA format segmented model edit mode reworked hands 4.JPG

Hunter Human Male body textures front.JPG

I am really curious to see how far you go on this.

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Step 1 download Ninja Ripper Open Ninja Ripper folder and search for Noesis

Step 2 Open Noesis Click onthe location of the game folder (PSO BB) Ex: Document + (Game folder) + Charmodel + playcharacter/monster/object

Select one of the file you want to mod and right click and select "open" Select the file format example: .nj .ase .3ds .afs .animlist .arc .fbx

Select the file and click on "Extract"

this window opens:

Source file: -the location of the file- Destination file: -the future destination of the file- Main Output file: -new file format- (to use in Blender_ Additional Animation Output: -new file format for textures- Flip UV: yes/no No Geometry: yes/no No Animation: yes/no Rotate 90: yes/no No textures: yes/no

Click on "Export"

Open Blender get in the "file" menu, click on "import" Blender only works with three formats: .dae COLLADA .obj Wavefront .stl Standard Tessalation Language

every other format does not works

The Standard Tessalation Model export in 1 model instead of various parts like .dae COLLADA and .obj Wavefront format.

Both of .dae COLLADA and .stl Standard Tessalation Language have the exact same numbers of polygons, faces and edges. they are the exact same.

have fun. :D

71x6JuHyyL._SY550_.jpg

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It's not the first time but wassup with the totally random and out of nowhere cleavage pictures at the end of your posts about 3D modelisation and PSO?
It doesn't help to take what you say seriously lol

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17 minutes ago, DarkMadDog21 said:

Stuff about modding or something nerdy and then

BOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOBS

 

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the clerk eyes are hard to do.
i tried my standard method to make eyes :
create an object (sphere)
rotate it sideways so the circles are facing towards the front
expand every layer of circles into the sphere
color every layer of the circles with the desired color.
but the textures for the clerk face make no sense.
how the frick i'm going the eyes with shapes like this?

have a nice day.
finished making the new hat.
1st hat photo: left old hat. Right new hat.
2nd photo: Right old hat. left new hat
3nd hat photo: right new hat. Left old hat.
4th hat photo: left new hat. right old hat.

5th photo: right new hat. left old hat
6th photo:left new hat, right old hat.

the cover on the guild clerk face without textures is the size of the new eye socket that going to be there for the new model.
when making a 3D model, always start with the eye and then the face and neck.
 

guild clerk face rendered original model.JPG

bashik peace form.JPG

guild clerk face without texture original model.JPG

liar human form eyes 2.JPG

liar human form eyes 3.JPG

liar human form eyes solid.JPG

liar human form eyes.JPG

texture 2.png

old hat no textures 1.JPG

old hat no textures 2.JPG

new hat no textures wiremesh 1.JPG

new hat no textures wiremesh 2.JPG

new hat with textures 1.JPG

new hat with textures 2.JPG

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