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Dark Souls FLV file

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nyxo
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Re: Dark Souls FLV file

Post by nyxo » Mon Jul 07, 2014 5:18 am

Some simple replacements that were [mostly] automated by my tool, DSMODT:
Image

Things that changed:
1) These are Silver Knights in the Depths. They still use the Hollows' AI, so they're pretty stupid, but they look/animate like Silver Knights. This is because I replaced all the graphics/animations for the Hollows with the Silver Knights', in the game's archives.
2) There are simple red lines scribbled onto the Silver Knights' capes/shoulders/chests. (You'll probably have to click the image to see the full version to see this) This is because I manually changed those textures and saved them into the game's archives.

Still a bunch of work to make this user-friendly. There's a bunch of hard-coded stuff I need to fix up, but it's coming along nicely-- DSMODT will actually take whatever mesh/textures you currently see in it, and save it out to Dark Souls' format, so I just need to provide a way for the user to replace the meshes/textures they see, which should be simple(ish).
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TehDave
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Re: Dark Souls FLV file

Post by TehDave » Wed Jul 09, 2014 7:04 am

Wonder if it'll ever be feasible to add completely new worldspaces to the game. New levels and that sort of thing.

The model replacement is nice though, I imagine Nexus will be filled to the brim with nude models though.

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Re: Dark Souls FLV file

Post by nyxo » Wed Jul 09, 2014 1:59 pm

ATM, I don't see why replacing an existing zone completely can't be done, however the possibility of completely adding a new zone (and, say, modifying an existing one, to make an entrance..) is unknown at this time.
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Re: Dark Souls FLV file

Post by Rin » Wed Jul 16, 2014 12:41 am

does anybody know where i could locate pricilla in the files?

ive extracted all of the files.

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Re: Dark Souls FLV file

Post by nyxo » Thu Jul 24, 2014 12:53 am

I've got my local copy of DSMODT working for repacking files, with custom mesh support. At this time, I have no means to import custom meshes, so all I can do is load in an existing Dark Souls mesh and then save it out as a "custom mesh". So while it doesn't -look- custom, with what the code does, it is custom, I assure you!

Youtube video of Proof-of-Concept Dark Souls modding

I still have much work to do before I make it public, but everything is coming along nicely~
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dibe91
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Re: Dark Souls FLV file

Post by dibe91 » Tue Jul 29, 2014 10:39 am

nyxo wrote:I've got my local copy of DSMODT working for repacking files, with custom mesh support. At this time, I have no means to import custom meshes, so all I can do is load in an existing Dark Souls mesh and then save it out as a "custom mesh". So while it doesn't -look- custom, with what the code does, it is custom, I assure you!

Youtube video of Proof-of-Concept Dark Souls modding

I still have much work to do before I make it public, but everything is coming along nicely~
sorry but I think I can add external models from the game? I can do that is to create new weapons or replaces the old model with a new one?

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Re: Dark Souls FLV file

Post by nyxo » Mon Aug 04, 2014 6:24 am

The video shows that that is possible with my private copy of DSMODT, yes.
The public version cannot do any of that yet.
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Re: Dark Souls FLV file

Post by nyxo » Fri Aug 29, 2014 5:43 am

Not sure if you guys saw, but I put Diablo3's Skeleton King into Dark Souls the other day- it even made it on to Kotaku: http://kotaku.com/bonkers-mod-puts-diab ... 1626994309

That said, I'm currently polishing up DSMODT and making it a much nicer user experience, but I'm hoping to release it to the public soon with custom mesh capabilities.
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Re: Dark Souls FLV file

Post by Mr.Mouse » Fri Aug 29, 2014 6:38 am

Great stuff! Keep up the good work! :D

Looking forward to your release here. :)

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Re: Dark Souls FLV file

Post by TehDave » Fri Aug 29, 2014 9:55 am

Oh god, that's cool as hell.

So the tools can spit out a mesh/skeleton for you to edit now?

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Re: Dark Souls FLV file

Post by nyxo » Fri Aug 29, 2014 9:40 pm

At the moment, there's no support for editing skeletons, as that gets into Havok territory. And as we all know, being able to -read- a file format is definitely very different than being able to -write- that same file format.

Once I have Havok under control tho, there will be almost nothing we can't mod in Dark Souls.
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Re: Dark Souls FLV file

Post by TehDave » Sat Aug 30, 2014 1:53 am

I meant when you export model to edit, does it also give you the skeleton so you have something to weight to?

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Re: Dark Souls FLV file

Post by nyxo » Sat Aug 30, 2014 2:09 am

Technically there's no exporting of the meshes at this time. DSMODT currently only supports importing meshes, not exporting them.
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Re: Dark Souls FLV file

Post by TehDave » Sat Aug 30, 2014 3:24 am

So wait, how did you weight Leoric to Artorias' skeleton then?

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Re: Dark Souls FLV file

Post by nyxo » Sat Aug 30, 2014 5:09 am

DSMODT has a rudimentary bone-mapper in it. So long as you provide a mesh that's weighted to a skeleton with bone names that match those on the skeleton of the enemy it's being applied to, the bone weights transfer over.

So all I did is wrote a program that took the Skeleton King file and "rebuilt" portions of it to fit on Artorias, such as changing bone names, deleting some bones, adding others, and appropriately moving around bone weights as required with those changes; and then saved it as a collada (.DAE) file to be imported into DSMODT.
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