Ffxiv web viewer download files






















I'm still tweaking and experimenting to get the right image, but this brings objects a bit more closer to how they appear in-game. Just in time for Heavensward, version 1. With this version, one of the first data viewers have been added. You no longer have to search for the model folders or wait till I update the hashdb to see new models!

Currently Items, Monsters, and Furniture are displayed. It even works for Heavensward! Another new feature is the Ogg2Scd converter. You can find the feature under the Music Swapper. Please note that due to a new archive in Heavensward for music, you can't currently swap this archive. I will find a solution, but for now you can export the scd and reimport it into 0c for swapping. Please note that due to the way color tables work has been changed after the HS patch dropped Over that time various features were completed and bugs fixed, so I decided to release all of those updates before I begin building the animation viewer code.

Those two projects were one of the first tools I began working on besides the explorer but due to other more interesting projects, I never got a chance to finish them. Well I sat my butt down and went over both tools to finish where I left off. Next version will have both the macro editor and log viewer enabled and working. As most of you know, load times were abysmal, with the model archive taking at least minutes.

Well that is no more and I've repeatedly clocked the new load time at 45s, with other archives opening in under s. Every time a file or folder was read in, the program would connect to the db, ask for the data, then close the connection.

Now I keep a connection open for the duration of the load, and then close it after loading is complete. This was due to the dumb way I was reading in the model data. In 3D Programming, your vertices, normals, tex coords, etc are stored in buffers array of bytes. This would cause FFXIV Explorer to read in too much data, reading over the end of the buffer, causing an error or worse Luckily the model format actually tells you the offsets, datatypes, and usages for the data, and now I just load the full buffer, and using the info given, point to where the data actually is.

Something to work on in the future. Make sure you download the correct copy for your JVM version. Most likely it will be the 64bit version, but you can check using the java -version command in cmd. Also a note: Because I left the specular shader code as is, some monsters may have a blue or green tint. This was the last thing I was working on, but because of the delay in any updates, I chose to leave it as is and release. The reason I didn't remove it is because some models use the specular map to color the model, like the Paladin AF armour.

Shouldn't be a problem on most models except for some monsters like Ifrit or the Gobbue. Also a note on exporting. The program will export all models, but textures may not appear correctly due to the way FFXIV blends textures on the shader. So a lot has happened since my last update.

Regardless, even after the model format was mostly figured out, I had to work with the material files as well as build custom shaders to render the models correctly. This is actually where most of my time has been taken up with. Each access different textures and operate in different ways. The most difficult shader was the character shader due to the amount of different ways textures are applied to the model.

A diffuse texture can be applied for general skinning. A mask texture could be applied instead which is like a "sketch" and colors from a table are applied. Each channel of every texture had to be tested and experimented with to figure out what they did using the benchmark and a texture changer by Liinko, special thanks to him. So at this point where is the program? Well equipment, weapons, monsters, and body stuff is rendering out and blending correctly for the most part!

There are still missing parts I have to figure out: The specular maps, the extra data in the material file, and various post processing effects such as the "glow" that appears on some models like the ADS ball, Allagan equipment or Ifrit's horns.

However since so many people are begging for the model viewer to be released, I'll worry about that for another version. Next update will include the model viewer, a obj export feature for it geo data only , and by request; the EXH string are now parsed and injected scripts are displayed. These are designated to models.

I present you Ifrit:. I have been busy in my IRL job and have had little time to sit down and finish off the things I wanted for version 1. Anyway, here is what's new:. The steps to add custom SCDs are simple. First, click "Add" and select the songs you'd like to swap in with.

Then, click "Generate Dat". This will create a new custom dat with all your songs, linking the modded index file with this. Finally, the new songs will appear in the "Set" list, which you can swap in as normal. Rename the various files to. One note, if you delete the original files and try to regen the custom dat It's best to either keep the scd files where they are, or start over and just restore. With the launch of FFXIV Explorer, I had included a music swapper utility, however it confines you to what is currently in the game's files.

From the research I had done and experimentations I actually have a dat builder within the explorer which isn't used right now. As an experiment I installed the old 1.

With the new dat, I reset the Benchmark's I use this as a test bed indexes to point to the new music. Launched the program and was rewarded with Ul'dah 1.

I'm still figuring out the UI to facilitate this feature, but will add it in the future. A note though, as of now only SCD files can be added. Fixed a bunch of UI bugs with the model viewer and searching. Fixed a bug with generating dats in the music swapper. All data is now viewable.

Also I have removed the pre-sort Explorer did on the columns by different entry's offsets and now leave it unsorted as is in the EXH file. If you parse the CSVs, check your indices!

Fixed issue where quotes inside a table entry would break the CSV export. Added a glow shader to the model viewer. Now models with a glow texture like Ifrit or ADS will give off a subtle glow. Fixed furniture not loading in the model viewer. Improved the material loader. Some models were breaking due to incorrect color table loads.

Improved the model loader. There should be less, if any chances of a model not loading. Fixed bugs with the texture loader. Models will now appear more or less correctly, and some models that had bad textures mainly bg stuff will appear correctly. Improved EXD loader. Loader should be more stable and support for the Chinese and Korean clients has been added.

Added the ability to name EXD columns. A listfile is created in a subfolder with the same name as an exd ie: item. Music Swapper now supports Heavensward music archive.

Fixed material files not loading if they were located in a different model's folder path. This will load items, monsters, and furniture in the exd tables and display them, so you no longer have to look for the items yourself or wait for the hashdb to update. Now full customizable music is possible! It also allows you to defind various SCD parameters and the loops.

Fixed a bug in the log viewer; emote and custom emote categories were swapped. Music in the benchmark can be extracted and presumedly also in the expansion. Macro Editor finally completed and activated.

Log Viewer finally completed and activated. These logs can be exported to text or csv files. Fixed issue when mass extracting and the program ran into a placeholder type file causing it to abort.

Fixed issue with music swapper which caused the swapper to not work when the backup was first created but did once reloaded. A message is now displayed. Models in and now load, though the current camera design isn't really built for the large models in there. Fixed buggy interaction with sound view list.



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