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The next stage in this tutorial is how to crate them Alpha Maps so you don't have to worry about them blocky or gear that dose not look right.

Ok, so open you the FFXI Module Viewer and pick these.

  • Tarutaru M
  • Face: F6-A
  • Head: No Equipment
  • Body: Tarutaru Kaftan
  • Hands: Tarutaru Mitts
  • Legs: Tarutaru Braccae
  • Feet: Tarutaru Clomps
  • Main: Staff: Federation Signet Staff

Now we going to use Animation, Emotions and pick wav.
Now play it and hit stop when it looks right to you, I stopped mine at 11:36.

Tarutaru

Now hit Set to MQO and give it a name.
After that now hit DAT to MQO and pick the Face, hit OK.
Then hit DAT to MQO again and hit Body.
Repeat this for Hands, Legs Feet and Main.
Since you got no head gear or sub or ranged, you don't need to do it for them.

DAT to MQO

When naming the files.
Use names like Face for Face, Body for Body etc..
This will make it easer for you to find the files that you will need to use.

Once you have done this you will need to open up the Graphics Converter 3 and drag all the .dds files into it.
Now go to Save and move down to Save as Alpha channel.
When saving it make sure to add alpha to the end when renaming it.
Eg Legs0 would be renamed to Legs0 Alpha.
You can tell if the bmp file has any alpha channel when using Graphics Converter 3 because it will look like this:
CG3 Alpha
After saving it as alpha channel and you alpha map looks like this:
Bad Alpha map
Then you need to use a image editing software like Microsoft Paint or Adobe Photoshop CS3.
Where it is Black leave it like that and where it looks gray, that needs to be white.
If you do this correctly then it should look like this.
Good Alpha
You can download the Alpha map for this tutorial here.

Once you have done that open up 3D Studio Max 2010 and import the MQO file that you imported as a set.
Just like in the first tutorial add the texture maps to the material editor.
Now once you added the texture map to the material editor go to Maps.
Tick Opacity, keep it at 100 and where it says None click on it and then double click on bitmap and point it to the location of the alpha map for that texture.
Alpha Map, Material Editor

Once you have assigned the alpha map to all the texture that needs it.
Then you can start adding the texture to the module as shown in the first tutorial.

If you follow the instructions on this tutorial and the first one, then the finish product should look like this.
Tarutaru Finished
For some reason its not rendered the flag very well.
Not sure why, but well this is the finished product.

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