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    Author Topic: Datmaker 1.37c - The Latest DatMaker.  (Read 48977 times)

    0 Members and 1 Guest are viewing this topic.

    OfflineCole1497

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    Re: Datmaker 1.37c - The Latest DatMaker.
    « Reply #80 on: June 30, 2012, 10:41:10 AM »
    probably because they have that particle stuff, similar to the 120 dungeoneering cape
    and here i thought you were just pretending to be retarded


    OfflineSlawter666

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    Re: Datmaker 1.37c - The Latest DatMaker.
    « Reply #81 on: June 30, 2012, 10:58:23 AM »
    I'm not sure, stuff like steadfast boots won't open either but Goliath gloves do.

    I'm trying to get the models into 3ds Max to import them into other games (such as Super Smash Bros Brawl) but DatMaker seems to be the only program capable of exporting to .mqo (then to .3ds)...


    Offlinethe elve age

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    Re: Datmaker 1.37c - The Latest DatMaker.
    « Reply #82 on: July 22, 2012, 11:30:03 PM »
    I believe some of the higher poly models (please correct me if I'm wrong) will cause the Datmaker to crash.
    Quote
    "The secret to getting things done is to act" -Dante Alighieri

    OfflineThe Wanderer

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    Re: Datmaker 1.37c - The Latest DatMaker.
    « Reply #83 on: July 23, 2012, 10:40:25 AM »
    I would think not, as DatMaker was made to load player made models, not just rs models. A good test would be to load a model with more vertices than 4096. Most of the errors have to do with the newer model formats (headers). They may also be caused if the model has particles.

    Offlinethe elve age

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    Re: Datmaker 1.37c - The Latest DatMaker.
    « Reply #84 on: July 23, 2012, 06:37:55 PM »
    ^ I forgot they changed model headers starting in the 400s. I haven't done anything RSPS related in years.
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    "The secret to getting things done is to act" -Dante Alighieri

    OfflineGodexCAB

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    Re: Datmaker 1.37c - The Latest DatMaker.
    « Reply #85 on: April 19, 2013, 04:33:45 PM »
    How do I make my own customs with this? Never used it before, Someone PLEASE help!
    Skype: modcodygodex

    Offlinerip4d

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    Mr. 149

    Offlinewimstr

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    Re: Datmaker 1.37c - The Latest DatMaker.
    « Reply #87 on: January 08, 2014, 03:38:51 AM »
    Hey guys.  :):)

    Datmaker doesn't seem to support textures.
    Looking for a way to convert textured items into .dat for our client.

    Also need some explanation about UV projection.
    If someone could help me, i'd appreciate it.

    Offlinenaseem142

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    Re: Datmaker 1.37c - The Latest DatMaker.
    « Reply #88 on: January 08, 2014, 03:40:29 AM »
    Hey guys.  :):)

    Datmaker doesn't seem to support textures.
    Looking for a way to convert textured items into .dat for our client.

    Also need some explanation about UV projection.
    If someone could help me, i'd appreciate it.

    No it doesn't and will not unless PotatoeHead codes that in the DAT maker or somebody else

    OfflineThe Wanderer

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    Re: Datmaker 1.37c - The Latest DatMaker.
    « Reply #89 on: January 08, 2014, 11:29:11 PM »
    Hey guys.  :):)

    Datmaker doesn't seem to support textures.
    Looking for a way to convert textured items into .dat for our client.

    Also need some explanation about UV projection.
    If someone could help me, i'd appreciate it.

    Code: [Select]
    unit trig;

    interface

    uses
      Windows, OpenGL,SysUtils, FileRSM, OpenGl1x, Math;

    type
     Tex3Vx2UV = array[0..2] of TVector2d;

    function SinRule(lenb,angA,angB : Double) : Double;
    function len3D(x1,y1,z1,x2,y2,z2 : Integer) : Double;
    function CosRule(len1,len2,len3 : Double) : Double;
    procedure DoStuff;

    var
      UV: array of Tex3Vx2UV;

    implementation


    // procedure to calculate all of the UV coordinates in the model file
    // Call after loading the model and before displaying

    procedure DoStuff;
    var
    ti,i,k,testflag,s0,su,sv : Integer;
    lenau,lenaq,lenuq,lenus,lenav,lenvq,lentv : Double;
    Angle_U,Angle_V,U_number,V_number,Angle_A,Angle_B : Double;
    Error_Angle : Double;
    begin

    SetLength(UV, 0); SetLength(UV, GNumTriangles);

    // for each triangle in model
    for i := 0 to high(F) do
    begin
     testflag := 0;
    //for each point in model triangle.
    for k := 0 to 2 do
      begin

        if M[i] >1 then

            begin    //E1

            ti := ( (M[i] + 2) div 4) -1;
            lenau := len3D(V[Tex[ti][0]][0], V[Tex[ti][0]][1], V[Tex[ti][0]][2], V[Tex[ti][2]][0], V[Tex[ti][2]][1], V[Tex[ti][2]][2]) ;
            lenaq := len3D(V[Tex[ti][0]][0], V[Tex[ti][0]][1], V[Tex[ti][0]][2], V[F[i][k]][0], V[F[i][k]][1], V[F[i][k]][2]) ;
            lenuq := len3D(V[Tex[ti][2]][0], V[Tex[ti][2]][1], V[Tex[ti][2]][2], V[F[i][k]][0], V[F[i][k]][1], V[F[i][k]][2]) ;
            lenav := len3D(V[Tex[ti][0]][0], V[Tex[ti][0]][1], V[Tex[ti][0]][2], V[Tex[ti][1]][0], V[Tex[ti][1]][1], V[Tex[ti][1]][2]) ;
            lenvq := len3D(V[Tex[ti][1]][0], V[Tex[ti][1]][1], V[Tex[ti][1]][2], V[F[i][k]][0], V[F[i][k]][1], V[F[i][k]][2]) ;



            Error_angle := 0;
    //get angle A and B  for error correction.
            If (lenaq <> 0) AND (lenau <> 0) AND (lenav <> 0) AND (lenaq <> 0) then
            begin
              Angle_A := CosRule(lenaq,lenau,lenuq) ;
              Angle_B := CosRule(lenav,lenaq,lenvq) ;
              Error_angle := (Angle_A + Angle_B) - 90;
            end;


    //calculate U number

    if (lenau = lenaq ) AND (lenuq = 0) then U_number := 1.0
    else if (lenaq = 0) OR (lenau-lenaq = 0 ) then U_number := 0.0
     else
     begin
     Angle_U := CosRule(lenau,lenuq,lenaq) ;
     lenus := SinRule(lenuq,(90-Angle_U - Error_Angle),90) ;
    If lenau <> 0 then U_number := (lenau - lenus) * (1 / lenau)
    else MessageBox(0, PChar('division by Zero'), PChar('NaN'), MB_OK);
     end;

    //calculate V_number

    if (lenav =lenaq) AND (lenvq = 0)  then V_number := 1.0
    else if (lenaq = 0) OR (lenav-lenaq = 0) then V_number := 0.0
    else
     begin
     Angle_V := CosRule(lenvq,lenav,lenaq);
     lentv := SinRule(lenvq, (90 - Angle_V - Error_Angle), 90);
    If lenav <> 0 then  V_number := (lenav - lentv) * (1 / lenav)
    else MessageBox(0, PChar('division by Zero'), PChar('NaN'), MB_OK);
     end;



     UV[i][k][0] := V_number;
     UV[i][k][1] := 1-U_number;

    end else       //end E1
    begin
    //for when no texture is used
    UV[i][k][0] := 0;
    UV[i][k][1] := 0;
    end ;

    end;  //end of k loop



    end; //end of i loop

    end;  //end of procedure


    function len3D(x1,y1,z1,x2,y2,z2 : Integer) : Double;
    begin
    Result := Sqrt( ((x1-x2)*(x1-x2))+ ((y1-y2)*(y1-y2))+ ((z1-z2)*(z1-z2)) );
    end;


    function CosRule(len1,len2,len3 : Double) : Double;
    var
    temp1, radtemp : Double;
    // len1 = a, len2 = b, len3 = c
    begin
    If (len1 <= 0) OR (len2 <= 0) then  MessageBox(0, PChar('division by Zero'), PChar('NaN'), MB_OK);
    temp1 := ((len1*len1)+(len2*len2)-(len3*len3))/(2*len1*len2);
    if (temp1 < 1.0) AND (temp1 > -1.0) then begin
    //if (temp1 < 1.0) then begin
    radtemp := ArcCos(temp1);
    Result := RadToDeg(ArcCos(temp1));
    end else if (temp1 >= 1.0) then Result := 0
    else if (temp1 <= -1.0) then result := 180;

    //Result := ArcCos(temp1);
    end;

    function SinRule(lenb,angA,angB: Double) : Double;
    var
    temp1, radtemp : Double;
    begin
    // a / Sin(A) = b / Sin(B)
    // therefore a = (b * Sin(A))/ Sin(B)
            if (Sin(DegToRad(angB))) <= 0 then MessageBox(0, PChar('division by Zero in sin'), PChar('NaN'), MB_OK);
    Result := (lenb * Sin(DegToRad(angA)) ) / (Sin(DegToRad(angB)));
    end;

    end.
    MrP posted that a long time ago saying that was texture support but I'm pretty sure it is incomplete.

    RS doesn't use UVW texture mapping at least not on the 317 client...
    _texture_mapping.html#Magic
    http://www.oocities.org/pcgpe/tmap.html

    It uses PNM vector coordinates instead.

    You can use this tutorial to texture items...
    https://forum.moparscape.org/index.php/topic,653713.0.html/

    But remember if you have created a model that has the texture UV mapped to it, I am quite certain it will not work as the projection method is different. However, try it out and tell me how it goes. If you want to know how to create textures for a model here is a guide I wrote for meta...
    #msg3789539

    But DatMaker does not support textured models and may never as MrP has long left the forums and nobody has continued his work slightly because Delphi is a dead language and because nobody that knows how is interested in continuing his work.
    « Last Edit: January 08, 2014, 11:35:04 PM by The Wanderer »

    OfflineMeeE59

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    Re: Datmaker 1.37c - The Latest DatMaker.
    « Reply #90 on: January 09, 2014, 04:39:23 PM »
    Hey guys.  :):)

    Datmaker doesn't seem to support textures.
    Looking for a way to convert textured items into .dat for our client.

    Also need some explanation about UV projection.
    If someone could help me, i'd appreciate it.

    Code: [Select]
    unit trig;

    interface

    uses
      Windows, OpenGL,SysUtils, FileRSM, OpenGl1x, Math;

    type
     Tex3Vx2UV = array[0..2] of TVector2d;

    function SinRule(lenb,angA,angB : Double) : Double;
    function len3D(x1,y1,z1,x2,y2,z2 : Integer) : Double;
    function CosRule(len1,len2,len3 : Double) : Double;
    procedure DoStuff;

    var
      UV: array of Tex3Vx2UV;

    implementation


    // procedure to calculate all of the UV coordinates in the model file
    // Call after loading the model and before displaying

    procedure DoStuff;
    var
    ti,i,k,testflag,s0,su,sv : Integer;
    lenau,lenaq,lenuq,lenus,lenav,lenvq,lentv : Double;
    Angle_U,Angle_V,U_number,V_number,Angle_A,Angle_B : Double;
    Error_Angle : Double;
    begin

    SetLength(UV, 0); SetLength(UV, GNumTriangles);

    // for each triangle in model
    for i := 0 to high(F) do
    begin
     testflag := 0;
    //for each point in model triangle.
    for k := 0 to 2 do
      begin

        if M[i] >1 then

            begin    //E1

            ti := ( (M[i] + 2) div 4) -1;
            lenau := len3D(V[Tex[ti][0]][0], V[Tex[ti][0]][1], V[Tex[ti][0]][2], V[Tex[ti][2]][0], V[Tex[ti][2]][1], V[Tex[ti][2]][2]) ;
            lenaq := len3D(V[Tex[ti][0]][0], V[Tex[ti][0]][1], V[Tex[ti][0]][2], V[F[i][k]][0], V[F[i][k]][1], V[F[i][k]][2]) ;
            lenuq := len3D(V[Tex[ti][2]][0], V[Tex[ti][2]][1], V[Tex[ti][2]][2], V[F[i][k]][0], V[F[i][k]][1], V[F[i][k]][2]) ;
            lenav := len3D(V[Tex[ti][0]][0], V[Tex[ti][0]][1], V[Tex[ti][0]][2], V[Tex[ti][1]][0], V[Tex[ti][1]][1], V[Tex[ti][1]][2]) ;
            lenvq := len3D(V[Tex[ti][1]][0], V[Tex[ti][1]][1], V[Tex[ti][1]][2], V[F[i][k]][0], V[F[i][k]][1], V[F[i][k]][2]) ;



            Error_angle := 0;
    //get angle A and B  for error correction.
            If (lenaq <> 0) AND (lenau <> 0) AND (lenav <> 0) AND (lenaq <> 0) then
            begin
              Angle_A := CosRule(lenaq,lenau,lenuq) ;
              Angle_B := CosRule(lenav,lenaq,lenvq) ;
              Error_angle := (Angle_A + Angle_B) - 90;
            end;


    //calculate U number

    if (lenau = lenaq ) AND (lenuq = 0) then U_number := 1.0
    else if (lenaq = 0) OR (lenau-lenaq = 0 ) then U_number := 0.0
     else
     begin
     Angle_U := CosRule(lenau,lenuq,lenaq) ;
     lenus := SinRule(lenuq,(90-Angle_U - Error_Angle),90) ;
    If lenau <> 0 then U_number := (lenau - lenus) * (1 / lenau)
    else MessageBox(0, PChar('division by Zero'), PChar('NaN'), MB_OK);
     end;

    //calculate V_number

    if (lenav =lenaq) AND (lenvq = 0)  then V_number := 1.0
    else if (lenaq = 0) OR (lenav-lenaq = 0) then V_number := 0.0
    else
     begin
     Angle_V := CosRule(lenvq,lenav,lenaq);
     lentv := SinRule(lenvq, (90 - Angle_V - Error_Angle), 90);
    If lenav <> 0 then  V_number := (lenav - lentv) * (1 / lenav)
    else MessageBox(0, PChar('division by Zero'), PChar('NaN'), MB_OK);
     end;



     UV[i][k][0] := V_number;
     UV[i][k][1] := 1-U_number;

    end else       //end E1
    begin
    //for when no texture is used
    UV[i][k][0] := 0;
    UV[i][k][1] := 0;
    end ;

    end;  //end of k loop



    end; //end of i loop

    end;  //end of procedure


    function len3D(x1,y1,z1,x2,y2,z2 : Integer) : Double;
    begin
    Result := Sqrt( ((x1-x2)*(x1-x2))+ ((y1-y2)*(y1-y2))+ ((z1-z2)*(z1-z2)) );
    end;


    function CosRule(len1,len2,len3 : Double) : Double;
    var
    temp1, radtemp : Double;
    // len1 = a, len2 = b, len3 = c
    begin
    If (len1 <= 0) OR (len2 <= 0) then  MessageBox(0, PChar('division by Zero'), PChar('NaN'), MB_OK);
    temp1 := ((len1*len1)+(len2*len2)-(len3*len3))/(2*len1*len2);
    if (temp1 < 1.0) AND (temp1 > -1.0) then begin
    //if (temp1 < 1.0) then begin
    radtemp := ArcCos(temp1);
    Result := RadToDeg(ArcCos(temp1));
    end else if (temp1 >= 1.0) then Result := 0
    else if (temp1 <= -1.0) then result := 180;

    //Result := ArcCos(temp1);
    end;

    function SinRule(lenb,angA,angB: Double) : Double;
    var
    temp1, radtemp : Double;
    begin
    // a / Sin(A) = b / Sin(B)
    // therefore a = (b * Sin(A))/ Sin(B)
            if (Sin(DegToRad(angB))) <= 0 then MessageBox(0, PChar('division by Zero in sin'), PChar('NaN'), MB_OK);
    Result := (lenb * Sin(DegToRad(angA)) ) / (Sin(DegToRad(angB)));
    end;

    end.
    MrP posted that a long time ago saying that was texture support but I'm pretty sure it is incomplete.

    RS doesn't use UVW texture mapping at least not on the 317 client...
    _texture_mapping.html#Magic
    http://www.oocities.org/pcgpe/tmap.html

    It uses PNM vector coordinates instead.

    You can use this tutorial to texture items...
    https://forum.moparscape.org/index.php/topic,653713.0.html/

    But remember if you have created a model that has the texture UV mapped to it, I am quite certain it will not work as the projection method is different. However, try it out and tell me how it goes. If you want to know how to create textures for a model here is a guide I wrote for meta...
    #msg3789539

    But DatMaker does not support textured models and may never as MrP has long left the forums and nobody has continued his work slightly because Delphi is a dead language and because nobody that knows how is interested in continuing his work.

    Regarding how models use texture, this post has helped me figure out most of the details.
    https://forum.moparscape.org/index.php/topic,427639.msg3140322.html/#msg3140322

    However, regarding my tutorial, I followed it a few days ago trying to texture a cape, and had difficulty with the UV_MAP_TRIANGLES_Chunk in that post. It's not a one-size-fits-all series of numbers like I thought it was, and since a few days ago I've been looking around for a way to get the "UV Coordinates" it references into a format that RS Clients can read.

    Still, you propose that it's a PNM Vector Coordinate system, and I'd like to know how that correlates with this.

    OfflineThe Wanderer

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    Re: Datmaker 1.37c - The Latest DatMaker.
    « Reply #91 on: January 09, 2014, 05:44:10 PM »
    It's a different projection method than UVW coordinates. I haven't looked too much into either, you'd be better of messaging veer/_super and a brief overview of linear algebra because it makes a lot more sense to me after taking linear algebra.

    OfflineLonelySouls

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    Re: Datmaker 1.37c - The Latest DatMaker.
    « Reply #92 on: May 04, 2014, 07:02:14 PM »
    How can we use Datmaker's animation converter to add the animation in for a Robe Top and Robe Bottoms, for instance. The one's i customized have no animation and are glitchy because they don't have proper body/legs animation when standing/walking/running
    Renown Programmer  ||Respected Member||Web Developer

    OfflineMeeE59

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    Re: Datmaker 1.37c - The Latest DatMaker.
    « Reply #93 on: July 21, 2014, 04:17:02 PM »
    So uh, yeah, this happened:

    https://forum.moparscape.org/index.php/topic,653713.msg4437167.html/#msg4437167

    and there's DatMaker 1.41 in there as an .exe, if anyone wants me to reupload it anywhere, I can.

    OfflineLonelySouls

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    Re: Datmaker 1.37c - The Latest DatMaker.
    « Reply #94 on: July 21, 2014, 07:54:28 PM »
    I'd like 1.41 MeeE59
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    OfflineMeeE59

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    Re: Datmaker 1.37c - The Latest DatMaker.
    « Reply #95 on: July 21, 2014, 08:53:45 PM »
    Just note: I don't have time to do a virus scan, but here's the link he gave me with everything (note: I tried dling on Chrome and it flagged it as malicious, and he also said he didn't run a virus scan on it):

    http://uppit.com/wjw3iobpwmfm/dm141.zip

    That has all the Delphi code, some notes, and even a picture of how the textures are mapped.

    Here's the link for just DatMaker 1.41. As with the other link, it's not virus scanned and will probably be flagged as malicious:

    https://www.dropbox.com/s/arqinm2lpuyfz2c/DatMaker.exe

    As far as I can tell, the changes that were made to it are the inclusion of textures, ability to see texture triangles (which definitely comes in handy for me! :D ), a "Flat Shaded" checkbox for whatever reason, "Reverse Draw Order" (apparently used for textures), an ADD button (???), and some minor text changes.

    OfflineMING

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    Re: Datmaker 1.37c - The Latest DatMaker.
    « Reply #96 on: July 21, 2014, 09:32:02 PM »
    Yes, Please upload it to other sites, uppit sux.

    Trying out Lazurus, might convert it later....

    Reverse draw order - too damn lazy to z sort the triangles, so reverse draw order changes the order the textures are drawn(twice).
    (bit crap really)
    Flat shaded, was for myself, can't remember why.
    ADD button, forgot to take it out :/

    remember to virus check it, not installed anti-virus yet, so I do apologise if there is any maicious code.
    Checked it with virustotal.com, jotti's malware scan, they didn't fid anything, but it's no guarentee.

    EDIT: poser source code :- http://uppit.com/48epjnyvhgsz/posersource.zip
    « Last Edit: July 22, 2014, 09:20:35 PM by MING »

    Offlinehadlich4

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    Re: Datmaker 1.37c - The Latest DatMaker.
    « Reply #97 on: August 05, 2014, 09:53:02 PM »
    i heard this doesnt work anymore is that true

    OfflineMeeE59

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    Re: Datmaker 1.37c - The Latest DatMaker.
    « Reply #98 on: August 06, 2014, 05:22:33 AM »
    i heard this doesnt work anymore is that true
    No, whoever told you that is wrong. It still works. It doesn't do much for higher-revision models (667+), since they use a different model header, but anything for revisions 518 and lower is known to work in DatMaker. You can still use it to convert some .DATs fom 667+ to .MQO, but the chances of them loading get slimmer with each new revision.

    Offlinehadlich4

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    Re: Datmaker 1.37c - The Latest DatMaker.
    « Reply #99 on: August 06, 2014, 05:52:11 PM »
    i heard this doesnt work anymore is that true
    No, whoever told you that is wrong. It still works. It doesn't do much for higher-revision models (667+), since they use a different model header, but anything for revisions 518 and lower is known to work in DatMaker. You can still use it to convert some .DATs fom 667+ to .MQO, but the chances of them loading get slimmer with each new revision.

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