KNOWLEDGE IS POWER!!!

       3D Models, as I'm sure you're aware by now, are setup on a 3 dimensional plane. This means that they have :

X -coordinates meaning left to right as you look at the Model-
Y -coordinates meaning up and down as you look at the Model-
Z -coordinates giving the Model depth or forwards and backwards-

       Everything within a Model is applied to all 3 of these coordinates. It's like looking at a box made of wire mesh. This will come into play when you start adding and taking away from your 1337 SH mod, or whatever you decide to tackle first. Just please don't hurt the bunnies.

     Some common terms when dealing with Models :

  1. Alpha Mapping : This is basically a Black&White Texture matching the size of the original texture. Any areas you want to appear invisible on your Model will be colored black on this .BMP, with visible areas being white.
  2. Edge : These are the lines that connect Vertexes to make Polygons. An Edge is a straight line and can only connect to 2 Vertexes.
  3. Editable Object : Any part of a Model that you have selected at that time. If you can select it, it's more than likely editable.
  4. File Types : There are several different File Types when workign with FFXI Models. Each one serves a different purpose, although some won't come into play depending on your current project.
    • .DAT - The all encompassing Model File. This combines your Model and Textures into a readable file for FFXI. Regardless of formatting of other files, .DAT's are the only compatible file with FFXI and can only be directly changed by VRS. However, by using other programs .DAT files can be broken down into the file types below, making Modding a much more enjoyable experience.
    • .BMP - A very common Graphic File. It's very easy to edit and save, but has to be converted to .DDS format after being changed to be made useable.
    • .DDS - This is the Texture file of a Model. It can be changed directly, but lesser editting Apps won't be able to open it. It's usually better just to edit the .BMP and save the .DDS file for .DAT conversion.
    • .MCD - I'm guessing with this one, since I've yet to see it come into play. I'm pretty sure the .MCD file is what holds the Models Movements, Sounds, and anything else not editable at this time. Just don't delete this file, cause it does something.
    • .MQO - This is the Model file. It contains the 3D Model as well as Texture Mappings. This is the only thing you will change if you don't plan on recoloring your Model.
  5. Grid : This an imaginary plane of the Model. Grids are always configured along coordinates and are usually a good reference of the portion of the Model you're working on.
  6. Material : This will determine the effect that is placed onto a Texture. It determines whether a Texture will be opaque, reflective, or even translucent.
  7. Model : The whole package. Everything combined into one .DAT file.
  8. Movement : This is predefined by the game to tell the Skeleton how far and in what direction to move. Unfortunately, not much is known about editing this portion of the Model at the moment. Great strides are being taken to rectify that, though.
  9. Polygon : These are the shapes that the texture is applied to. Polygons can be any shape, with triangles or bisected squares being the most common and easy to work with.
  10. Skeleton : This is the portion of the Model that determines how it moves. There can be many different skeletal pieces in a Model, each with different Movements attached to them.
  11. Texture : This is the coloring or picture that is placed on the Polygons. It is usually a predetermined size that cannot be changed.
  12. UV Mapping : This is the method that a Model uses to "wrap" a Texture around it's Polygons. It is layed out using "U" and "V" coordinates.
  13. Vertex : Also known as Apex. These are the points or corners of the Polygon. Each one is connected to a different skeletal point to tell the Polygon how to move.


APPS THOU SHOULDST PROCURE, YON ADVENTURER...

       Now that you know what a 3D Model consist of, let's take a gander at some programs used to view and edit them. This is, by no means, a complete list of Apps that you can use. I am just detailing the ones I use for everything I do and everything covered by this guide. Most of these programs are completely free of charge and don't even require an installation. Just download from the appropriate sources and your ready to start your Skill Ups.