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Question on the pactool.Is it possible to extract and modify the non-mesh data? I'm mostly interested in the data that comes after the mesh data, which controls the partcut. There doesn't seem to be enough data to specify every single vertex to cut, so I'd also want to search for where this data is, but having it human-readable would be of great help.Doing some testing, I've been able to Frankenstein some pacs, replacing the partcut data in the pac with the partcut data from another pac, to force or eliminate a partcut. Ideally, I'd like to be able to get to a place where I can programmatically customize these partcuts instead of relying on ao.dds files to do this (which requires some painting in Blender). So far neither route appears to allow me to have a partcut/ao toggled in-game via cloaks or accessories, but this would be a good first step.As for the header data, I don't have any idea what it's for, but still interested in it nonetheless.
Question on the pactool.
Is it possible to extract and modify the non-mesh data? I'm mostly interested in the data that comes after the mesh data, which controls the partcut. There doesn't seem to be enough data to specify every single vertex to cut, so I'd also want to search for where this data is, but having it human-readable would be of great help.
Doing some testing, I've been able to Frankenstein some pacs, replacing the partcut data in the pac with the partcut data from another pac, to force or eliminate a partcut. Ideally, I'd like to be able to get to a place where I can programmatically customize these partcuts instead of relying on ao.dds files to do this (which requires some painting in Blender). So far neither route appears to allow me to have a partcut/ao toggled in-game via cloaks or accessories, but this would be a good first step.
As for the header data, I don't have any idea what it's for, but still interested in it nonetheless.
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