Datmaker is responsible for converting .MQO files to .dat, where the new .dat file is a format in which the game can use. Do not attempt to pack in MQO files into your server because the format is not the same. Datmaker mostly deals with 317 revisions but it can load some models up to 718 (with little success). Datmakers key feature also includes the ability to export .dat files to either .MQO or .MQOv2 (which will be explained further). This tool will not read, to my knowledge, files other than dat or MQO. If you are using blender or another professional grade program for models which have .obj, .fbx, .stl, etc.. as the file format then simply load the obj model (or any other file format) in metasequoia and save the file as MQO. Keep in mind that MQO will not support every file type such as .MAX (3DSMAX).
Textures will not be loaded in datmaker so do not attempt to texture your model in MQO OR other programs. You must use plain material colors (discussed further in MQO segment).
Using Datmaker
Datmaker has lots of useful information to show when you enable them. To begin, simply load your MQO or dat file by clicking File -> open (or open folder for more than 1 file) -> click your dat / MQO file(s). Your model should hopefully load up in the viewer. Right click to zoom in and out along with rotating the model side by side. Left click to rotate all around the model. Shift + right click to move your view position. You can also resize / full screen the tool to get a bigger picture. The pictures below will explain a few things about datmaker.
If you wish to export a model from .dat you can do it one of two ways. Datmaker allows you to export to MQO and MQOV2. The standard .MQO will only export the model with NO anim / rig data (no PRI, TSKIN, or VSKINS). MQOV2 on the other hand will give you the anim data attached to the model, if any.
Datmaker’s Anim List and PRI settings
You will notice datmaker will allow you to set the PRI (priority) of the model. Priority helps the game figure out what faces are to be rendered in which order. Custom 317’s often encounter issues where you can see capes through plate bodies, and other strange “see through” occurrences. Datmaker sets the PRI of a model by setting the ENTIRE model to whatever PRI you put in the box (1-10) then clicking “make dat”. Keep in mind actual RS models will have different PRI on different parts of the model. If you set different PRI’s in MQO and then make PRI set to 4 (for example) in datmaker then know you will lose all those changes you made In MQO and datmaker will replace the entire PRI layer with PRI 4. PRI is nasty business so try not to mess with it too much. Often times setting things to 10 PRI will “solve” your issues, temporarily. Do NOT check the “use blank PRI” box. Use the box right underneath to set your PRI number.
Datmaker is also equipped with handy animation options. This allows you to easily animate swords, shields, hats, boots, gloves, and amulets. You will notice there are no platebody, legs, cape, or helmet option. These you must do yourself (explained further in the guide).
Additional Datmaker Information (Problems you may encounter)
- Datmaker is not the perfect tool, you will run into many issues. Here are a few things I’ve encountered during my use of datmaker.
- When loading an entire folder of models, you may run into a model which will cause datmaker to spit an error. Often times the error will keep popping up and you may need to use task manager to end the process.
- Datmakers errors are not very well documented, so the reason for error could be many things. Loading a model with textures or high polycount can make an error.
- Not properly naming your skins (like naming something “TSKIN1:”) will not load in datmaker. Double check your skin names.
- You may have a VSKIN layer which does not have any weights (example: having 3 vskin layers but the final layer has all 0.0 weight values) in which datmaker will not load the model. Get rid of any “waste” VSKIN layers, though this is a very rare occurrence.
- Having too many object layers on your model (obj panel).
- If your layer is not capitalized (VSKIN1 vs vskin1) then datmaker won’t recognize it.
- “contains quads” error is when your model has / is made up of squares. You MUST make your model made up of triangles or simply “triangulate” the model in MQO and re-open in datmaker.
- “contains lines” for when you have a wireframe with no faces on it. Usually this error doesn’t really do anything, so you don’t really have to worry.
- Colour loss / distortion, out of our control and it sucks sometimes
