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496  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: An awesome stage idea on: August 03, 2010, 07:34:54 AM
This needs to go into the texture/vertex request thread...
you will have better luck there anyway
497  Help & Tutorials / Vertex Tutorials / Re: Vertex Hacking: Advanced Techniques on: August 03, 2010, 07:11:42 AM
  I cant believe I am about to ask this...

How do I get Collada to work? I mean where do I install it to and have it work with 3dsmax?
498  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: The Doctor's Creations - (31/07) Faye Valentine! on: August 03, 2010, 04:52:26 AM
I noticed that the GFX move sometimes but I didn't realise that the hitboxes move with them.
What's more is I don't know how to fix it  Angry
499  Help & Tutorials / Help / Re: Texture problems on: August 02, 2010, 10:48:18 AM
Do any stand in T stance without any hacks on them?
500  Help & Tutorials / Help / Re: Texture problems on: August 02, 2010, 10:28:47 AM
Do you mean ingame or in Brawlbox?

If you mean in Brawlbox, they will always stand in T stance. You need to load the animations yourself (by selecting the correct fitmotionetc file in the right hand tab of the preview window)
501  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: The Doctor's Creations - (31/07) Faye Valentine! on: August 01, 2010, 02:06:42 PM
...there is no waldo is there? >.>
Roll Eyes
502  Help & Tutorials / Help / Re: DasDonkey Box does not work T-T on: August 01, 2010, 12:01:08 PM
Bypassing DDVB requires a couple of other programs to work...

Even though you aren't using the new method I suppose just using the script and programs to export it all could work.

Have a read through this, It might help (If not, sorry for wasting your time)
How to do the new vertex method without DasDonkey Vertex Box
(+ Without Patching)

In this tutorial I'm going to be making Ness' head bigger. You can do whatever you want, but this is just an example. Mariokart's new script makes it so DasDonkey Vertex box isn't needed anymore, and the only tutorials that mariokart has up are videos, so this is for people who want to take things at their own pace. The reason why it's good to not use DasDonkey Vertex Box anymore, is that vertex sets that previously didn't work (Peach's crown, Pokemon Trainer's hat/hair, etc) should work now.

First, export the .brres of the first model data.



You'll need to download AiS which converts the .brres into a .dae, so you can open it in 3DS max. For this to work, make sure that the .brres contains a model which is unedited. If it is edited, then AiS will not work and will simply make a log file. You can download AiS here: http://cid-c59ea3c98a300f31.skydrive.live.com/self.aspx/.Public/Programs/ais0.1.3.zip

Next, export the vertex group that you want to edit in Brawlbox.



Now open 3DS Max 8 (and note that this only works in Max 8 not 9, 2008, 2009 or 2010), and run mariokart64n's script:

Code:
fn readBEshort fstream = (
short = readshort fstream #unsigned
short = bit.swapBytes short 1 2
return short
)
fn readBElong fstream = (
long = readlong fstream
long = bit.swapBytes long 1 4
long = bit.swapBytes long 2 3
return long
)
fn ReadBEfloat fstream = (
fpt=readfloat fstream
itger = bit.floatAsInt fpt
hih = bit.intashex itger
while hih.count < 8 do hih = "0" + hih
shn = (substring hih 7 2) + \
(substring hih 5 2) + \
(substring hih 3 2) + \
(substring hih 1 2)
bit.intAsFloat (bit.hexasint shn)
)
-- fn floatSwap2 f = (
-- i = bit.floatAsInt f
-- h = bit.intashex i
-- while h.count < 8 do h = "0" + h
-- s = (substring h 7 2) + (substring h 5 2) + (substring h 3 2) + (substring h 1 2)
-- bit.intAsFloat (bit.hexasint s)
-- )
fn WriteBEFloat fnum = (
intgr = bit.floatAsInt fnum
honey = bit.intashex intgr
while honey.count < 8
do honey = "0" + honey
sign = (substring honey 7 2) + \
(substring honey 5 2) + \
(substring honey 3 2) + \
(substring honey 1 2)
xintgr=bit.intAsFloat (bit.hexasint sign)
return xintgr
)

rollout DDV "Vertex Modding Patcher" width:311 height:257
(
button btn1 "Import Verts" pos:[8,12] width:144 height:40
button btn3 "Create Patch" pos:[8,108] width:144 height:40
button btn4 "Patch Model" pos:[8,156] width:144 height:40
label lbl0 "-Mario_Kart64n, (June22, 2010)" pos:[153,238] width:156 height:23
button btn5 "Fix AiS Import" pos:[8,204] width:144 height:40
checkbox chk6 "Checkbox" pos:[165,202] width:14 height:13
label lbl6 "Scale AIS Import" pos:[182,201] width:111 height:15
button btn2 "Export Verts" pos:[8,60] width:144 height:40
checkbox chk1 "Checkbox" pos:[165,55] width:14 height:13 enabled:false checked:false
label lbl1 "Save as 3DS File" pos:[182,54] width:119 height:15 enabled:false
checkbox chk2 "Checkbox" pos:[165,72] width:14 height:13 enabled:false checked:false
label lbl2 "Save As Seperate Files" pos:[182,71] width:119 height:15 enabled:false
checkbox chk3 "Checkbox" pos:[165,90] width:14 height:13 enabled:true checked:true
label lbl3 "Save Changes to MDL0" pos:[180,89] width:119 height:15
checkbox chk4 "Checkbox" pos:[165,108] width:14 height:13 enabled:true checked:true
label lbl4 "Read Offset from File" pos:[180,107] width:119 height:15
groupBox grp3 "Other Options" pos:[157,185] width:143 height:51
editText edt1 " MDL0 Offset:" pos:[162,125] width:130 height:16
checkbox chk7 "Checkbox" pos:[165,218] width:14 height:13 enabled:false checked:false
label lbl7 "Rotate AIS Import" pos:[181,217] width:111 height:15 enabled:false
label lbl5 "Don't Use EditPoly" pos:[181,164] width:119 height:15 enabled:false
groupBox grp2 "Import Options" pos:[157,148] width:143 height:37
groupBox grp1 "Export Options" pos:[157,7] width:143 height:140
checkbox chk5 "Checkbox" pos:[165,165] width:14 height:13 enabled:false checked:false
radioButtons rdo1 "" pos:[165,21] width:125 height:32 labels:#("Vertices", "Texture Corrdinates") default:1 columns:1

local typedOffset=""

on edt1 entered txt do(
if txt != "" do(
typedOffset=txt as float
if typedOffset<=0 do(
typedOffset=typedOffset*-1
)
local typedOffset
)
)

on btn1 pressed do(
fsource = GetOpenFileName \
caption:"Brawl Vert Import" types: \
"All files (*.*)|*.*|"
f= fopen fsource "rb"
fpath= getFilenamePath fsource
fname = getFilenameFile fsource

vertArray=#()
uvwArray=#()
faceArray=#()

fSize=readBElong f
mdlOffset=readBElong f
dataOffset=readBElong f
strOffset=readBElong f
vertID=readBElong f
vUkn1=readBElong f --flag? is XYZ?
dataType=readBElong f
entryStride=readBEshort f
numVertices=readBEshort f
eMinX=readBEfloat f
eMinY=readBEfloat f
eMinZ=readBEfloat f
eMaxX=readBEfloat f
eMaxY=readBEfloat f
eMaxZ=readBEfloat f
pad=readBElong f
pad=readBElong f


if entryStride==12 then(
for x = 1 to numVertices do(
vX=readBEfloat f
vY=readBEfloat f
vZ=readBEfloat f
append vertArray[vX,vY,vZ]
append uvwArray[0,0,0]
)
)
else(
for x = 1 to numVertices do(
vX=readBEfloat f
vY=readBEfloat f
vZ=0
append vertArray[vX,vY,vZ]
append uvwArray[0,0,0]
)
)


msh = mesh vertices:vertArray faces:faceArray   --build mesh
msh.numTVerts = vertArray.count
msh.name=fname
buildTVfaces msh
select msh

 messageBox "Done !"
 
 
gc()
fclose f
)

on btn2 pressed do(
doVerts=chk5.checked
doUVs=rdo1.state
do3DS=chk1.checked
doDUMP=chk2.checked
doMDL=chk3.checked
doOffset=chk4.checked
if doUVs==1 do(
obj=getCurrentSelection()
obj.pos = [0,0,0]
obj.rotation = quat 0 0 0 0
local mdlSize=""
local mdlOffset=""
local numEntrtices=""
--
if doOffset==true then(
fsource = GetOpenFileName \
caption:"Select UVSet to Replace" types: \
"All files (*.*)|*.*|"
f=fopen fsource "rb"
mdlSize=readBElong f-64
mdlOffset=(readBElong f*-1)+64
dataOffset=readBElong f
strOffset=readBElong f
vertID=readBElong f
vUkn1=readBElong f --flag? is XYZ?
dataType=readBElong f
entryStride=readBEshort f
numEntrtices=readBEshort f
fclose f

)
else(

for g = 1 to obj.count do(
tmesh = snapshotAsMesh obj[g]
num_verts = tmesh.numverts
num_uvws = tmesh.numtverts
num_faces = tmesh.numfaces

mdlSize=(num_verts*12)+64
mdlOffset= typedOffset+64
numEntrtices=num_verts

delete tmesh
)

)

--
fsource = GetOpenFileName \
caption:"Select the MDL0 to inject to" types: \
"MDL0(*mdl0)|*.mdl0|All files (*.*)|*.*|"

fext= getFilenameType fsource
fsize= getFileSize fsource
fpath= getFilenamePath fsource
fname= getFilenameFile fsource
fclose f

--
deleteFile (fpath+fname+"_backup"+fext)
copyFile fsource (fpath+fname+"_backup"+fext)
f=fopen (fpath+fname+"_backup"+fext) "rb"
s = fopen fsource "wb"

print "ffff"
print mdlOffset
for wr = 1 to mdlOffset do(
read=readbyte f
write=writebyte s read
)

fseek f -34 #seek_cur
lenCheck=readBEshort f
fseek f 32 #seek_cur


if numEntrtices==lenCheck then(



for g = 1 to obj.count do(
tmesh = snapshotAsMesh obj[g]
num_verts = tmesh.numverts
num_uvws = tmesh.numtverts
num_faces = tmesh.numfaces

padding=((mdlSize/8)-numEntrtices)



for t = 1 to numEntrtices do(
tv=getVert tmesh t
nSwap=writeBEfloat tv[1]
write=writelong s (bit.floatasint nSwap)
nSwap=writeBEfloat tv[2]
write=writelong s (bit.floatasint nSwap)
nSwap=writeBEfloat tv[3]
write=writelong s (bit.floatasint nSwap)
)



-- for p = 1 to padding do(
-- write=writelong s 0
-- write=writelong s 0
-- )

delete tmesh
)

fseek f (mdlOffset+(numEntrtices*12)) #seek_set
for wr = 1 to (fsize-(mdlOffset+(numEntrtices*12))) do(
read=readbyte f #unsigned
write=writebyte s read
)
messageBox "DONE!"
)
else(
gc()
fclose f
fclose s
deleteFile (fpath+fname+fext)
renameFile (fpath+fname+"_backup"+fext) (fpath+fname+fext)
messageBox "ERROR! Wrong Offset?"
)



)
if doUVs==2 do(
obj=getCurrentSelection()
obj.pos = [0,0,0]
obj.rotation = quat 0 0 0 0

--
if doOffset==true then(
fsource = GetOpenFileName \
caption:"Select UVSet to Replace" types: \
"All files (*.*)|*.*|"
f=fopen fsource "rb"
mdlSize=readBElong f-64
mdlOffset=(readBElong f*-1)+64
dataOffset=readBElong f
strOffset=readBElong f
vertID=readBElong f
vUkn1=readBElong f --flag? is XYZ?
dataType=readBElong f
entryStride=readBEshort f
numEntrtices=readBEshort f
fclose f

)
else(

for g = 1 to obj.count do(
tmesh = snapshotAsMesh obj[g]
num_verts = tmesh.numverts
num_uvws = tmesh.numtverts
num_faces = tmesh.numfaces

padding=((mdlSize/8)-numEntrtices)


mdlSize=num_verts*8
mdlOffset= typedOffset+64
numEntrtices=num_verts

delete tmesh
)

)

--
fsource = GetOpenFileName \
caption:"Select the MDL0 to inject to" types: \
"MDL0(*mdl0)|*.mdl0|All files (*.*)|*.*|"

fext= getFilenameType fsource
fsize= getFileSize fsource
fpath= getFilenamePath fsource
fname= getFilenameFile fsource
fclose f

--
deleteFile (fpath+fname+"_backup"+fext)
copyFile fsource (fpath+fname+"_backup"+fext)
f=fopen (fpath+fname+"_backup"+fext) "rb"
s = fopen fsource "wb"

print "ffff"
print mdlOffset
for wr = 1 to mdlOffset do(
read=readbyte f
write=writebyte s read
)


for g = 1 to obj.count do(
tmesh = snapshotAsMesh obj[g]
num_verts = tmesh.numverts
num_uvws = tmesh.numtverts
num_faces = tmesh.numfaces

padding=((mdlSize/8)-numEntrtices)


if num_uvws!=0 then(
for t = 1 to numEntrtices do(
tv=getTVert tmesh t
nSwap=writeBEfloat tv[1]
write=writelong s (bit.floatasint nSwap)
nSwap=writeBEfloat tv[2]
write=writelong s (bit.floatasint nSwap)
)
)
else(
for t = 1 to numEntrtices do(
tv=getVert tmesh t
nSwap=writeBEfloat tv[1]
write=writelong s (bit.floatasint nSwap)
nSwap=writeBEfloat tv[2]
write=writelong s (bit.floatasint nSwap)
)
)



-- for p = 1 to padding do(
-- write=writelong s 0
-- write=writelong s 0
-- )

delete tmesh
)

fseek f (mdlOffset+(numEntrtices*8)) #seek_set
for wr = 1 to (fsize-(mdlOffset+(numEntrtices*8))) do(
read=readbyte f #unsigned
write=writebyte s read
)


)
gc()
fclose f
fclose s
)


on btn3 pressed do(
fsource = GetOpenFileName \
caption:"Brawl Vert Import" types: \
"All files (*.*)|*.*|"
f= fopen fsource "rb"
fpath= getFilenamePath fsource
fname = getFilenameFile fsource

vertArray=#()
uvwArray=#()
faceArray=#()

fSize=readBElong f
mdlOffset=readBElong f
dataOffset=readBElong f
strOffset=readBElong f
vertID=readBElong f
vUkn1=readBElong f --flag? is XYZ?
dataType=readBElong f
entryStride=readBEshort f
numVertices=readBEshort f
eMinX=readBEfloat f
eMinY=readBEfloat f
eMinZ=readBEfloat f
eMaxX=readBEfloat f
eMaxY=readBEfloat f
eMaxZ=readBEfloat f
pad=readBElong f
pad=readBElong f

for x = 1 to numVertices do(
vX=readBEfloat f
vY=readBEfloat f
vZ=readBEfloat f
append vertArray[vX,vY,vZ]
append uvwArray[0,0,0]
)

obj=getCurrentSelection()
obj.pos = [0,0,0]
obj.rotation = quat 0 0 0 0
max modify mode
addModifier obj (edit_poly())
subobjectLevel = 1
-- modPanel.setCurrentObject obj.modifiers[#Edit_Poly]
diffArray=#()
directionArray=#()
for x = 1 to numVertices do(
$.modifiers[#Edit_Poly].SetSelection #Vertex #{}
$.modifiers[#Edit_Poly].Select #Vertex #{x}
vert=$.modifiers[#Edit_Poly].GetVertex x
-- $.modifiers[#Edit_Poly].SetOperation #Transform


mX=(vertArray[x][1])-(vert[1])
mY=(vertArray[x][2])-(vert[2])
mZ=(vertArray[x][3])-(vert[3])



append diffArray[mX,mY,mZ]

)

deleteModifier obj 1

createFile (fpath+fname+"_patch.pta")
s = fopen (fpath+fname+"_patch.pta") "ab"
vcount=writelong s numVertices
 for x = 1 to numVertices do(
write=writefloat s (diffArray[x][1])
write=writefloat s (diffArray[x][2])
write=writefloat s (diffArray[x][3])
write=writelong s 0x0
 )
 
 messageBox ("Patch Created !"  +"\n"+
"\n"+
"File Saved To:"  +"\n"+
(fpath+fname+"_patch.pta")
)

gc()
fclose s
fclose f
)

on btn4 pressed do(
fsource = GetOpenFileName \
caption:"Brawl Vert Patcher" types: \
"Patch(*pta)|*.pta|All files (*.*)|*.*|"
f= fopen fsource "rb"
fpath= getFilenamePath fsource

vertArray=#()
vcount=readlong f #unsigned
for x = 1 to vcount do(
vX=readfloat f
vY=readfloat f
vZ=readfloat f
dmy=readshort f #unsigned
side=readshort f #unsigned
append vertArray[vX,vY,vZ,side]
)

obj=getCurrentSelection()
obj.pos = [0,0,0]
obj.rotation = quat 0 0 0 0
max modify mode
addModifier obj (edit_poly())
subobjectLevel = 1
--modPanel.setCurrentObject obj.modifiers[#Edit_Poly]
for x = 1 to vcount do(
$.modifiers[#Edit_Poly].SetSelection #Vertex #{}
$.modifiers[#Edit_Poly].Select #Vertex #{x}
vert=$.modifiers[#Edit_Poly].GetVertex x
$.modifiers[#Edit_Poly].SetOperation #Transform
mX=(vertArray[x][1])
mY=(vertArray[x][2])
mZ=(vertArray[x][3])
$.modifiers[#Edit_Poly].MoveSelection  [mX,mY,mZ]
$.modifiers[#Edit_Poly].Commit ()
$.modifiers[#Edit_Poly].SetSelection #Vertex #{}
)
subobjectLevel = 0
--modPanel.setCurrentObject obj.modifiers[#Edit_Poly]

messageBox "Patched !"

gc()
fclose f
)



on btn5 pressed do(

disableSceneRedraw()
st = timestamp() --get start time in milliseconds
undo off(
geo=$polygon*
-- print geo
for x = 1 to geo.count do(
addModifier geo[x] (Normalmodifier ())
geo[x].modifiers[#Normal].flip = on
addModifier geo[x] (smooth ())
geo[x].modifiers[#Smooth].smoothingBits = 1
collapseStack geo[x]
m2010=chk6.checked
if m2010==true do(
--rotate geo[x] (quat -1 0 0 0)
geo[x].scale = [2.54,2.54,2.54]
)
)
delete $helpers
for x = 1 to geo.count do(
-- aBox = Box length:0.2 width:0.2 height:0.2 name:"dummy"
aBox = Box()
aBox.rotation = quat 0.707107 0 0 0.707107
convertTo aBox TriMeshGeometry
)
dmy=$Box*
myBoxes=#()
myMeshes=#()
for x = 1 to geo.count do(
objA= dmy[x]
objB= geo[x]
append myBoxes objA
append myMeshes objB
)

for x = 1 to geo.count do(
myBoxes[x].name = myMeshes[x].name
attach myBoxes[x] myMeshes[x]
)

for x = 1 to geo.count do(
for i = 1 to 8 do(
delete geo[x].verts[#{1}]
)
addModifier geo[x] (Morpher ())
)

addModifier $Polygon* (Edit_Mesh ())

)
et = timestamp() --get end time in milliseconds
enableSceneRedraw()
gc()
print ("Operation Completed In: "+(((et-st)/60)as string)+" Seconds") --print time to finish
)
)

createDialog DDV

At the top of 3DS max, you'll find that it says MAXScript. Press new script and a box will open up. Copy mariokart's script and paste it in there. Then save it as whatever you like. (I saved it as "vertex"). Now you'll have to run the script and you'll see that a box that says "Vertex Modding Patcher" will open up.



Import the .dae in 3DS max. To do this, you'll need COLLADA which you can download here: http://sourceforge.net/projects/colladamaya/files/COLLADAMax%201.4.1%20plug-ins/ColladaMax_FREE_3.05C.exe/ColladaMax_FREE_3.05C.exe/download



You'll find that the model looks a bit messed up.



However, this can be fixed easily. Make sure that "Scale AIS Import" is selected in the Vertex Modding Patcher and press "Fix AiS Import". Scale AIS Import will correct the size of the model so you don't need to make over exaggerated changes for something to look correct in Brawlbox.



There, the model looks normal now.

Now what you do, is choose the polygon that you want to edit. Since I'm editing Ness' face, I'll right click on his face and press "Hide unselected".



Creepy, eh? XD

Now in the Vertex Modding Patcher, click "Import Verts". Select the vertex set which you previously exported from Brawlbox.



The vertex group is now opened up. They won't show up unless you click the button (the one with the three red dots), but you don't need them to show up anyways.



Now that that's done, on the right you should see something that says "Modifier List". Below that is something that says:

+ Edit Mesh
   Morpher
+ Editable Mesh

Click Morpher. Below, you should see buttons that say "-empty-" and "0.0" beside them.



Right click on the first "-empty-" and press "Pick from scene". Then press "H" on your keyboard.



This box should show up. Select your vertex set, and then press Pick.



There, now leave that as it is. (We'll come back to it later) Above that, click "+ Edit Mesh" and now you can start editing as you wish like you normally would.



Now that we're done with the editing...



Go back to "Morpher" and raise the "0.0" up to 100.



As you can see, the model looks messed up now. Don't worry though, that's normal.

Next, you have to lay the model on it's back. You can either do the hard way or the easy way. The hard way being rotating the model by yourself and making sure the angles at the bottom (X, Y and Z) say 0, or by doing the easy way which is:

Press "B" and then "P" on your keyboard. It changes the view of the window. "B" lays it on it's back, and "P" puts it back into your perspective view.



Now click on your model and on the right side, right click on +Edit Mesh and press Collapse All.



A warning will pop up, but just press "Yes".

Now press "H" on your keyboard and select the vertex set.



Go to Modifier List and then select Morpher. Right click the -empty- like before, but this time click the polygon/model and raise the 0.0 up to 100.



In Brawlbox, export the model (FitNess00 in my case) and check the MDL0 Offset of your vertex set.



Now go back to the Vertex Modding Patcher box and write down the MDL0 Offset in the box. Make sure that Read Offset from file is unchecked or you'll get an error. (in the pic it's not unchecked though, but don't mind that).



Then press Export Verts and choose your model that you exported.



Replace the model in brawlbox, and success! Now you can go edit other parts to make the model look even better.


503  Help & Tutorials / Help / Re: DasDonkey Box does not work T-T on: August 01, 2010, 11:34:02 AM
Are you using Mariokart's method?
If so, There is a way to bypass DDVB and just put the model straight back into brawlbox
504  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: The Doctor's Creations - (31/07) Faye Valentine! on: August 01, 2010, 06:49:27 AM
Not bumping for any good reason...
I just don't like being on the 5th page  Tongue
505  Help & Tutorials / Help / Re: How to combine parts from different pac/pcs files on: August 01, 2010, 06:47:02 AM
I don't think export/replace works for this, you need to do it with a hex editor.

Here is a video tutorial that Dingo made on how to combine vertices  Grin
<a href="http://www.youtube.com/watch?v=o6yxTWZx6Yk" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=o6yxTWZx6Yk</a>

506  Help & Tutorials / Help / Re: Vertex hacking with Anim8or on: July 31, 2010, 06:36:31 AM
DrPanda. I will try to flatten sheiks armor for you Cheesy
Awesome Face
507  Help & Tutorials / Help / Re: HELP! on: July 31, 2010, 06:33:29 AM
The clue is in the name...
Super Sonic and Hyper Sonic

It will only work on Sonic until a model swap is done
508  Help & Tutorials / Help / Re: Vertex hacking with Anim8or on: July 30, 2010, 07:52:12 PM
Hello again  Smiley

I thought this might happen, same thing happens to me when I try to vertex.
I don't think anybody really knows the cause of it...
This may sound stupid, but remove the Vertex Box you have and try again with this one: http://www.mediafire.com/?zm342jjzzmv

This version is supposed to work better with Anim8or on its own, so try your luck with it.
509  Help & Tutorials / Help / 3ds file to vertex set? on: July 30, 2010, 07:44:14 PM
Das Donkey's Vertex box converts a vertex set into a 3ds file, is there a way/program to switch it back without Vertex Box?

Thanks in advance  Smiley
510  Help & Tutorials / Help / Re: Difference between on: July 30, 2010, 06:20:41 PM
not quite sure...
.pcs is essential but most of the time .pac is not (with the exception of transforming characters)
I have also noticed that on a few occasions, any changes to a .pcs won't always show up in things like training mode and boss battles etc. unless you have the .pac too
Pages:  1 ... 31 32 33 [34] 35 36 37 ... 44