you have to export the misc data 1 and open that in the program. I made a load folder button so you can load a folder of miscdata 1's at once. just be sure to leave in "MiscData[1]'.
lol you DONT have to convert it to png or jpeg. Just to TEX0 then import to brawlbox -> export from there and edit in adobe photoshop or something, import to brawl box, export and import to your exe...ihope lol
edit: uhh maybe you do have to do it from png...but then after exporting to png you can do color over it and w/e in a painting prog and then reimport to your thing and done
i dont think they can, not sure. But if you just replace the ones under the main gfx, all or most of the original should be gone.You can prob just delete(or zero out) the extra ones...I could add a small update to it to literally delete the data...but then i wouldnt know how to add em back =p(kinda, i could find a way around it).And atm you can't use actual images to replace em(like .png,.jpeg etc)...unless that '!' is a gfx then no....still w8ing for tcll for that viewer and source codes lol
Tcll, apparently it copies almost all the data in the model, and puts it at the end of the model. it changes a few pointers as well. and it's the reason why we couldn't edit the bone structure after adding bones, you have to edit the second tree, not the first, and that's what i missed before.
and TheShyGuy, that's fine, i just thought there was a newer version already out. unfortunately i know about the procrastination a bit too well.
hm, i'll try that.
and how does it do that?? that's what I want to know...
but umm... I looked at the bone-tree of an edited mdl0... I only saw every bone it originally contained :/
IDK what you mean by "model"
tcll- search for 00 00 00 D0 after the first tree and thatll give you the 2nd one
@snoopy -> im working/procrastinating(not like i dun wnna do, just been busy with other things)
@tcll- lol, and i never said i knew how it works lol, just compare the files and look for differences in the begining. And no i dunno how to add bones >.>
O yea and i just thought of this...the bone names are all the same. And the bones are animated according to name -> change the name of the bone so they dun share the same offsets and stuff.
^yeh it can, but like the code(for the new one)is like 2 lines different from reading one that doesnt have fake bones and does. You still have to specify the offset tho. And im surprised that u use the old one,back then it was a bit confusing for me too lol.