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Author Topic: Mewtwo2000's tools - cBliss Tool updated [21/04/2014]  (Read 101340 times)
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Mewtwo2000
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    « on: July 06, 2011, 10:00:47 AM »


    I see there's a programming section in the forums now. I've made a few small tools, so I'm posting them here. As I'm supposed to make some more programs in the near future, I'll keep this as my own thread for this.


    STPM TOOL

    This program allows you to easily edit any value in the STPM files in stages (usually known as miscdata[10] in brawlbox). You can edit the ones I exactly know what they do (the ones with a small descryption) or any other, by typing the offset in the last box.

    You can also compare your actual STPM file with an automatically generated backup, made when the program is run.




    BLOCK TOOL

    This tool is meant for stagers too. It can apply the information in the main bone for the stage builder block model. It can be used in other models too by using the program in a 'bin' folder and entering some values from brawlbox. You can edit the normals, remove faces, scale and rotate the different faces of that model.

    Specially useful to place blocks in a stage and use the same bone for all of the models in there.




    UV TOOL

    This tool is meant to easily edit the UV coordinates in any MDL0 file. You can move and scale the whole bunch of points, or individually edit them one by one. Useful if you know what you do.




    GCT FUSIONIZER

    An easy but interesting tool that allows you to fuse 2 gct files into one. Just have some individual code in a code.gct file and add the content to your RSBE01.gct or RSBP01.gct files without needing to complile the gct file again.

    Just to add small codes into a bigger code file.



    MSHADOW TOOL

    A new tool to edit the Shadow System in stages.



    MDL0 PORTER



    A simple tool that fixes the MDL0 files from other games with a single click. Based on RTB's tutorial in SWF.

    Stage Roster Expansion Tool



    With this tool you can include and edit the stage roster code to your gct.

    GCT Analyzer



    A tool for editing and keeping in track the codes inside your gct file. You can merge gct's, convert them to txt, add new codes and remove them.

    MATERIAL TOOL




    New tool to fix materials in OBJ imports (or quickly editing some values in any mdl0 file)

    - Now it fixes materials in DAE imports too. It changes the colors to a gray value and changes the shader with another.



    A tool for editing most material properties in a row. You can select the materials you want to edit and make the changes for all of them at the same time. It can also copy the material properties from external files, including other models, something interesting if you want to quickly set up your materials when a new version of your model is ported to brawlbox.

    CBLISS TOOL



    A new tool to edit the cBliss codes. You can automatically include the codes in your set and customize them in an easy way.

    ASL TOOL



    A new tool to edit the gct files with the ASL code in it.

    Tutorial here



    The ASL Tool is a program to edit a specific code to be found in gct files. That code makes it possible to load different versions of a stage when selecting it in the stage select. The program allows the full customization of this code.

    Video tutorial:

    <a href="http://youtu.be/8eAN09n6iGg" target="_blank" class="aeva_link bbc_link new_win">http://youtu.be/8eAN09n6iGg</a>

    CSS TOOL



    A program made to edit the order of the character icons in the CSS. It's pretty easy to customize in which order the characters are listed, one only has to expand a small list and add/remove items from it. Compatible with both PAL and NTSC.

    More tools will be posted soon.
    « Last Edit: April 20, 2014, 04:58:13 PM by Mewtwo2000 » Logged

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    Mewtwo2000
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    « Reply #1 on: July 06, 2011, 10:04:49 AM »


    Material Tool: Old stuff

    Descryption:

    Update:
    Use this program to fix your DAE imports. If they freeze, they're too dark, or too bright, they probably need a new shader, and a different color set. You can edit some of the material values for all the materials in your model at once, and fix your import with just one click. Easy and fast. Report me any issue.

    Old descryption:
    The tool you need to fix OBJ imports for stages. The current imports are flat, with no shaders, and they look weird as hell. With this, at least, they get some shading and look better.

    You can edit the 'type' and flags '5' and '6' for every material in a model. As usual, the model is supposed to be called model.mdl0, but if it doesn't find that name, you can enter another. There are not many possibilities, but this saves some time when you try to change those values, cause you can edit them for every material in the model at once.

    Pictures:

    « Last Edit: April 04, 2013, 06:39:02 AM by Mewtwo2000 » Logged

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    « Reply #2 on: July 06, 2011, 10:05:35 AM »


    Ok, I won't need more than just these 2 xD
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    « Reply #3 on: July 11, 2011, 06:06:16 PM »


    your stuff will be useful for me some day, many thanks for recopilate it into a topic
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    « Reply #4 on: July 19, 2011, 12:22:05 PM »


    ...this makes my head hurt @_@
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    « Reply #5 on: August 04, 2011, 12:04:02 PM »


    I'm pretty sure you made tutorials for them... you should link to them here =P
    « Last Edit: August 04, 2011, 12:08:35 PM by br3compactor » Logged

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    « Reply #6 on: August 06, 2011, 04:30:48 AM »


    Your GCT Fusionizer its very good!! I use it and its fantastic to fuse gct files into one and add codes to my true GCT. Thanks for all.
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    « Reply #7 on: August 09, 2011, 12:01:05 PM »


    hey how to use the UV tool?
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    « Reply #8 on: August 16, 2011, 11:34:20 AM »


    Hey, Mewtwo2000, i need a favor, if its not too much to ask.

    Would you by any chance be able to make a GCT Fusionizer for Black Ops Wii? The Game ID is SC7E52

    Let me know.

    Thanx for your time Smiley
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    « Reply #9 on: August 17, 2011, 05:50:54 AM »


    The GCT fusionizer doesn't check the game title or anything, just the name of the gct file. So, rename them to RSBE01 and code, and do the same. Then, just change back the name. It should work.
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    « Reply #10 on: August 17, 2011, 08:01:30 AM »


    The GCT fusionizer doesn't check the game title or anything, just the name of the gct file. So, rename them to RSBE01 and code, and do the same. Then, just change back the name. It should work.

    Oh, alright. Thanx so much. Smiley
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    « Reply #11 on: August 20, 2011, 10:20:04 AM »


    hey how to use the UV tool? *repeat*
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    « Reply #12 on: August 20, 2011, 04:24:41 PM »


    Mmm... I've not made a tutorial for that one I guess...

    Well, there's an 'offset' box in which you need to enter the mdl0offset value in the UV folder when using brawlbox. With no "-", just a positive value. When done, the numentries value will be automatically filled with a number. Now, you can operate with the whole UV matrix, or just point by point. If you want to operate for the whole matrix, factor and add values must be changed. Factor multiplies the values by a certain number, so the texture in the model gets resized. Add changes the position of the texture. 1 is horizontal, 2 is vertical. To apply the changes, click on 'apply'.

    If you want to edit the values one by one, just go to 'entry x' to edit the horizontal and vertical values of that entry, and apply the changes by typing the 'enter' key on each changed value. If you don't hit enter, the value will change back to its original state. If you click 'next', you can see the rest of the entries and edit them. Once you reach the last one, you will get back to the first one.

    Hope this is enough. This is how the UV Tool is used. Now, it's a matter of knowing about what UV points do, how they work, and what do you need to edit.
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    « Reply #13 on: August 21, 2011, 10:27:35 AM »


    Yeah um...could you link to the tutorials for the other ones? ^^;
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    « Reply #14 on: September 02, 2011, 09:43:48 AM »


    Would it be possible to use 3DSMax to find out which UV is which? would they line up?
    Which UV points to which polygon???

    I want to edit Marth's pants so that they aren't mirrored and can have different textures on different legs. The legs are polygon 0.

    BTW, make sure you have a model named model.mdl0 BEFORE you open the UV tool.
    « Last Edit: September 02, 2011, 09:47:14 AM by Eternal Yoshi » Logged


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