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« on: December 26, 2010, 01:39:43 PM » |
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Programs:Bone Tree Editor beta Bone Tree Editor V1.1 External Graphics Editor v1 *ABLE TO EDIT/TAKE EXT GFX FROM ANY EFLS->MISCDATA[1]. From stagesTo assist Trophies Summary:Bone Tree Editor: - Allows you to move bones anywhere on the bone tree by drag and dropping within a tree view. Can also edit attributes in textboxes to the right(flags,nodeIds,etc) External Graphics Editor v1: - allows you to replace sub ext gfxs by drag and dropping from one tree view to another. Able to edit Final smashes, characters, and stages ext gfx, ANY EFL-> MISC[1] EXT FILETutorial Bone Tree Editor V1Bone Tree Editor V1.1 Tut- External Graphics Editor V1: * if you didnt do this yet, export all the miscdata[1] files you want/need and put them in a folder. You can rename the files as long as you keep "MiscData[1]" with it
1) Load the Exe. 2A) file -> Load: 2Aa)choose the main character you want to edit 2Ab) if you already chose a main character, choose the other character to load to use for gfx
2B) file -> load folder 2Ba)choose the main character you want to edit 2Bb)if you have already loaded the main character, choose the folder with all the "MiscData[1]" files to load *If there are two of the same files, it will only load one of them * the main char tree view of ext gfx will appear *It will only find filenames that include "MiscData[1]" + whatever you want
3) From the drop down box on the right, choose the character you want that you want to view, a tree view will load showing their ext gfx
4) choose an ext gfx and drag and drop to the main character tree view onto an ext gfx to replace it *"Ptc" gfx names will/can not be replaced because they call the sub gfx...and i havent figured out how to call em lol
5) edit away
6) save As..self explanatory..hopefully Extras: -Shows how much bytes added/subtracts -Shows current file size -Shows total Gfx -Shows total subgfx(replacable ones) -if the tree node text turns green, it has been replaced -It loads miscdata[1] files -Edits Final Smashes,Characters,and stage ext gfx(MiscData[1]) DLsBone tree Editor http://www.mediafire.com/file/kwc98887gk3udgz/Bone%20Editor%20Test.exeExt Gfx Editorhttp://www.mediafire.com/?bq4qkinz6j95wgr
Ext. Gfx Editor Test/proof pacs:http://www.mediafire.com/file/1r1moki9m5rojfh/FitFalcotest.pachttp://www.mediafire.com/file/yxttakb3x6oqdw5/FitMario.pachttp://www.mediafire.com/file/u2sjlu7vz2lzhmk/FitMarioFinal1.pachttp://www.mediafire.com/file/4v1092j27aiyado/FitSnaketest.paccredit: Tcll -> his notes helped me figure out the miscdata file microsoft -> creator of c# I might improve this to add gfx/sfx too since they both have the same format *Tip: For more gfx. Find a character with alot of ext gfx and use dingos tutorial to replace the current file. Then use my exe to edit them. ^ snakes has 90+ ext gfx
http://forums.kc-mm.com/index.php?topic=13960.0
*Tip: Export alot/all of the characters Miscdata1 files. Make sure to keep "MiscData[1]" within the name.Put them all in one folder. Use the load folder to load all the files at once.
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« Last Edit: January 18, 2011, 05:04:39 PM by TheShyGuy »
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« Reply #1 on: December 26, 2010, 02:39:30 PM » |
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reserved
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« Last Edit: December 26, 2010, 03:09:41 PM by theshyguy »
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« Reply #2 on: December 26, 2010, 03:26:41 PM » |
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well your editor just won't load Pika's final I take it your editor loads pac files that contain tex0 files correct?? if I'm right then I can tell you how to edit Pika's
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« Reply #3 on: December 26, 2010, 03:28:25 PM » |
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lol your supposed to export the miscdata 1 then load that into my program =p
edit: i tried and it loads his ext gfx fine
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« Last Edit: December 26, 2010, 03:33:10 PM by theshyguy »
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« Reply #4 on: December 26, 2010, 04:15:25 PM » |
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lol your supposed to export the miscdata 1 then load that into my program =p
edit: i tried and it loads his ext gfx fine
oh so you've also figured out the REFT format AND YOU FIGURED OUT THE REFF FORMAT! O.O I've been trying to figure that out for like the longest time how did you do it?? how does it work?? btw, what do I do when I get the file imported?? EDIT: here's my REFT notes: REFT notes:
main header: 0x00(4): REFT 0x04(2): ?? 0x06(2): ?? ('0007') 0x08(4): filesize 0x0C(2): ?? ('0010') 0x0E(2): internal file count
internal file header(0x10) 0x00(4): REFT 0x04(4): filesize - 8 0x08(4): header length - 8 (from 0x18) 0x0C(4): '00 00 00 00'
header P2:-- 0x20(4): '00 00 00 00' 0x24(2): string length [ '000B' = 11 ] 0x26(2): ?? ('0000') 0x28(?): string [ len('46696E50696B6163687500') = 11 ] 0x##(?): -pad until header length- (following string) --
string table: 0x00(4): block size 0x04(2): # of strings 0x00(4): string length
-after string- 0x00(4): data offset - (header length + 24) 0x00(4): data offset length I'd really like to know the REFF plz 8| EDIT2: here's what I did through hexing:
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« Last Edit: October 06, 2022, 11:43:27 AM by DarkPikachu »
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« Reply #5 on: December 26, 2010, 04:20:12 PM » |
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I'm trying to figure out how to add gfx now. After u load n edit just save and replace the misc within the final PAC. If ur mean after loading then load another file n choose it from the drop down box. Then dnd from right to left edit : oh lol 1 sec heres what i got/needed to know for the program 0x0(4) -REFF 0x6(2) -? 7? 0x8(4) - file size 0x12(2) - ? 0x14(2) - ? 0x16(4) - REFF 0x20(4) - file size - 24 0x24(4) - part1 size offset + 24(from beginning) 0x36(2) - Char name length --part1 size offset-- + 24 = p 0xP(4) part1 size 0x^+2 = total gfx count
string 0x2 - string length 0x+length - string -after string-(4) - gfx offset + P ^(4) - gfx size
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« Last Edit: December 26, 2010, 04:48:34 PM by theshyguy »
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« Reply #6 on: December 26, 2010, 04:28:50 PM » |
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from what I know, the REFF is basically models... but I see you've figured out the seperate ACT's with it... please tell me how o.o the texture data to replace in the REFT is basically the TEX0 data section... I have a working template on the REFT data for HexEdit if you want it
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« Last Edit: December 26, 2010, 04:30:14 PM by Tcll »
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« Reply #7 on: December 26, 2010, 04:37:39 PM » |
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read my edit ^ thats all i needed to know in order to make the exe. I just deleted the original gfx data and replaced it with the new gfx data. Then i fixed the file size, file size-24, part1 size, and the part 1 gfx offsets(+P) and sizes
edit: yeh id like the template, i wnna figure out how to add gfx lol. i added a whole"ptc" gfx along with its subgfx alreadt, but the char had to be in game for it to work >.>
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« Last Edit: December 26, 2010, 04:46:36 PM by theshyguy »
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« Reply #8 on: December 26, 2010, 05:08:50 PM » |
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ah... so you really don't have too much further than my notes on it :/ main header: 0x00(4): REFF 0x04(2): ?? 0x06(2): ?? ('0007') 0x08(4): filesize 0x0C(2): ?? ('0010') 0x0E(2): internal file count
internal file header: 0x00(4): REFF 0x04(4): filesize - 8 (of internal file) 0x08(4): header length 0x0C(4): '00 00 00 00'
header P2: 0x20(4): '00 00 00 00' 0x24(2): string length 0x26(2): ?? '0000' 0x28(?): string 0x##(?): -pad until header length-
string table: 0x00(4): block size 0x04(2): # of strings 0x06(2): '0000' 0x08(2): string length
-after string- 0x00(4): data offset - (header length + 24) 0x00(4): data offset length as for the template, you already know what to do right?? <?xml version="1.0"?> <!DOCTYPE binary_file_format SYSTEM "BinaryFileFormat.dtd"> <binary_file_format name="REFT" type_name="" comment="" expr="" default_byte_order="big" default_read_only="false" default_char_set="ansi"> <define_struct type_name="data" comment="" expr=""> <data type="int" name="string_len" format="unsigned" len="2" display=""/> <data type="string" name="image_name" format="ascii" len="string_len" display=""/> <data type="int" name="image_offset" format="unsigned" len="4" display=""/> <data type="int" name="image_len" format="unsigned" len="4" display=""/> <jump offset="image_offset + header.header_len + 24" comment="" origin="start"> <struct name="image_data" type_name="" comment="" expr=""> <data type="string" name="data" format="default" len="image_len" display="data"/> </struct> </jump> </define_struct> <struct name="header" type_name="" comment="" expr="({this.num_files} files)"> <data type="string" name="magic" format="ascii" len="4" display=""/> <data type="int" name="unk1" format="unsigned" len="2" display="hex"/> <data type="int" name="unk2" format="unsigned" len="2" display="" comment="I think this may be an index... (pikachu's index number is 7)"/> <data type="int" name="filesize" format="unsigned" len="4" display=""/> <data type="int" name="unk3" format="unsigned" len="2" display=""/> <data type="int" name="num_files" format="unsigned" len="2" display=""/> </struct> <for name="file" count="header.num_files || header.num_files - 1" stop_test="header.num_files == 0" type_name="" comment=""> <struct name="file" type_name="" comment="" expr="{this.header.filename}"> <struct name="header" type_name="" comment="" expr=""> <data type="string" name="magic" format="ascii" len="4" display=""/> <data type="int" name="filesize" format="unsigned" len="4" display=""/> <data type="int" name="header_len" format="unsigned" len="4" display=""/> <data type="int" name="pad1" format="unsigned" len="8" display="hex"/> <data type="int" name="string_len" format="unsigned" len="2" display="hex"/> <data type="int" name="pad2" format="unsigned" len="2" display="hex"/> <data type="string" name="filename" format="ascii" len="string_len" display=""/> <data type="string" name="pad3" len="header_len - (string_len + pad1 + 16)" format="default" display=""/> </struct> <struct name="data_table" type_name="" comment="" expr="({this.img_cnt} images)"> <data type="int" name="table_len" format="unsigned" len="4" display=""/> <data type="int" name="img_cnt" format="unsigned" len="2" display=""/> <data type="int" name="pad" format="unsigned" len="2" display="hex"/> <for name="image" count="img_cnt || img_cnt - 1" stop_test="img_cnt == 0" type_name="" comment=""> <use_struct name="image" expr="{this.image_name}" type_name="data" comment=""/> </for> </struct> </struct> </for> <data type="none" name="bug_fix" comment="this just stops the error you get without this... it does nothing to, or for the file."/> </binary_file_format>
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« Reply #9 on: December 26, 2010, 05:26:07 PM » |
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what should name this as lol, REFT? edit:
got it... lmoa your just as far into it as i am...
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« Last Edit: December 26, 2010, 05:42:49 PM by theshyguy »
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« Reply #10 on: December 26, 2010, 07:53:04 PM » |
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what should name this as lol, REFT? edit:
got it... lmoa your just as far into it as i am...
so you havn't deciphered the model data either -.- but how did you get the tree to display the correct data?? (string)
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« Reply #11 on: December 26, 2010, 07:59:08 PM » |
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i just noticed the sfx file is in the exact same format so i think this can also edit/replace them too. (you can open the sfx(miscdata[2]) in my exe and view the sound names...which means my exe would work just the same, as if it was a gfx
-Easy while loading the file, i just kept track of all the names. Since theyre in order, if the gfx contains ptc, then its the main/parent of the next few until another ptc appears
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« Last Edit: December 26, 2010, 08:00:23 PM by theshyguy »
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« Reply #12 on: December 26, 2010, 08:10:05 PM » |
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i just noticed the sfx file is in the exact same format so i think this can also edit/replace them too. (you can open the sfx(miscdata[2]) in my exe and view the sound names...which means my exe would work just the same, as if it was a gfx
-Easy while loading the file, i just kept track of all the names. Since theyre in order, if the gfx contains ptc, then its the main/parent of the next few until another ptc appears
say wut now?? miscdata[2] in Pika's is the REFT file... (textures)
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« Reply #13 on: December 26, 2010, 08:16:09 PM » |
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im talking about the psa(logic)pac lol under efls
-edit - if thats the same pac and file your talking about then misc data 2 is the sfx file lol edit- if you gimmie some tips for deciphering the model, itd be nice and i will help alot....it would be awesome to view the gfx( and there animations) in our own 'brawl box'
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« Last Edit: December 26, 2010, 08:21:54 PM by theshyguy »
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« Reply #14 on: December 26, 2010, 08:29:21 PM » |
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im talking about the psa(logic)pac lol under efls
-edit - if thats the same pac and file your talking about then misc data 2 is the sfx file lol edit- if you gimmie some tips for deciphering the model, itd be nice and i will help alot....it would be awesome to view the gfx( and there animations) in our own 'brawl box'
lol no I was talking about the FS... one thing cool that's got me is: Pika's Volt Tackle is entirely random (besides the animation) it creates and destroys instances in the data I guess that would be when you press 'A' but it manipulates the data, and that I think is neat and that would be nice to have I'm afraid I don't have anything right now, but I'll let you know when I do
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