Title: need help merging common data into separate files... Post by: DarkPikachu on July 18, 2010, 05:15:27 PM I'm working on a moveset hack for a model hack for Pikachu and well...
I've got another moveset for Pikachu that I'd like to keep as well... any way I could merge them?? I've tried multiple ways of separating the CHR0 files and placing them in the seprate PCS files... but every way I've tried freezez my Wii... Title: Re: need help merging common data into separate files... Post by: Chuy on July 18, 2010, 08:49:34 PM It's the FitPkachu.pac file
that's the moveset file but you can only have one active Title: Re: need help merging common data into separate files... Post by: DarkPikachu on July 18, 2010, 09:06:12 PM no...
it's FitPikachuMotionEtc.pac FitPikachu.pac is effects and physx (why PSA uses it) I'm trying to get FitPikachuMotionEtc.pac x4 I wan't seprate movesets pretty much :P how would I go about doing that... Title: Re: need help merging common data into separate files... Post by: Chuy on July 18, 2010, 09:08:39 PM Oh :>.>palm:
*gets coffee to focus* You could try naming the bones on the models you want and then rename the bone animations to match but that'd take a LONG TIME to do though Title: Re: need help merging common data into separate files... Post by: DarkPikachu on July 18, 2010, 09:13:34 PM Oh :>.>palm: *gets coffee to focus* You could try naming the bones on the models you want and then rename the bone animations to match but that'd take a LONG TIME to do though it's worth it >:3 but I don't quite think that would work... :o maybe if I could add bones to the original animations (CHR0 files)... that way I'd have 2 differant bone sets in a single CHR0... that might just work >:3 I'll try it with just 1 file and see if it works... then I'll report back... :) Title: Re: need help merging common data into separate files... Post by: ??_? on July 19, 2010, 09:11:06 AM I don't think thats possible
Title: Re: need help merging common data into separate files... Post by: DarkPikachu on July 19, 2010, 10:36:59 AM it's worth it >:3 but I don't quite think that would work... :o maybe if I could add bones to the original animations (CHR0 files)... that way I'd have 2 differant bone sets in a single CHR0... that might just work >:3 I'll try it with just 1 file and see if it works... then I'll report back... :) reporting back to say it will work... but you have to keep the animation length the same... eg: if an animation has 81 frames... it must stay at 81... not very good... is there anything better?? Mario has separate flood animations... is there any way to do that with all the animations?? I tried to do that once with just 1 animation... (deleting 'Wait1.chr0' in the pac) it still loaded from the animation file in the pac... (not in the char file) (it loaded the default chr0 (any other old animation still worked (that I changed))) there must be a control var somewhere is what I'm thinking... EDIT: also... looked in mario's file... there's a control number set for flood... it also goes with those animations... maybe I could do something like that with Pikachu without freezing the game... can't choose any number though... it has to be a specific var stored for him... Title: Re: need help merging common data into separate files... Post by: dingo on July 24, 2010, 08:57:20 AM Please stop double posting. You may get reported by someone.
Things like articles have their own animations and you can't add to the number of animations an article has. For example, Ike's sword has can only have 4 animations because there's only 4 animations for that specific model programmed into his PSA. 1-SpecialHi2 2-SpecialAirHi2 3-Had 4-Fly This means that that particular model is limited to 4 animations and they only apply to the model with those bone names I believe. It may be possible to use an article animation to have a character do a new animation but you'll always be limited to only adding the number or animations an article is allowed to do. Using Pikachu as an example, He has 3 articles with 1 animation each and a fourth one with 3 animations. You'd have to call up each article if you want to use any of their animations. This also means having to call up it's effect. As for animations, you can have the same character using 2 different animations for the same one. You'd have to add bones in every animation you want altered and rename the bones in the animation. You'd have to rename the models bones to match them. This will most likely cause characters to hit filesize limits really easily. All animations the character has, including any animation in the FitNameXX.pac/pcs contribute to the file size. One example is Ike. His animation filesize is roughly 3.7KB. Although for CoN Naruto, due to the article animations, his motion filesize freezes at 3.4KB. This is because animations in a FitNameXX.pac/pcs are combined with the motion file for an increased filesize, thus lowering the max size of the FitNameMotionEtc.pac. Title: Re: need help merging common data into separate files... Post by: DarkPikachu on July 24, 2010, 09:26:42 AM KK I'll try...
I only D-post if things take too long, or if I must say something important (to be separate from the original post) _________________________________________________ _________________ uuugh... why must filesize be such a problem DX B++ no work now dX _________________________________________________ _________________ hey... what's the point of the 'dummy1.dat', 'dummy2.dat', and 'border.dat'?? they're nothing but 0's... Title: Re: need help merging common data into separate files... Post by: DarkPikachu on July 29, 2010, 12:49:44 AM bump...
well... tried a few more ideas I had... I had to hex a little though... anyways... 1) Failed create a new chr0 in 'AnimationData[0].brres' created 'run' and hexed it to 'Run' (2 files with the same name) this wroked just the same as replacing only half the animations 2) Failed created 'AnimationData[1].brres' copied from 'AnimationData[0].brres' and replaced the animations... this completely cancelled out the file, and used the original disk file another idea I had would be to create new animation files (in 'AnimationData[0].brres') and add the animation's to the char's logic file (using new names) (never used PSA, so I can't really say anything) that way the char hack selection will access the new commands instead of the original ones... (depending on names) this may not work due to software requirements does anyone have any further ideas that may be of help?? |