(I felt On topic was the place to put this, as it is video game hacking. If not, however, feel free to have a Mod move it.)
I've familiarized myself with Okami's file system and what models are where, so I decided I'd try to hack it directly. As a test, I set myself the task of making Oki playable over Ammy...
https://www.youtube.com/watch?v=jmY9JwjyYfIIn this video, you can see the results of this test. There are a few major bugs, listed here:
-The body texture animates -FIXED
-The body's model doesn't animate - Gonna be much tougher than I expected..
-Oki's bow is always there -FIXED
I'll post a tutorial on how to replace the files soon enough...
playing as 1 of the canine dog warriors... i had a feeling that u'd be able to do this xD
I would, I've just misplaced their files. Of course, the karmic transformers basically allow you to assume their forms, so I thought Oki would be a nice test.
Fixed the animated textures glitch, btw.
And got rid of the bow. 2/3 major bugs squashed.
Just need to get Oki to animate correctly...
hmm... im not sure how u can do that
I know why, I think. I now know that okami doesn't use CHR0s, but something else. Oki has one bone that changes the node id of everything below it by 1 - and I suspect that the models are animated by node id and not bone name.
So, I know what to change, it'll just take a while...
Quote from: ForOhFor Error on August 21, 2011, 09:59:38 PM
I know why, I think. I now know that okami doesn't use CHR0s, but something else. Oki has one bone that changes the node id of everything below it by 1 - and I suspect that the models are animated by node id and not bone name.
So, I know what to change, it'll just take a while...
hmm i see... interesting O.o
I think I meant to say bone index.
But that doesn't make sense, does it? Then the model would be strangely distorted by bones moving to the position of the other index value...
It may well be the node id that controls animation - if so, there's nothing I can do until Blackjack finishes the model rebuilder, due to this piece of info:
Quote from: BlackJax96 on August 21, 2011, 09:48:12 PM
It's starting to look like if the node id is changed, all of the primitives in every objects need to be updated. I think that I'll have to finish writing the objects before the model rebuilder can work without problems...
I may find a canine warrior and see if I can get more luck with it..
Quote from: ForOhFor Error on August 22, 2011, 03:33:25 AM
I think I meant to say bone index.
But that doesn't make sense, does it? Then the model would be strangely distorted by bones moving to the position of the other index value...
It may well be the node id that controls animation - if so, there's nothing I can do until Blackjack finishes the model rebuilder, due to this piece of info:I may find a canine warrior and see if I can get more luck with it..
alright, that is fine with me.
I'm just glad it's gone so well. Lots of failed attempts, but no actual crashes or freezes.
Quote from: ForOhFor Error on August 22, 2011, 04:26:33 AM
I'm just glad it's gone so well. Lots of failed attempts, but no actual crashes or freezes.
yeah, im surprised ur able to replace amaterasu with Oki
Actually, one last look at Oki.
I'm convinced: His tail is the key. Why would it animate, and not the rest of the body?
Looks like it IS bone index after all... SO when the rebuilder is done, I have to change that...
Quote from: ForOhFor Error on August 22, 2011, 02:49:44 PM
Actually, one last look at Oki.
I'm convinced: His tail is the key. Why would it animate, and not the rest of the body?
Looks like it IS bone index after all... SO when the rebuilder is done, I have to change that...
or u can try renaming the bones to wat Ammy has
Interesting stuff there. Model swaps, however, are often tough to pull off.
Well, in this case, only a single bone is different from the model I'm replacing. Once the rebuilder is done, I can remove that bone and it should fix that.
Quote from: ForOhFor Error on August 24, 2011, 03:19:01 AM
Well, in this case, only a single bone is different from the model I'm replacing. Once the rebuilder is done, I can remove that bone and it should fix that.
ah i see... not bad, not bad :P
Trying something. I found out how to hex bone index...
nice job FOFE, i had a feeling youd figure out how to mod Okami someday.
cant wait for that tutorial. Playing as Oki would be epic.
Well, that failed. It didn't crash, but yeilded the same result as previous tests. However, during an idle animation in which Ammy does a flip, Oki's model animates flawlessly, freezing the model in the end position of the animation.
What's more, Oki's tail still animates quite perfectly...
So here's a video of the strange working animation:
https://www.youtube.com/watch?v=V2s5i7Iab9M
Bump, with an update:
The problem ISN'T the bones, but the animations.
I know because the animation in the video ISN'T AMMY'S idle animation!
clearly the problem, then, is in the header of the dat, and not either brres...
The dat header for Ammy is this monster:
Sorry but you are not allowed to view spoiler contents.
And Oki's is this one here:
Sorry but you are not allowed to view spoiler contents.
I'd love some help figuring them out...
Edit: And here are 3 unused models I've found:
https://www.youtube.com/watch?v=WvAKDU9f6vc
OMG this is so great, I was praying someone would do this, let's hope you can get this done.
Could this tutorial you plan on making also work on other wii games? *has fun ideas for Con 3 Revolution*
No.
Awww *sadface*
Hehe what about getting models from other wii games into okami O_o
Tsunade over sakuya would be funny as [censored] xD
No.
I can't even get models from Okami Itself to work fully >.>