You're looking through a file, and it clearly has BRRES files in it (a memory dump, or some file from an iso, whatever.) However, it would take hours to extract them all manually.
This happened when I was looking through the stage files from okami. So I wrote a small program to fix it.
Simply start the program, select the file with the brres files contained within, and relax as the BRRES Separator creates all the BRRES files in that file, in the same directory the file is in.
What's more, this program will now AUTOMATICALLY hex the models in the BRRES!
We already have working programs to hex imports from games with MDL0s into usable models. However, these programs are fairly slow, only fix one MDL0 at a time, and, well, there's 3 of the things thatn eed to be run separately.
I am doing my first full program, based in python, to remedy that situation. It will combine the 3 steps (header, materials, polygons) into one program, which will hex every model in a brres file.
And, since it's in Python instead of Gamemaker, it's much faster than the existing programs.
It will be useful for, say, hexing those bothersome okami models.
UPDATE LOG:
V 2.0: -Added a GUI -Added multi-BRRES support -Now overwrites input files
- Opening file, translating into a usable string - Locating all MDL0s and logging their locations - Creation of a module to store long functions - MDL0 header fixing function - MDL0 material fixing function - MDL0 polygon fixing function - Launching these functions through a main program - Translating usable hex back to a savable format - Saving the file I may need some help along the way, just for the locating of specific values in the hex data.
No, I'm not talking about porting SSE stages to other areas, or about texture hacking SSE stages. I'm talking about completely redesigning SSE stages into courses with objectives, editing all of the SSE-exclusive items and objects (reward cubes, extra lives, the launch pads, barrel launchers, the switches especially, and the doors) while doing so.
Imagine, being able to create a tough course where 2 players cooperate to get to the end! Or a 1 or 2 player capture-the-flag game!
So, here's what we need to find how to do:
1. Porting stage models INTO SSE stages. 2. Moving locations of special objects. 3. Putting special objects in that were never there before. 4. Adding enemies. 5. Importing bosses. 6. Editing switch effects. 7. Changing the linking of doors/areas. 8. Changing win conditions.
Let's start with trying to make the Midair Stadium (Primid battle, file number is 030001) have Hyrule Temple's Model, and making the enemies spawn in different locations.
They're packed into .AFS files, and I had to get 'em out using a hex editor. But it has them! (NOTE: MDL0s and their textures are in different brres files)
Textures, Vertexes, PSAs, and Music/Sound hacks all have their own boards. Stage makers have no such things. As such, stage hacking threads are lost among texture threads in the Textures board. Similarly, Stagg Requests are also lost among texture requests.
I have an animation where I have 4 keyframes, at frames 0, 3600, 7200, and 10800. In between the keyframes at 3600 and 7200, the bone continues up at a reduced pace, despite there being no keyframes in between.
Okay, so I've attacked the collision to the bone, made the bone go up and down on the y axis while the z axis rotates a bit, and all that. I followed the video tutorial perfectly. But the collision doesn't move. It stands still, not moving at all.
I'm using a custom vertexed platform made from a stage builder part, if that makes any difference.
Mewtwo2000 made popularized the method, but there has never been a guide on how to make these (I had to learn by reverse-engineering Mewtwo's work XD ). So I've decided to make a guide.
This guide will cover:
1. Downloading the basic starter pack 2. Inserting Models 3. Applying textures to models 4. Positioning models 5. Applying Collisions
This pack contains the models, textures, and the stage template you will need (NOTE: The template goes over Final Destination)
Extract it to a safe place
2. Inserting Models
Open the Builder Block Template .pac file. This is the stage you'll be modifying. Go to ModelData[101]. This is the place all the models will go into. Right Click the red ModelData[101] icon and go to import > model. Select the model you wish to place. The model will appear in the modeldata. It should be named NewNodeXX. Rename this as you see fit. Now, expand the actual MDL0 file and go to Bones. Rename the top bone to a any name, but UNLESS YOU WANT THE TWO BONES TO BE IN THE SAME POSITION, USE A NAME UNIQUE IN THE STAGE, THAT NO OTHER BONE HAS. It will prevent quite a few headaches later
3. Applying textures to models
Not really applying, really, but changing the texture a model uses. This is arguably one of the most annoying steps. First, import the textures into the TextureData Icon using Right Click > Import > Texture (to see what texture to import, go to the MDL0 texture1 tab and import those textures). Make sure it's in CMPR format, as this format usually works the best. Trust me, textures can actually crash a stage >.> Name this texture whatever you like, as long as it's a unique name. After doing this, expand the MDL0 you want the texture on. From there, expand the Marerials1, Textures1, and Textures2 (if it's there) icons. Expand the data in Materials1 to find a texture name. Change this name, the identical name in Textures1, and the identical name in Textures 2(if it's there) to the SAME NAME. This name is the texture you want applied. Then, Save the .pac, close it, and reopen it. This applies the texture changes.
4. Positioning models
Only do this step once all of the models you need are in the .pac
In ModelData[101], use Right Click > New > Character animation. Name it whatever you like. Leave it at one frame. After that, hit preview on the model you want to move. Go to the animation, and select the top bone of the model. Change the position, rotation, and scale values to fit your stage (Beware, most of the models have backs that aren't closed. Damn brawl developers). Then, deselect the animation, and remake the same changes. Do this to every model that needs it. You can view the basic stage in the collision editor.
Cave story is one of the best indie games I've played. It deserves a spot in brawl. Yes, there have been a few quote textures (and a more promising Quote model coming some time in the future)(And a coming Model and PSA by me), but I propose this:
Put the entire main cast into Brawl. Make at least 4 stages to go with them.
This would include:
Characters-
Quote over Mario(Me) Curly Brace over ???(Open) The Doctor over Captain Falcon(Open) Balrog over Metaknight or Kriby(Open) King over Toon Link(Open) Ballos over ???(Open)
Stages -
The Throne Room from the intro (Me)(Done, I just need to fix up the collisions, as well as get screenshots) The Core's Room (Open)(Animated water and core?) ???? (need suggestions) ???? (need suggestions)
If it has an (Open), no one has said that they'll make it.
Has anyone tried to swap the ItmCommonParam data of 2 items? Is it possible to, say, replace a useless item (Erm..... maybe Mr. Saturn) with, say, another gun by changing the ItmCommonParam data and the model?
Just speculation, but it would be cool to replace some items.
Progress so far:
Swapping the data seems to only partially work. Part of the item's normal function stays. For example, swapping the data of Mr. Saturn with that of a ray gun makes the item stay stationary, but it can't shoot, and acts as a throwing item...