this will be useful *copys* well not impossible... just take an ungodly amount of time, and a critical amount of brain power to make it work right... heh
That's why I said it was "virtually" impossible
The amount of time to edit 1 sound would be more than that of the time it would take to write a BRSAR extracting and compiling program.
I don't think you realise that there are thousands (or high hundreds) of offsets to edit. Unless you write a program for this, it is virtually impossible.
Yeh his grey outline and black inside are 2 different objects. IIRC there is a 3rd layer in between there (don't quote me on this).
As for making the inside white, edit his CLR0 files to make him white in and out, since his model doesnt track light, it should look like it's one piece.
Well adding objects (polygons) is difficult, not for the reason that a large majority of the relocation table has to be modified, but because you have to modify materials and the object (polygon) itself to support the new models bones, weights, etc.
If you think this will be as easy as just "hexing" in the object block you want, it isn't. There is a dae > MDL0 model converter coming out in the near future, so you might as well wait until then.
Well I might be able to help out here, even if I don't donate to Beyond directly.
If anyone donates to Beyond, I will take requests for small programs (something like a material editor, animated texture editor, stuff like that. Nothing major like finishing my vertex editor or making something brawlbox-esq), reverse engineering file formats and possibly a hack (depending on what it is). I can't guarentee that I will be able to do everything you ask, so you can request before you donate to make sure that I don't tell you that it is out of my skill/knowledge reach.
Just so you guys know, vertex editing in BrawlBox won't eliminate the need for 3ds max, this is only going to be the basic movement of vertices, it won't even come close to 3ds max.
Yes, it will never come out right, you can only get it close on certain characters.
Anyway, I was working on this in secret, but BlackJax is making serious progress with Kryal's model importer, so I decided to stop (nothing revolutionary was being made with my program, I had just parsed the draw lists, verts, norms, UVs, objects and the weight table).
I want to able to do that (or getting rid of the shaders in ther words) on the Mega Man model over Ness in my hex editor. How would I go about doing that?
Get the normals data and replace it all with 00's (not the header, though).