It's completely off topic, but i have no idea on how to use this code thingy...
I have no idea how to use it, and as well, this is for the inuyasha project, this supposivly extracts the model from the specific DFF that is from inuyasha.
Well, I got Blender for OS X (funny, huh?) and have been messing around with it, but so far the only thing I have managed to make that can't be called any of the basic shapes you can add are something akin to an anvil and piece of tissue paper.
In the near hour and twenty I have been using Blender, it has been a female dog to do. Sculpting is a pain, the lack of soft selection makes (at least for me) making a coherent torso all but impossible (having only a trackpad doesn't help matters), and the lack of precision with things like the Sculpt Tool's Airbrush has been a nightmare.
In short: so far I am not liking Blender very much, cause it feels like it's putting my head in one trying to figure it all out.
I rarely use soft selection, you just gotta get used to moving verts and seeing things in a 3d space.
0x00(4) - Offset to String (relative to 0x00 in String Relocation Group)
I think it should be
Code:
0x00(4) - Offset to String (relative to 0x08 in SYMB Header)
as skipping A818 bytes from 0x0 in String Relocation Group takes you to "d_player_versus_common". Skipping from 0x08 in SYMB Header takes you to "snd_player_system" instead (and there are no strings before it), which seems to make more sense.
*fixed*
Thanks for spotting that, didn't test it but I don't doubt that I would have made a mistake like that, it was pretty hectic writing all those relocation groups.
BRSAR Header: 0x00(4) - RSAR ASCII 0x04(10)- A bunch of UNK values, lol 0x0E(2) - File count within archive 0x10(?) - BRSAR Relocation Group
BRSAR Relocation Group: 0x00(4) - Offset to file start (relative to start if BRSAR Header) 0x04(4) - Length of file This goes on for as long as the File Count
SYMB (SYM Bank?)
SYMB Header: 0x00(4) - SYMB ASCII 0x04(4) - File Length 0x08(4) - Offset to String Relocation Group (relative to 0x08 of SYMB Header) 0x0C(4) - Mask Offset (relative to 0x08 of SYMB Header) 0x10(4) - Mask Offset (relative to 0x08 of SYMB Header) 0x14(4) - Mask Offset (relative to 0x08 of SYMB Header) 0x18(4) - Mask Offset (relative to 0x08 of SYMB Header)
String Relocation Group: 0x00(4) - Entry count
String Relocation Group: Entries: 0x00(4) - Offset to String (relative to 0x08 of SYMB Header)
Mask: 0x00(4) - UNK 0x04(4) - Entry Count
Mask Entry 0x00(14)- UNK
INFO (INFO)
INFO Header: 0x00(4) - INFO ASCII 0x04(4) - File Length 0x08(8) - 01 then offset to Sound Header 0x10(8) - 01 then offset to Banks Relocation Group (relative to 0x08 in INFO Header) 0x18(8) - 01 then offset to Types Relocation Group (relative to 0x08 in INFO Header) 0x20(8) - 01 then offset to Collections Relocation Group (relative to 0x08 in INFO Header) 0x28(8) - 01 then offset to Group Relocation Group (relative to 0x08 in INFO Header) 0x30(8) - 01 then offset to UNK Header (relative to 0x08 in INFO Header) 0x38(?) - INFO Relocation Group 1
Sound Header: 0x00(4) - String ID 0x04(4) - Group ID 0x08(4) - 00 00 00 00 constant 0x0C(8) - 01 then offset to Sound UNK 1 (relative to 0x08 in INFO Header) 0x14(1) - Flag 1 0x15(1) - Flag 2 0x16(1) - Flag 3 0x17(1) - Flag 4 0x18(8) - 01 (then 03 ??) then offset to Sound UNK 2 (relative to0x08 in INFO Header) 0x20(4) - UNK 0x24(4) - UNK 0x28(4) - UNK
Collections UNK Relocation Group Entry: 0x00(1) - 01 0x01(7) - Offset to Collections UNK
Collections UNK: 0x00(4) - UNK 0x04(4) - UNK
Group Relocation Group: 0x00(4) - Entry count
Group Relocation Group Entries: 0x00(1) - 01 0x01(7) - Offset to Group Data (relative to 0x08 in INFO Header)
Group Data: 0x00(4) - ID 0x04(4) - FF FF FF FF constant 0x08(4) - UNK 0x0C(4) - UNK 0x10(4) - Offset to RWSD (relative to 0x00 in BRSAR Header) 0x14(4) - RWSD length 0x18(4) - Offset to Raw Data (relative to 0x00 in BRSAR Header) 0x1C(4) - Length of Raw Data 0x20(8) - 01 then offset to Group Data Relocation Group (relative to 0x08 in INFO Header)
Raw Data: Raw data
Group Data Relocation Group: 0x00(4) - Entry count
Group Data Relocation Group Entry: 0x00(1) - UNK (usually 01) 0x01(7) - Offset to Sound Group Header (relative to 0x08 in INFO Header)
Sound Group Header: 0x00(4) - Group ID 0x10(4) - 00 00 00 00 / Offset to RWSD (relative to RWSD offset) 0x14(4) - RWSD length 0x18(4) - 00 00 00 00 / Offset to Sound Data (relative to Sound Data offset) 0x1C(4) - Length of Sound Data
RWSD Header: 0x00(4) - RWSD ASCII 0x04(10)- A bunch of UNK values, lol 0x0E(2) - File count within archive 0x10(?) - RWSD Relocation Group
RWSD Relocation Group: 0x00(4) - Offset to file start (relative to start if RWSD Header) 0x04(4) - Length of file This goes on for as long as the File Count
DATA (DATA)
DATA Header: 0x00(4) - DATA ASCII 0x04(4) - Offset to WAVE (relativetostart of DATA Header) 0x08(?) - Additional Sound Header Offset Relocation Group
Additional Sound Header UNK 1 Relocation Group Entry: 0x00(1) - 01 0x01(7) - Offset to Additional Sound Header UNK 2 Relocation Group Offset (relative to 0x08 in DATA Header)
I know you guys like the two of them and that they're both good, but when you go that far you sound like rabid fanboys. It's even worse if they end up believing it and letting it go to their heads.
While Beyond may be great and the most popular vertex hacker right now, I wouldn't say he's the absolute best there is. He just gets more publicity and does things quickly...Well, somewhat, depending on how things are going at the time. It's the same for SDoom as well.
I'm going against the crowd, so I can already tell this may cause unneeded and unwanted drama, but I'll make it clear now, that's NOT my intention behind this post. I'm simply saying that praising a little too much can cause anyone or anything to become or be seen as overrated by others, so tone it down a bit.
i have to learn to make bonesets and etc. for real models now then we got a perfect Goku(all transforms) for my moveset (maybe bones in hair too if it will work over Cp. falcon) also a perfect Dr. Mario
As long as you completely remake all of the animations and replace the shadow model, you should be set with doing whatever model/boneset you want.