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16  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Project Melee Pichu (unofficial thread) on: August 10, 2011, 01:28:19 PM
this is the unofficial thread for my BIGGEST brawl project

I promised Melee Pichu, and I ment it (:<
http://brawlimports.proboards.com/index.cgi?action=display&board=123145&thread=23&page=1

a few other images:
current conversion:


shadow model:
17  Super Smash Bros. Brawl Hacking / Programming / NOTES: DAT Resource Thread on: August 09, 2011, 05:03:46 PM
please don't post in this thread while it's unlocked...

I'm posting completely new notes as my old notes are kinda out-of-date... heh

thank you Smiley
18  Super Smash Bros. Brawl Hacking / Programming / NOTES: MDL0 Resource thread (discussion) on: July 23, 2011, 09:50:54 AM
this thread will have a full description of the MDL0 file format (better than the wiki)
this post will focus on v9, while the others will be using specs from v9 for the other versions.
Please PM me if you have any new info. Thank you :)

the MDL0 header defines the basis for the MDL0 standards
Global MDL0 Header:
0x00: 'MDL0'
0x04: string table offset
0x08: version
0x0C: BRES offset


the Resource List structure is determined by the MDL0 version:
Lists:
0x00(4): Definitions List
0x04(4): Bones List
0x08(4): Vertices List
0x0C(4): Normals List
0x10(4): Colors List
0x14(4): UV Points List
0x18(4): Materials List
0x1C(4): Nodes List
0x20(4): Objects List
0x24(4): Textures List
0x28(4): Pallets List


the Local Header: gives info about the MDL0
Local Header:
0x2C(4): Name Offset
0x30(4): properties length
0x34(4): properties Offset
0x38(4): unknown (0)
0x3C(4): unknown (0)
0x40(4): Vertices count
0x44(4): Faces count
0x48(4): unknown (0)
0x4C(4): Link count
0x50(4): unknown (0x01010000)
0x54(4): properties length (copy??)
0x58(24): Bounds


Sections (Lists):
-Definitions
-Bones
-Vertices
-Normals
-Colors
-UV's
-Materials
-Nodes
-Objects
-Textures
-Pallets

after the header comes the Links which link to the bones, Definitions, materials, etc...
0x00(4): count
0x04(4*count): ID


If a model has 7 bones, 13 weights,
and bones 0 and 3 are dummy's the Links would look like this:
00000001 00000002 00000004 00000005
00000006 FFFFFFFF FFFFFFFF FFFFFFFF
FFFFFFFF FFFFFFFF FFFFFFFF 00000000
00000003


so the Links to weighted bones come first, then it's the dummy bones.

the Link index in the bones would index to it's weighted position here...
eg:
bone 0's index would be 11
bone 5's index would be somewhere w/in the weight links (say... 8)
and if bone 6's index is 10, I'm assuming bone 5 would use both 8 and 9
(all the weighted bones own at least 1 weighted index)

after that comes the resource group table.
the List offsets (in the header) point to the group data,
and the data offset + the list offset points to the data
eg: Object_Data = (Objects_List+data_offset)

here's what the relocation group data looks like:

relocation group header:
0x00(4): block length
0x04(4): number of offsets

resource group offsets:
0x00(2): Group ID
0x02(2): pad
0x04(2): Prev ID
0x06(2): Next ID
0x08(4): string offset
0x0C(4): data offset


directly after the resource groups comes the Textures (the references)
we'll deal with those later...
let's just cover the sectioning data for now :)



Definitions:
these aren't front-forward in 3D applications...
(same as the Links)

but basically... they link the data between ojects, materials, and bone weights.
BJ knows about how they work.

Type 1:
0x00(1): '01' (Stop command)

stops the read process

Type 2:
0x00(1): '02'
0x01(2): Bone index
0x03(2): Parent Bone ID

will add description later

Type 3:
0x00(1): '03'
0x01(2): ID
0x03(1): Weight Count
0x04(2): Bone Table index
0x06(4): Weight
-0x0A(2): Bone Table index
-0x0C(4): Weight

these hold the weights for the bone with this weight ID (not the bone ID),
and are also used for returning the bone matrix
(the bone matrices are used for generating the transformed vertices)

Type 4:
0x00(1): '04'
0x01(2): Object index
0x03(2): Material index
0x05(2): Bone index
0x07(1): unknown

will add description later
all I know is it's for material linkage

Type 5:
0x00(1): '05'
0x01(2): ID
0c03(2): Bone ID

used for bones with single or no influence



Bones:
the bones here don't really act for anything but animation.
they control a vert's position in a 3D vector space based on it's influence (it's weight) to that bone.

however, IK bone chains are kind of a special case...
these deal with 1 bone acting as a muscle (when scaled),
causing a chain of say... 3 bones to move along with it.
(such as bones in a finger, a leg, or an arm)

the muscle bone is basically a dummy bone...
all the influences are affected by the bones this bone controls.


0x00(4): Block Length
0x04(4): MDL0 Offset
0x08(4): String Offset
0x0C(4): Bone ID
0x10(4): Link index (use the list if -1)
0x14(4): Flags (not all are known)
0x18(4): Pad 1
0x1C(4): Pad 2
0x20(12): Scale
0x2C(12): Rotation
0x38(12): Translation
0x44(24): Bounds
0x5C(4): Parent Offset
0x60(4): Child Offset
0x64(4): Next Offset
0x68(4): Previous Offset
0x6C(4): Bone Strings/Properties Offset (part2)

0x70(48): BindMatrix 4x3
0xA0(48): InverseBindMatrix 4x3

Flags:
0001 - NoTransform
0002 - FixedTranslation
0004 - FixedRotation
0008 - FixedScale
000C - unknown
000F - unknown

0010 - unknown

0100 - unknown
0200 - HasGeometry
0300 - unknown

'031F' appears to be the typical flags



Vertices:
vertices are one of the main building blocks of a model.
they control what the model looks like, how it will move when animated, along with other things

The verts follow the global vector header defined here:

Global Vector Header:
0x00(4): Block size
0x04(4): MDL0 Offset
0x08(4): Data Offset
0x0C(4): String Offset
0x10(4): Index ID
0x14(4): Has Bounding Box
0x18(4): Data type
0x1C(1): Entry Stride
0x1D(1): Divizor
0x1E(2): Entry count

0x20(4): Bounds (+padding)


the data type further defines how the data is read:
0: u8 / pow(2.0,Divizor)
1: s8 / pow(2.0,Divizor)
2: u16 / pow(2.0,Divizor)
3: s16 / pow(2.0,Divizor)
4: float




Normals:
the normals control basically which direction the texture will display on a polygon.
there are other advanced features I've seen in the MDL0 format that appear to be controlled by nodes

the normals follow the same data format as the verts



Colors:
these would be your typical vertex colors in 3D applications.
these are actually a seperate instance from materials that work to re-define a material color.


0x00(4): Block size
0x04(4): MDL0 Offset
0x08(4): Data Offset
0x0C(4): String Offset
0x10(4): Index ID
0x14(4): Has Alpha
0x18(4): Format
0x1C(1): Entry Stride
0x1D(1): unknown
0x1E(2): Entry count


the color formatting is further defined here:

Formats:
0: RGB565
1: RGB8
2: RGBX8 (24bit RGB??)
3: RGBA4
4: RGBA6
5: RGBA8




UV's:
the UV's control the position of a texture on a polygon.
there are seperate channels (up to 8) to control the positioning for different textures.
(for say... using the same model with different textures to be used as costumes)

these also follow the vert data format.



Materials:
the materials alone don't control much but color, texturization, and speculation.
most of the magic is done by the shaders contained w/in the material.
the shaders control a slue of things from making a model appear like glass to renderring fur.
the shaders also control the shadow cast of a model.

very little is known about the MDL0 data though
0x00(4): Block size
0x04(4): MDL0 Offset
0x08(4): String Offset
0x0C(4): ID
0x10(4): unknown
0x14(1): Texture count
0x15(1): Layer count
0x16(1): Shader Type (same on linked Node)
0x17(1): unknown
0x18(4): Normal settings
0x1C(1): unknown
0x1D(1): unknown
0x1E(1): Shader Texture layers (max 10)
0x1F(1): unknown
0x20(4): unknown
0x24(4): unknown
0x28(4): Node offset (references the linked Node)
0x2C(4): Texture count
0x30(4): Layer offset
0x34(4): unknown
0x38(4): offset to Shader registers
0x3C(4): unknown offset


these are some of the settings for the above data:
shader types:
0: unknown
1: light/glow*
2: Toon
3: Lambert
4: metal*
5: reflective*
6: environ.*
7: Phong
8+: unknown
(all parameters marked with * don't exist in 3D applications)

normal settings:
0: double sided
1: display inside
2: dispay outside
3: display none


the shader actually starts just after the pading after the material header,
and ends after the registers.

the Shader registers are located directly at that offset.
it normally has a TEV structure just after a few settings.
after that structure comes 3 structures that set the registers (hi and lo),
set the null register values (I think),
and set the texture reference values.

after that comes 1 or 2 XF blocks that define the texture layers.
(1 XF block per texture layer)

There's still further documentation to come on these. >_>



Nodes:
Not too much is known about the data here either...

the nodes control alot of similarities to the shaders,
but the nodes can handle more on the fine detailing end, where as the shaders can't.

what the nodes control can be a range of things dealing with the visual element...
(color, hue, sat, clarity, specularity, texture affection, and a whole bunch of other things)
there are also logic nodes that are controlled by scripts to control how they work.
(image timing, color blinking, and other things)

Header:
0x00(4): Block Length
0x04(4): MDL0 Offset
0x08(4): Node ID
0x0C(1): Shader type
0x0D(3): RES0 - RES2
0x10(8): TREF0 - TREF7
0x18(8): padding


currently known structures:
(data follows the wii format code)

FE Mask'00000F'
F# - KSel[#]

FE Mask'FFFFF0'
F# - KSel[#]
2# - Tref[#]
C# - ColEnv[#]
D# - ColEnv[#] (optional)
C# - AlpEnv[#]
D# - AlpEnv[#] (optional)
1# - Cmd[#]
1# - Cmd[#] (optional)


FE Mask'00FFE3' (defined in the shaders (materials))
41 - CMODE0
42 - CMODE1
00 - unk (optional)

I'll be deleting this block when I can get to a compy.
known codes: '61 ##'
Code:
#define IND_MTXA0_ID    0x00000006
#define IND_MTXB0_ID    0x00000007
#define IND_MTXC0_ID    0x00000008
#define IND_MTXA1_ID    0x00000009
#define IND_MTXB1_ID    0x0000000a
#define IND_MTXC1_ID    0x0000000b
#define IND_MTXA2_ID    0x0000000c
#define IND_MTXB2_ID    0x0000000d
#define IND_MTXC2_ID    0x0000000e
#define IND_IMASK_ID    0x0000000f
#define IND_CMD0_ID     0x00000010
#define IND_CMD1_ID     0x00000011
#define IND_CMD2_ID     0x00000012
#define IND_CMD3_ID     0x00000013
#define IND_CMD4_ID     0x00000014
#define IND_CMD5_ID     0x00000015
#define IND_CMD6_ID     0x00000016
#define IND_CMD7_ID     0x00000017
#define IND_CMD8_ID     0x00000018
#define IND_CMD9_ID     0x00000019
#define IND_CMDA_ID     0x0000001a
#define IND_CMDB_ID     0x0000001b
#define IND_CMDC_ID     0x0000001c
#define IND_CMDD_ID     0x0000001d
#define IND_CMDE_ID     0x0000001e
#define IND_CMDF_ID     0x0000001f

#define RAS1_SS0_ID     0x00000025
#define RAS1_SS1_ID     0x00000026
#define RAS1_IREF_ID    0x00000027

#define RAS1_TREF0_ID 0x00000028
#define RAS1_TREF1_ID 0x00000029
#define RAS1_TREF2_ID 0x0000002a
#define RAS1_TREF3_ID 0x0000002b
#define RAS1_TREF4_ID 0x0000002c
#define RAS1_TREF5_ID 0x0000002d
#define RAS1_TREF6_ID 0x0000002e
#define RAS1_TREF7_ID 0x0000002f

#define PE_ZMODE_ID         0x00000040
#define PE_CMODE0_ID        0x00000041
#define PE_CMODE1_ID        0x00000042
#define PE_CONTROL_ID       0x00000043
#define PE_TOKEN_ID         0x00000047
#define PE_TOKEN_INT_ID     0x00000048

#define TEV_COLOR_ENV_0_ID 0x000000c0
#define TEV_ALPHA_ENV_0_ID 0x000000c1
#define TEV_COLOR_ENV_1_ID 0x000000c2
#define TEV_ALPHA_ENV_1_ID 0x000000c3
#define TEV_COLOR_ENV_2_ID 0x000000c4
#define TEV_ALPHA_ENV_2_ID 0x000000c5
#define TEV_COLOR_ENV_3_ID 0x000000c6
#define TEV_ALPHA_ENV_3_ID 0x000000c7
#define TEV_COLOR_ENV_4_ID 0x000000c8
#define TEV_ALPHA_ENV_4_ID 0x000000c9
#define TEV_COLOR_ENV_5_ID 0x000000ca
#define TEV_ALPHA_ENV_5_ID 0x000000cb
#define TEV_COLOR_ENV_6_ID 0x000000cc
#define TEV_ALPHA_ENV_6_ID 0x000000cd
#define TEV_COLOR_ENV_7_ID 0x000000ce
#define TEV_ALPHA_ENV_7_ID 0x000000cf
#define TEV_COLOR_ENV_8_ID 0x000000d0
#define TEV_ALPHA_ENV_8_ID 0x000000d1
#define TEV_COLOR_ENV_9_ID 0x000000d2
#define TEV_ALPHA_ENV_9_ID 0x000000d3
#define TEV_COLOR_ENV_A_ID 0x000000d4
#define TEV_ALPHA_ENV_A_ID 0x000000d5
#define TEV_COLOR_ENV_B_ID 0x000000d6
#define TEV_ALPHA_ENV_B_ID 0x000000d7
#define TEV_COLOR_ENV_C_ID 0x000000d8
#define TEV_ALPHA_ENV_C_ID 0x000000d9
#define TEV_COLOR_ENV_D_ID 0x000000da
#define TEV_ALPHA_ENV_D_ID 0x000000db
#define TEV_COLOR_ENV_E_ID 0x000000dc
#define TEV_ALPHA_ENV_E_ID 0x000000dd
#define TEV_COLOR_ENV_F_ID 0x000000de
#define TEV_ALPHA_ENV_F_ID 0x000000df
#define TEV_REGISTERL_0_ID 0x000000e0
#define TEV_REGISTERH_0_ID 0x000000e1
#define TEV_REGISTERL_1_ID 0x000000e2
#define TEV_REGISTERH_1_ID 0x000000e3
#define TEV_REGISTERL_2_ID 0x000000e4
#define TEV_REGISTERH_2_ID 0x000000e5
#define TEV_REGISTERL_3_ID 0x000000e6
#define TEV_REGISTERH_3_ID 0x000000e7

#define TEV_FOG_PARAM_0_ID  0x000000ee
#define TEV_FOG_PARAM_1_ID  0x000000ef
#define TEV_FOG_PARAM_2_ID  0x000000f0
#define TEV_FOG_PARAM_3_ID  0x000000f1
#define TEV_FOG_COLOR_ID    0x000000f2

#define TEV_ALPHAFUNC_ID 0x000000f3
#define TEV_Z_ENV_0_ID 0x000000f4
#define TEV_Z_ENV_1_ID 0x000000f5
#define TEV_KSEL_0_ID 0x000000f6
#define TEV_KSEL_1_ID 0x000000f7
#define TEV_KSEL_2_ID 0x000000f8
#define TEV_KSEL_3_ID 0x000000f9
#define TEV_KSEL_4_ID 0x000000fa
#define TEV_KSEL_5_ID 0x000000fb
#define TEV_KSEL_6_ID 0x000000fc
#define TEV_KSEL_7_ID 0x000000fd





Objects:
this is where all the data is combined.
the objects basically define a model space, and link all the model and material data
in MDL0 files, the objects hold the faces (polygons) that link the verts, normals, and UV's

objects also allow parenting to other objects, and are usually parented to bones

Header:
0x00(4): Block Size
0x04(4): MDL0 offset
0x08(4): Bone table ID (if -1, use weight table)
0x0C(8): CP format specs (hi and lo)
0x14(4): XF Normal specs
0x18(4): attributes block size
0x1C(4): attribute flags
0x20(4): attributes offset
0x24(4): data Size
0x28(4): data Size (copy??)
0x2C(4): data offset
0x30(4): XF format specs
0x34(4): Unknown (Always 0x00000000)
0x38(4): String offset
0x3C(4): ID
0x40(4): Number of vertices
0x44(4): Number of faces

0x48(2): vert input
0x4A(2): Normal input
0x4C(2): Color0 input
0x4E(2): Color1 input
0x50(2): UV0 input
0x52(2): UV1 input
0x54(2): UV2 input
0x56(2): UV3 input
0x58(2): UV4 input
0x5A(2): UV5 input
0x5C(2): UV6 input
0x5E(2): UV7 input

0x60(4): Weight table offset (0x64 in v11 MDL0's)

Weight table
0x00(4): Number of weights
0x##(2): Weight ID


the attributes come after the Weight table and define alot of what's in te header:
they also follow the wii format code
note: this is what's actually used (not the data in the header)
attribute definitions:
08 00 = host - colors, normals, and textures
08 10 = unknown
08 20 = unknown
08 30 = SetMatricesA
08 40 = SetMatricesB
08 50 = CP hi
08 60 = CP lo
08 70 = UVAT Group 0
08 80 = UVAT Group 1
08 90 = UVAT Group 2


up next is the Primitives
the Primitives contain data that's used either for transform puposes,
or geometric purposes.


Primitive Types:
20 - vert transform
28 - Normal transform
30 - UV transform
38 - Light transform

80 - Quads
90 - Triangles
98 - Tristrip
A0 - Trifan
A8 - Lines
B0 - Linestrip
B8 - Points


chunks of data are defined to hold the transform primitives before the geometry primitives.

vert/normal transform primitives work as such:
0x00(1): '20' or '28'
0x01(2): weight ID
0x03(.5): unknown
0x03.5(1.5): index/12

as for the facepoints,
the length of the facepoint is defined by the CP list.

here's an example CP list:
[1,0,1,0,0,0,0,0,0,3,3,2,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0]
this would define a facepoint with a length of 9 ('## ## #### #### ## ####')

here's how it works:
the CP hi defines the:
-vertex/Normal transform
-UV0 transform
...
-UV7 transform
-Vertex index
-Normal index
-Color0 index
-Color1 index


the CP lo defines the:
-UV0 index
...
-UV7 index
- vert mtx array
- normal mtx array
- UV mtx array
- light mtx array
- NBT
- Max number of attributes
- end marker (0xff)


the values in the above list determine the length of the read values in the facepoints:
0 - null
1 - direct (memory access)
2 - 8bit index
3 - 16bit index




Textures:
soon...
(I need to find my notes)



Pallets:
I will come back to these

_________________________________________________ ______________________________________

I should get alot more filled in as I go ;)
I'll be covering alot more info than the wiki, as you can already see :)
just give me some time is all
19  Super Smash Bros. Brawl Hacking / Programming / Tcll's resource box on: July 06, 2011, 08:59:59 PM
sup peeps Cheesy

I'm a python programmer like 404,
I use Python 2.7 since it has more support for python 3x, but isn't as demanding.
(PyOpenGL is also slower for Python 3x)


HexEdit Pro 5.0 - A professional hex editor, built by Andrew, with template support and many more features used for viewing and testing the data structures of a file.
For more information, go to https://github.com/AndrewWPhillips/HexEdit/tree/master/HexEdit
For color-highlighting support download and replace BinaryFileFormat.dtd in the program directory.
Templates I've built for HexEdit Pro 4.0:

DAT (HAL Labs) - coming soon
MDL0 - removed
TEX0 - removed
REFT - removed
REFF - todo
REL - todo

^ these will be merged into a single template for NW4R once the link returns
you'll have to manually apply the template or create symlinks for each filetype because HexEdit doesn't have template mapping functionality

template installation instructions

EDIT:
sorry everything's kinda disappeared, this stuff will return I promise
just been having numerous issues with big corporations screwing me in various ways
I'm working on solutions of my own, so just be patient Wink

as for why I've removed most of the old entries from the table, the sources were either lost or are too old to be of any relevance.
some were also on 4Shared, which is a service I've dropped (along with Mediafire).
20  Super Smash Bros. Brawl Hacking / General Hacking Discussion / HexEdit 4.0 beta on: May 18, 2011, 06:54:42 PM
until the HexEdit link gets fixed,
this is posted here to keep everyone from bugging me about it
(not that it's happened very often) >_>

HexEdit 40 beta (recommended suggestion)
download: http://www.box.net/shared/dmgiblxee9

free, no known bugs, and many new features.
HexEdit's built-in template editor makes it easy to view the data of different files
you can get templates (made for smash hacking) here:
http://brawlimports.proboards.com/index.cgi?board=templates
a screenshot: Smiley


the next version I release will be able to highlight the hex values in different colors
(defined by the template)

the screenshot is actually my MDL0 template loading a version11 mdl0
brawl uses version9 mdl0s



EDIT:
I'll be releasing any templates I make here Smiley
well, more like notifying about the release >_>
21  Super Smash Bros. Brawl Hacking / General Hacking Discussion / UMC v2.0b Alpha release on: April 13, 2011, 07:05:18 PM
I'm releasing this only for my method of vertexing

my converter (with the exception of normals and UV's) officially works better than Will's
thus will be easier to use for vertexing....

details here: http://hardcorebrawlhacks.wordpress.com/2011/04/13/umc-v2-0b-alpha-released/

quick overview before clicking:
this gives you my program,
as well as other resources needed for my method...
you will need blender for my method (preferrably 2.49)

note: this is only an alpha version so don't be surprised if you find any bugs
I did my best to eliminate most of them though >_>

enjoy Smiley
22  Super Smash Bros. Brawl Hacking / General Hacking Discussion / REFT extractor + REFT viewer progress on: March 04, 2011, 03:01:04 PM

just a small program I made to tide the community over until I release my viewer

this just takes the tex0 data and writes tex0's of however many images are in the file

note:
CI4 and CI8 formats arn't supported
(not a big deal though as they're rare to come across)

the pallet data is right below the image data
I've not gotten to seperating the data yet... heh

anyways...
you can DL it here: http://myfreefilehosting.com/f/e5eae62328_0.1MB

EDIT: requires Python
(and only Python)

built with Python 2.5
23  Super Smash Bros. Brawl Hacking / General Hacking Discussion / psychedellic Battlefield (how?) on: December 14, 2010, 10:29:59 AM
I've had this for quite a while actually Tongue

first off, I didn't want to ask in the help section becase of it being considered the "noob" section...
I posted it here because I want to know how it works, and no noob is gonna tell me that :/

so yea...
I tried making psy village, and ended up freezing my wii...
how is it done??
24  Help & Tutorials / Help / REL's (which one should I use) :/ on: November 06, 2010, 03:22:31 PM
I have a final dest mod that I want to do...
but I'm not sure exactly as to which one to use...

here's the stage layout:

The middle of the floor of dest is glass.
When you hit the glass enough times, it cracks, then brakes.
With the diamond under that glass is exposed, it's easy to hit.
After destroying the Diamond, Dest explodes into a heap of junk (there's still a stage there)

the glass can re-appear if the diamond isn't destroyed

I was thinking to use the Sky World REL for this,
but it only supports the codes for the glass

I need something better :/
25  Help & Tutorials / Help / Pokepark char help... on: September 19, 2010, 01:10:27 PM
I've been working on this for a while, but now I really need help...

so I've extracted Pachirisu and renamed only 1 bone... (I'll explain why in my next post)

so anyways, now I'm stuck with:
TransN
  Origin

and what I want is:
TopN
  TransN
    Origin

how do I get that??
26  Help & Tutorials / Help / editing materials?? on: September 18, 2010, 07:50:58 AM
does anyone know how to edit the material entries in an MDL0??

I have a small project I'm working on and I need some help... :/
27  Help & Tutorials / Help / adding a bone before the first bone on: August 21, 2010, 05:02:17 PM
I have a model hack I'm dealing with, and well...
long story short... I had to rename the FIRST bone to TransN...
now I need to add a bone before TransN, and name it TopN
anyone got anything helpful??

don't even mention to name the first bone to TopN and the second bone to TransN...
that doesn't work as the model doesn't scale or animate correctly
28  Help & Tutorials / Help / editing the shadow model on: August 21, 2010, 04:53:53 PM
I have a model hack that I imported over a char...
but now I need to know how to replace the shadow model as well :/
can anyone help??
29  Help & Tutorials / Help / animation problem... (walk, run, and roll) on: August 07, 2010, 10:19:52 AM
ok so the problem is when you walk/run, or roll in the game, the point of origin is supposed to take on the new coordinates at the end of the animation...
but it dosn't and the char snaps back to the original position and just replays the animation without giong anywhere...
how do I fix that??

note: dashing and jumping work fine
30  Help & Tutorials / Help / color attributes in mdl0 files... how to change?? on: August 02, 2010, 12:31:15 PM
hey...
I'm working with Pikachu's thunder...
(remodding my old green thunder)

don't even bring up DarkBones green thunder
I made a better one before him from the first red thunder hack...


anyways...
WpnPikachuDengekidama is the mdl0 I'm working with
(pikachu's in-air thunder jolt)
the glow on it is blue...
how do I go about making it green??

I've tried ghanging the color values of the mdl0...
but any changes I make to it (other than the header) never show up...

if you need an example,
I'll use one of DB's images:
this one uses a differant mdl0...
but the same attributes apply (it's blue)

anyone got any ideas??
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