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Author Topic: need help merging common data into separate files...  (Read 3347 times)
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DarkPikachu
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    « on: July 18, 2010, 05:15:27 PM »


    I'm working on a moveset hack for a model hack for Pikachu and well...
    I've got another moveset for Pikachu that I'd like to keep as well...
    any way I could merge them??

    I've tried multiple ways of separating the CHR0 files and placing them in the seprate PCS files...
    but every way I've tried freezez my Wii...
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    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

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    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

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    « Reply #1 on: July 18, 2010, 08:49:34 PM »


    It's the FitPkachu.pac file
    that's the moveset file but you can only have one active
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    DarkPikachu
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    « Reply #2 on: July 18, 2010, 09:06:12 PM »


    no...
    it's FitPikachuMotionEtc.pac
    FitPikachu.pac is effects and physx (why PSA uses it)

    I'm trying to get FitPikachuMotionEtc.pac x4
    I wan't seprate movesets pretty much Tongue
    how would I go about doing that...
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    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

    Chuy
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    « Reply #3 on: July 18, 2010, 09:08:39 PM »


    Oh 
    *gets coffee to focus*
    You could try naming the bones on the models you want and then rename the bone animations to match but that'd take a LONG TIME to do though
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    DarkPikachu
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    « Reply #4 on: July 18, 2010, 09:13:34 PM »


    Oh  
    *gets coffee to focus*
    You could try naming the bones on the models you want and then rename the bone animations to match but that'd take a LONG TIME to do though

    it's worth it >:3
    but I don't quite think that would work...
    Shocked
    maybe if I could add bones to the original animations (CHR0 files)...
    that way I'd have 2 differant bone sets in a single CHR0...
    that might just work >:3

    I'll try it with just 1 file and see if it works...
    then I'll report back... Smiley
    « Last Edit: July 18, 2010, 09:14:37 PM by Tcll » Logged


    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

    ??_?
    Attention. I have your Attention.
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    « Reply #5 on: July 19, 2010, 09:11:06 AM »


    I don't think thats possible
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    DarkPikachu
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    « Reply #6 on: July 19, 2010, 10:36:59 AM »



    it's worth it >:3
    but I don't quite think that would work...
    Shocked
    maybe if I could add bones to the original animations (CHR0 files)...
    that way I'd have 2 differant bone sets in a single CHR0...
    that might just work >:3

    I'll try it with just 1 file and see if it works...
    then I'll report back... Smiley

    reporting back to say it will work...
    but you have to keep the animation length the same...

    eg: if an animation has 81 frames...
    it must stay at 81...

    not very good...
    is there anything better??
    Mario has separate flood animations...
    is there any way to do that with all the animations??

    I tried to do that once with just 1 animation... (deleting 'Wait1.chr0' in the pac)
    it still loaded from the animation file in the pac... (not in the char file)
    (it loaded the default chr0 (any other old animation still worked (that I changed)))

    there must be a control var somewhere is what I'm thinking...

    EDIT: also...
    looked in mario's file...
    there's a control number set for flood...
    it also goes with those animations...

    maybe I could do something like that with Pikachu without freezing the game...
    can't choose any number though...
    it has to be a specific var stored for him...
    « Last Edit: July 19, 2010, 11:33:00 AM by Tcll » Logged


    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

    dingo
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    « Reply #7 on: July 24, 2010, 08:57:20 AM »


    Please stop double posting. You may get reported by someone.

    Things like articles have their own animations and you can't add to the number of animations an article has.

    For example, Ike's sword has can only have 4 animations because there's only 4 animations for that specific model programmed into his PSA.
    1-SpecialHi2
    2-SpecialAirHi2
    3-Had
    4-Fly

    This means that that particular model is limited to 4 animations and they only apply to the model with those bone names I believe. It may be possible to use an article animation to have a character do a new animation but you'll always be limited to only adding the number or animations an article is allowed to do. Using Pikachu as an example, He has 3 articles with 1 animation each and a fourth one with 3 animations. You'd have to call up each article if you want to use any of their animations. This also means having to call up it's effect.

    As for animations, you can have the same character using 2 different animations for the same one. You'd have to add bones in every animation you want altered and rename the bones in the animation. You'd have to rename the models bones to match them. This will most likely cause characters to hit filesize limits really easily. All animations the character has, including any animation in the FitNameXX.pac/pcs contribute to the file size.

    One example is Ike. His animation filesize is roughly 3.7KB.

    Although for CoN Naruto, due to the article animations, his motion filesize freezes at 3.4KB. This is because animations in a FitNameXX.pac/pcs are combined with the motion file for an increased filesize, thus lowering the max size of the FitNameMotionEtc.pac.
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    DarkPikachu
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    « Reply #8 on: July 24, 2010, 09:26:42 AM »


    KK I'll try...
    I only D-post if things take too long,
    or if I must say something important (to be separate from the original post)
    _________________________________________________ _________________

    uuugh...
    why must filesize be such a problem DX

    B++ no work now dX
    _________________________________________________ _________________

    hey...
    what's the point of the 'dummy1.dat', 'dummy2.dat', and 'border.dat'??
    they're nothing but 0's...
    « Last Edit: July 24, 2010, 11:54:49 AM by Tcll » Logged


    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

    DarkPikachu
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    complexity == fun

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    « Reply #9 on: July 29, 2010, 12:49:44 AM »


    bump...

    well...
    tried a few more ideas I had...
    I had to hex a little though...
    anyways...

    1) Failed
    create a new chr0 in 'AnimationData[0].brres'
    created 'run' and hexed it to 'Run' (2 files with the same name)
    this wroked just the same as replacing only half the animations

    2) Failed
    created 'AnimationData[1].brres' copied from 'AnimationData[0].brres' and replaced the animations...
    this completely cancelled out the file, and used the original disk file

    another idea I had would be to create new animation files (in 'AnimationData[0].brres')
    and add the animation's to the char's logic file (using new names) (never used PSA, so I can't really say anything)
    that way the char hack selection will access the new commands instead of the original ones... (depending on names)
    this may not work due to software requirements

    does anyone have any further ideas that may be of help??
    « Last Edit: July 29, 2010, 12:58:11 AM by Tcll » Logged


    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

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