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Author Topic: Help me gather resources for Simon Belmont from Judgement!  (Read 17149 times)
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Eternal Yoshi
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    « on: July 17, 2011, 03:15:47 PM »


    So if you haven't noticed, I've been trying to gather needed info and resources from Castlevania Judgement so I can make a Simon Belmont PSA when summer is over or after I update my other PSAs. Who he will be over is currently a mystery. Let's get started on what I need before I can properly decide on that.

    Scaling the Model


    I need it 11 times it's size.



    As this image demonstrates, Fortwaffles' tool isn't the best option as it messes up the face.
    IT ALSO CAUSES ERRORS WITH THE MODEL RIGGING.

    Using keyframes to scale doesn't work as some as some animations/actions will malfunction if they get scaled. The one slot size method won't work as the model will revert to it's normal size when grabbed,Flame choked, Monkey humped, etc. and considering it's size, it will instantly break the grab.

    I need a way to scale the model to 11x it's old size without using keyframes or that tool.

    I need to use the Judgement model since it has the Vampire Killer whip built in the model, unlike the Vertex on Snake.

    ANIMATIONS

    Castlevania Judgement uses Chr0 for everything EXCEPT for characters.
    Every character has a .mot file instead which judging by file size, could contain all the character's animations. :/

    Looking in a hex editor, the .mot file has no bone names for Simon's mdl0...................... or names of any kind.

    Sound Effects


    Ripping_mama helped me rip the voice clips I need.

    His Look

    Whine all you want about his costume in Judgement. You guys can vertex the more traditional looks on him.
    Like Ayami Kojima's look for him.


    Or his look from Simon's Quest(Which I think is a costume in DMTV)


    Or his classic look based off of the box art of the games,


    Or even this.




    Help would be greatly appreciated and you will be credited in BV when I make the PSA.
    « Last Edit: August 20, 2011, 04:50:25 PM by Eternal Yoshi » Logged


    Eternal Yoshi
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    « Reply #1 on: July 17, 2011, 03:17:22 PM »


    I'm done reserving. I'll be back in a hour or two.
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    IWasAPerson
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    « Reply #2 on: July 17, 2011, 07:26:23 PM »


    Hrm...I don't actually have Judgement, but Castlevania's awesome and Simon Belmont is awesome. I'll try to help out as much as I can with this.

    Both TvC and Judgement were made by 8ing (and Naruto Shippuden), and they're the only ones with so I'd be willing to bet money on Judgement's .mot files being the same as TvC's. I've been experimenting with Dolphin memory dumps on TvC, seeing if .mot files aren't just compressed CHR0's. If I find anything worthwhile with it (large memory dumps are large), I'll let you know so you can try it out on Judgement. RandomTBush found this same info out for Mario Sports Mix.

    I'd like to take a look at the model and .mot files, compare them to TvC's, see if I can find anything, 'cause I'd really like to help with this.
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    Eternal Yoshi
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    « Reply #3 on: July 17, 2011, 07:47:06 PM »


    I can tell by Judgement having Naruto character's names deep in it's files.
    I was like "What the hell?!" when I saw Tsunade and Kakashi's Names in the deep in the disc.

    Each character has a lot of .brres files.
    There are also .brres files renamed to .brtex and .brplt to hold extra textures and palletes.
    I'll UL the contents of Simon's US folder in a moment...

    And here are the contents.

    http://www.mediafire.com/?awu9cyc3b4eqku9


    Like Brawl, CJ has a bad habit of wasting space by putting certain files in many places.
    Simon's files are in the US folder, the JP folder, and in 2 seperate .fpk files. >_<

    I found out something really odd. CJ uses .reft and .reff files like Brawl does, but it doesn't have .efls files.
    « Last Edit: July 17, 2011, 08:06:40 PM by Eternal Yoshi » Logged


    Eternal Yoshi
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    « Reply #4 on: July 17, 2011, 10:42:03 PM »


    <a href="http://www.youtube.com/watch?v=1BsnHyIhhKM" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=1BsnHyIhhKM</a>


    <a href="http://www.youtube.com/watch?v=c2kudEstyzM" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=c2kudEstyzM</a>


    Yes I think the .mot files across the Eighting developed games are compressed the same.

    BTW, Eighting developed, the Naruto: Clash of Ninja games, Battle Stadium DON, Castlevania Judgement, and TVC.
    « Last Edit: July 17, 2011, 10:44:17 PM by Eternal Yoshi » Logged


    K-Canon
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    « Reply #5 on: July 18, 2011, 10:27:26 AM »


    I am trying to use shanoa's model but it freezes evry time. I have the same problems like U. I used Keyframes to scale it
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    Ninka_kiwi
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    « Reply #6 on: July 18, 2011, 11:40:30 AM »


    Just a question but do you have other models for things such as Simon's sub weapons (Holy water, Axe, Crosss, Ect)?
    I can't wait to see how this goes and hopefully everything goes well for you. I'm sure the whip animations will be a pain to do.
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    « Reply #7 on: July 18, 2011, 12:43:23 PM »


    I know how to dump the sounds from Judgement and make a voice pack. Just tell me what voice you want and where you want it if you want it.
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    Eternal Yoshi
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    « Reply #8 on: July 18, 2011, 12:53:25 PM »


    I need all of Simon Belmont's voice clips from Judgement. ALL of them(In English).

    The Accessory pack has holy water, Axes, and the Cross boomerang ready to be put in the game already.
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    IWasAPerson
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    « Reply #9 on: July 18, 2011, 03:45:25 PM »


    Yep, file format's definitely the same. Fortunately, that means each .mot file is self-contained (well, model bone references don't count).

    I also figured out that the Frame Data Entry in each individual animation pointer (I'll call them TVCA, basically their equivalent of chr0),

    Code:
    Vile's Notes
    Frame Data Entry:
    0x00(2) - unk (usually 02 02)
    0x02(2) - unk (bone id?)
    0x04(2) - unk (frame id?)
    0x06(2) - Float Count
    0x08(4) - unk float
    0x0C(4) - unk (usually 00 00 00 00)
    0x10(4) - Offset to 32bit float values
    0x14(4) - Offset to 64bit float values
    0x18(Cool - unk (usually padding of 00)

    is actually a set of pointers and flags. The header for each individual animation has a pointer to the actual frame data. I'll see if I can't make left or right of it or even try and figure out what the flags mean. .Mot research can't die...
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    « Reply #10 on: July 18, 2011, 10:36:24 PM »


    I would love to see the more unique characters from Castlevania ported, like Death and Dracula. There's not enough Dracula-love out there XD . But, neither is there much Simon-love. So good luck to you Smiley .
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    « Reply #11 on: July 19, 2011, 12:52:59 AM »


    I wish I could help you in some way as Castlevania is one of my favorite series of all time!  Good luck with this Eternal.  Also if you want ideas...I think he'd be great over Diddy Kong...  AWESOME 2.0!

    >_>
    <_<
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    Eternal Yoshi
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    « Reply #12 on: July 21, 2011, 03:27:54 PM »


    For the sake of his subweapons, he MAY be over Toon Link.
    I already have a bit of his moveset ideas in my head.
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    Eternal Yoshi
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    « Reply #13 on: July 22, 2011, 04:45:38 AM »


    Thanks to ripping mama, i have all of Simon Belmont's English battle clips.
    There are clips that I'd like to have like victory quotes, but since the CVJ .brsars have odd headers, it results in errors...

    I found the missing VO clips I'm looking for and they are streamed in the .brstm format.
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    « Reply #14 on: July 24, 2011, 10:25:04 AM »


    is the model working in brawl?
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