Hexing Problem textures
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Dec 28, 2008 19:45:23 GMT -5
Post by Hexing Problem textures on Dec 28, 2008 19:45:23 GMT -5
So I have gotten to the hex editing part of the EE guide and it says to add the zero address and the file size together in order to add problem tpl fiels or something correctly in hex editor. The problem is, I don't know what they mean by the file size(which one, where?). I also want to know why the guide said to remember the offset in the tpl you were having trouble with and never reffered to it again in the rest of the steps to adding the problem tpl. someone please clear this up for me.
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Dec 28, 2008 19:55:11 GMT -5
Post by Register on Dec 28, 2008 19:55:11 GMT -5
At the ZeroAddress part: Baww, that's no problem.
Once you reach your final TEX0, you simply add that TEX0's offset number (00xxxxxx, it's a number on the left-hand side) and the last offset number in your .tpl file... using HEX in Calculator.
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Dec 28, 2008 22:42:09 GMT -5
Post by Eisley on Dec 28, 2008 22:42:09 GMT -5
I did what you told me and the size of both the tpl and the calculated row to be replaced were the same but in the data that was replaced, some of my other TEXO for my 2nd 3rd 4th and 5th textures were replaced by the tpl data I pasted over to the .pac? is this supposed to happen or was I supposed to add and not replace?
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Dec 29, 2008 0:19:41 GMT -5
Post by Register on Dec 29, 2008 0:19:41 GMT -5
...Wow. That shouldn't happen. You were to overwrite whatever was under the final TEX0... Everything else should've been fine (unless you're hexing wonky characters like Meta Knight or Peach, whose TEX0 data aren't in the correct order).
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Dec 29, 2008 2:25:29 GMT -5
Post by Eisley on Dec 29, 2008 2:25:29 GMT -5
The character I did was Ike, I don't know if that makes any difference.
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Dec 29, 2008 2:28:47 GMT -5
Post by Eisley on Dec 29, 2008 2:28:47 GMT -5
Would you mind if I sent you my character folder with everything in it to check to see what went wrong?
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Dec 29, 2008 3:29:53 GMT -5
Post by Eisley on Dec 29, 2008 3:29:53 GMT -5
Also I noticed that when you open ike's .pac file in tex editor neo, the first 2 tex0 lines are very close together. This is the reason they end up overlapping the others...does this look normal to you? (I just highlighted for you to see the 2 text0 being close together, this is not what I replaced.)
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Dec 29, 2008 8:31:39 GMT -5
Post by Register on Dec 29, 2008 8:31:39 GMT -5
As surprising as it may sound, some TEX0 lines CAN be pretty bundled together.
Oho, Ike, you say? If I recall correctly, he has palettes/transparency applied to him (it's when +1 or +2 comes after the .tga file). If you messed with his face, eyes or hair... that's out of my league. I don't know how to do palettes yet. ):
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Dec 31, 2008 4:37:41 GMT -5
Post by Joey90 on Dec 31, 2008 4:37:41 GMT -5
Are you sure you know which TEX0 refers to which .tpl?
Although the guide says that they are usually in alphabetical order, I am not so sure.
To work it out, open up the .pac and the ORIGINAL tpl files in a hex editor, and for each zero address, inspect the first 10 lines or so, and compare to the tpl files - you can then match up each zero address to a texture. (Make a note of it!)
Also, I have done one 'last texture' and it worked fine without any special fiddling.
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Dec 31, 2008 21:16:16 GMT -5
Post by Eisley on Dec 31, 2008 21:16:16 GMT -5
Apparently Ike is just crazy to edit....Have you done an ike recolor? Even his original tpl is waaay bigger than the space provided..you are only given like 8 lines (as seen above from the first tex0 file in the .pac. His first original tpl was not from a +1 or +2 so it SHOULD go in that space...also I searched the original .pac with to match the first original .tpl and I could not find it! The hell? I was looking for that first line of date which luckily looks like this ---------------4 or something like that. At each and every tex0 file there was not a match in the 5th line that looked like it.
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