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Post by poxag on Apr 15, 2009 22:20:05 GMT -5
DOUBLE POST!!! lol srry. I was wondering if we'll be able to change the size of characters, will the character's hitboxes and effects stay the same?? can models of effects be edited?
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VILE
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Post by VILE on Apr 15, 2009 22:40:11 GMT -5
DOUBLE POST!!! lol srry. I was wondering if we'll be able to change the size of characters, will the character's hitboxes and effects stay the same?? can models of effects be edited? I'm not sure, what Ive found out is limited to just replacing model data, but keeping the original loading data.
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OizenX
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Post by OizenX on Apr 15, 2009 22:41:04 GMT -5
DOUBLE POST!!! lol srry. I was wondering if we'll be able to change the size of characters, will the character's hitboxes and effects stay the same?? can models of effects be edited? Aren't there already Gecko OS codes that can do that?
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VILE
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Post by VILE on Apr 15, 2009 23:01:36 GMT -5
DOUBLE POST!!! lol srry. I was wondering if we'll be able to change the size of characters, will the character's hitboxes and effects stay the same?? can models of effects be edited? Aren't there already Gecko OS codes that can do that? No... The Gecko OS codes just swap around .pac and .pcs files.
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OizenX
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Post by OizenX on Apr 15, 2009 23:08:02 GMT -5
Aren't there already Gecko OS codes that can do that? No... The Gecko OS codes just swap around .pac and .pcs files. What about that one that gives Ike Marth and Link the huge swords?
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VILE
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Post by VILE on Apr 15, 2009 23:41:47 GMT -5
No... The Gecko OS codes just swap around .pac and .pcs files. What about that one that gives Ike Marth and Link the huge swords? I'm unfamiliar with this code, give me an SS of it.
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Post by pharrox on Apr 15, 2009 23:57:34 GMT -5
Hmm, Pharrox's converter didn't work so well for Ness, but ill see if i can modify it. What problems are you having with the Ness model (the weird thing on his head is normal)? There are known compatibility issues which I am currently working on. All testing is done in Maya. Also, the reason you're probably getting glitches is that by swapping the model files, the pointers in the new model don't match up properly with the pointers in the old one. Because of this, the other files are unable to find what they need in the model.
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OizenX
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Post by OizenX on Apr 16, 2009 0:07:31 GMT -5
What about that one that gives Ike Marth and Link the huge swords? I'm unfamiliar with this code, give me an SS of it. Link Has Huge Sword - All Players 28708D68 00FF0200 48000000 805A9360 DE000000 80009380 1400012C 40805953 E0000000 80008000 28708DC4 00FF0200 48000000 805A9364 DE000000 80009380 1400012C 40805953 E0000000 80008000 28708E20 00FF0200 48000000 805A9368 DE000000 80009380 1400012C 40805953 E0000000 80008000 28708E7C 00FF0200 48000000 805A936C DE000000 80009380 1400012C 40805953 E0000000 80008000 Ike Has Huge Sword - All Players 28708D68 00FF2500 48000000 805A9360 DE000000 80009380 1400033C 40805953 E0000000 80008000 28708DC4 00FF2500 48000000 805A9364 DE000000 80009380 1400033C 40805953 E0000000 80008000 28708E20 00FF2500 48000000 805A9368 DE000000 80009380 1400033C 40805953 E0000000 80008000 28708E7C 00FF2500 48000000 805A936C DE000000 80009380 1400033C 40805953 E0000000 80008000
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VILE
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Post by VILE on Apr 16, 2009 0:41:32 GMT -5
Hmm, Pharrox's converter didn't work so well for Ness, but ill see if i can modify it. What problems are you having with the Ness model (the weird thing on his head is normal)? There are known compatibility issues which I am currently working on. All testing is done in Maya. Also, the reason you're probably getting glitches is that by swapping the model files, the pointers in the new model don't match up properly with the pointers in the old one. Because of this, the other files are unable to find what they need in the model. Yes I'm using 3ds max, that's the reason i am getting a bunch of tri's everywhere. I'm getting Maya ASAP. Also you are correct about the bones not matching up with the model, the only reason it worked partially is because of the common things between characters (Files are named Lshoulder and so on). If i could just recompile a model successfully, it would be very easy to replace the model, thus model hacks. I'm unfamiliar with this code, give me an SS of it. Link Has Huge Sword - All Players 28708D68 00FF0200 48000000 805A9360 DE000000 80009380 1400012C 40805953 E0000000 80008000 28708DC4 00FF0200 48000000 805A9364 DE000000 80009380 1400012C 40805953 E0000000 80008000 28708E20 00FF0200 48000000 805A9368 DE000000 80009380 1400012C 40805953 E0000000 80008000 28708E7C 00FF0200 48000000 805A936C DE000000 80009380 1400012C 40805953 E0000000 80008000 Ike Has Huge Sword - All Players 28708D68 00FF2500 48000000 805A9360 DE000000 80009380 1400033C 40805953 E0000000 80008000 28708DC4 00FF2500 48000000 805A9364 DE000000 80009380 1400033C 40805953 E0000000 80008000 28708E20 00FF2500 48000000 805A9368 DE000000 80009380 1400033C 40805953 E0000000 80008000 28708E7C 00FF2500 48000000 805A936C DE000000 80009380 1400033C 40805953 E0000000 80008000 That's got nothing to do with model swapping what so ever. That's just editing the offset that controls the size of Ike's sword model.
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Post by elrefugio on Apr 16, 2009 3:03:00 GMT -5
But don't get your hopes down though, we can still get Lucarios model and edit it to look very very similar to the model of Mewtwo. You will be able to take Mewtwo's trophy model and place it in Lucario's ingame model if Pharrox finishes his program. So we won't have to edit Lucario's model, it will be easier than that
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