Apprentice
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Posts: 6
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Last seen: Mar 24, 2020 3:50:51 GMT
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Post by kidjustice on Dec 8, 2018 17:15:01 GMT
nvm figured it out
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Apprentice
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Posts: 2
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Last seen: Mar 23, 2019 9:12:58 GMT
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Post by commandervegeta on Dec 15, 2018 7:45:43 GMT
Hi everyone, I have a question. Is it possible to edit a costume that's embedded in a .x2m? I literally only want to change one thing about the transformation outfit of a mod I have, but the coding confuses me to no end. I have almost all of Eternity's tools, if that helps.
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Hero
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Posts: 489
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Last seen: May 18, 2023 16:07:21 GMT
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Post by atsuraelu on Dec 15, 2018 11:31:44 GMT
Depending on whether it is a costume or transformation x2m, either just right-click on the x2m and select edit, or extract the x2m with any zip-capable archiver and then go to COSTUME_ATTACHMENT in the folder where you extracted the x2m and right click and select edit on the x2m file therein. In regards to the actual coding of the BCS, I've tried to explain it a bit in the following post using a hair entry as an example, maybe that helps: [...] A little breakdown of the BCS entry, with explanations of the entries I know behind the entry: <Part idx="5"> <!--Hair--> <MODEL value="65535" /><!--Normally the YYY part of a given filename XXX_YYY_hair. Can be 65535 to load no model.--> <MODEL2 value="65535" /><!--Not sure why it's here, but in all vanilla files this is the same value as MODEL--> <TEXTURE value="2" /><!--This determines what texture to apply from the .dyt.emb. Normally there are 2-3 textures in the dyt, DATA000, DATA001 and DATA002. DATA000 is the standard palette, DATA001 is some sort of mask and can mostly be ignored and DATA002 is the SSJ palette. The value 2 here would load DATA002--> <U_10 value="0x0" /> <U_18 value="0x0" /><!--For accessories this has to be 4, For other possible values see hgphoenix' guide, which I will link below--> <U_1C value="0x0" /><!--This can hide other parts of the partset. See hgphoenix' guide for further info--> <U_20 value="0x0" /> <F_24 value="0.0" /> <F_28 value="0.0" /> <U_2C value="0x0" /> <U_30 value="0x0" /> <NAME value="XXX" /><!--The XXX part of a given filename XXX_YYY_hair. You can use this to load models of a different character--> <!--MODEL, EMM, EMB, EAN--> <FILES value="NULL, NULL, NULL, NULL" /><!--Can be used to load files, that are not XXX_YYY_hair. For example you could load the emb file of a different part or load a part that has a different naming scheme--> <PhysicsObject><!--This is a PhysicsObject. It is loaded in addition to the part specified so far--> <U_00 value="0xffff" /><!--Same as MODEL above, but for the PhysicsObject. Note that here it is written in hex (0xffff is 65535). As far as I know, there is no vanilla BCS entry that uses something other than ffff here--> <U_02 value="0xffff" /><!--Same as MODEL2 above, but for the PhysicsObject--> <U_04 value="0x2" /><!--Same as TEXTURE above, but for the PhysicsObject--> <U_18 value="0x2" /><!--Same as U_18 above, but for the PhysicsObject. The value of 2 here means it will ignore U_04 and load whatever is defined in TEXTURE--> <U_1C value="0x0" /><!--<!--Same as U_1C above, but for the PhysicsObject--> <U_20 value="0x0" /> <NAME value="XXX" /><!--Same as NAME above, but for the PhysicsObject--> <STR_28 value="XXX_100_hair_scd, XXX_100_hair_scd, XXX_100_hair_scd, NULL, b_C_Head, XXX_100_hair" /><!--Almost the same as FILES above, but instead of MODEL, EMM, EMB, EAN, it has MODEL, EMM, EMB, EAN, bone that the PhysicsObject will be attached to, SCD values--> </PhysicsObject> </Part> hgphoenix' BCS value guide
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Apprentice
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Posts: 5
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Last seen: Dec 23, 2018 13:39:23 GMT
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Post by xtruthx on Dec 16, 2018 21:05:21 GMT
I'm having a issue with an accessory I'm trying to make. I'm trying to combine three different accessories, "Majin Symbol","Z-sword", and a accessory I added in with a mod a "right Potara earring". I successfully combined them all and was able to purchase and equip it in-game. The issue is my characters left ear is missing. I learned that this is because I copied the purple scouter and used the code for that to put in the earring in the game and the scouters code is made to get rid of the left ear, since that's the ear the scouter covers. Any help would be extremely appreciated. Here's what I got.
<PartSet> <Part idx="0"> <!--Face_base--> <!--This entry is empty.--> </Part> <Part idx="1"> <!--Face_forehead--> <!--This entry is empty.--> </Part> <Part idx="2"> <!--Face_eye--> <!--This entry is empty.--> </Part> <Part idx="3"> <!--Face_nose--> <!--This entry is empty.--> </Part> <Part idx="4"> <!--Face_ear--> <MODEL value="10000" /> <MODEL2 value="10000" /> <TEXTURE value="0" /> <U_10 value="0x0" /> <U_18 value="0x0" /> <U_1C value="0x0" /> <U_20 value="0x0" /> <F_24 value="0.0" /> <F_28 value="0.0" /> <U_2C value="0x0" /> <U_30 value="0x0" /> <NAME value="HUM" /> <!--MODEL, EMM, EMB, EAN--> <FILES value="NULL, NULL, NULL, NULL" /> <PhysicsObject> <U_00 value="0xffff" /> <U_02 value="0xffff" /> <U_04 value="0x0" /> <U_18 value="0xc" /> <U_1C value="0x0" /> <U_20 value="0x10" /> <NAME value="HUM" /> <STR_28 value="HUM_10000, NULL, NULL, NULL, b_C_Head, NULL" /> </PhysicsObject> </Part> <Part idx="5"> <!--Hair--> <MODEL value="65535" /> <MODEL2 value="65535" /> <TEXTURE value="0" /> <U_10 value="0x0" /> <U_18 value="0x0" /> <U_1C value="0x0" /> <U_20 value="0x0" /> <F_24 value="0.0" /> <F_28 value="0.0" /> <U_2C value="0x0" /> <U_30 value="0x0" /> <NAME value="HUM" /> <!--MODEL, EMM, EMB, EAN--> <FILES value="NULL, NULL, NULL, NULL" /> <PhysicsObject> <U_00 value="0xffff" /> <U_02 value="0xffff" /> <U_04 value="0x0" /> <U_18 value="0x4" /> <U_1C value="0x0" /> <U_20 value="0x0" /> <NAME value="HUM" /> <STR_28 value="HUM_922, NULL, NULL, NULL, b_C_Head, NULL" /> </PhysicsObject> </Part> <Part idx="6"> <!--Bust--> <MODEL value="65535" /> <MODEL2 value="65535" /> <TEXTURE value="0" /> <U_10 value="0x0" /> <U_18 value="0x0" /> <U_1C value="0x0" /> <U_20 value="0x0" /> <F_24 value="0.0" /> <F_28 value="0.0" /> <U_2C value="0x0" /> <U_30 value="0x0" /> <NAME value="HUM" /> <!--MODEL, EMM, EMB, EAN--> <FILES value="NULL, NULL, NULL, NULL" /> <PhysicsObject> <U_00 value="0xffff" /> <U_02 value="0xffff" /> <U_04 value="0x0" /> <U_18 value="0x4" /> <U_1C value="0x0" /> <U_20 value="0x0" /> <NAME value="HUM" /> <STR_28 value="HUM_891, NULL, NULL, NULL, b_C_Chest, NULL" /> </PhysicsObject> </Part> <Part idx="7"> <!--Pants--> <!--This entry is empty.--> </Part> <Part idx="8"> <!--Rist--> <!--This entry is empty.--> </Part> <Part idx="9"> <!--Boots--> <!--This entry is empty.--> </Part> </PartSet>
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Moderator
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Post by Rai on Dec 16, 2018 22:09:56 GMT
Literally look at the post directly above yours.
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Apprentice
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Posts: 5
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Last seen: Dec 23, 2018 13:39:23 GMT
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Post by xtruthx on Dec 17, 2018 2:05:59 GMT
Literally look at the post directly above yours. I'm sorry if it's a simple solution but I really don't understand how to fix it. I only started getting into modding XV2 yesterday, so I'm not really sure what I'm even doing, or what I need to do to be able to make my character's ear re-appear. If you understand what needs to be changed I'd really appreciate your help.
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Hero
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Posts: 489
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Last seen: May 18, 2023 16:07:21 GMT
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Post by atsuraelu on Dec 17, 2018 15:10:58 GMT
What he means is, there's an explanation of the BCS values directly above you post and it actually says "<U_1C value="0x0" /><!--This can hide other parts of the partset. See hgphoenix' guide for further info-->". But in this case, I actually have to disagree with him, as your U_1C values seem to be 0x0, which means it should not hide any parts, so the problem seems to be elsewhere. On a glance I can't actually find anything wrong with your BCS. Could you upload the X2M somewhere and link it here, so I can take a look at it?
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Apprentice
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Posts: 5
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Last seen: Dec 23, 2018 13:39:23 GMT
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Post by xtruthx on Dec 17, 2018 16:55:28 GMT
What he means is, there's an explanation of the BCS values directly above you post and it actually says "<U_1C value="0x0" /><!--This can hide other parts of the partset. See hgphoenix' guide for further info-->". But in this case, I actually have to disagree with him, as your U_1C values seem to be 0x0, which means it should not hide any parts, so the problem seems to be elsewhere. On a glance I can't actually find anything wrong with your BCS. Could you upload the X2M somewhere and link it here, so I can take a look at it? Sure thing, that's why I was confused too. I thought the ear shouldn't be gone cause U_1C was set to 0x0. Thanks for your help in advance. Here's the link: drive.google.com/file/d/1dl1_bLfQEZeVqKWkt2cE77wmhJWZ26dF/view?usp=sharing(Btw, I meant to have the HUF/SYF disabled in the version of it that I linked you but I forgot to uncheck it.)
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Apprentice
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Posts: 5
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Last seen: Dec 23, 2018 13:39:23 GMT
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Post by xtruthx on Dec 17, 2018 19:15:10 GMT
I figured it out so I figured I'd explain for anyone else that comes along with this same issue. What I did to fix it was went into the .x2m file that the earring was in and copied and pasted the "<Part idx="0">" in my old BCS. Before when I tried to put it in I used the "Purple Scouter" as sort of a template since the scouter goes on the ear as well, then I filled in the details to make it appear as the earring. There was two issues with that. First of all the "Purple Scouter" makes the ear that it's attached to invisible so when I viewed it in game one of my characters ears were missing. The second issue was the "Part idx" that it's in. The scouter was in <Part idx="4"> but the earrings were supposed to be in <Part idx="0"> like they were in their original .x2m file. Apparently they are supposed to be attached to the face to work properly not the ears. I hope by explaining my mistakes it can help somebody else. Here's the BCS that ended up working: <PartSet> <Part idx="0"> <!--Face_base--> <MODEL value="65535" /> <MODEL2 value="65535" /> <TEXTURE value="0" /> <U_10 value="0x0" /> <U_18 value="0x0" /> <U_1C value="0x0" /> <U_20 value="0x0" /> <F_24 value="0.0" /> <F_28 value="0.0" /> <U_2C value="0x0" /> <U_30 value="0x0" /> <NAME value="HUM" /> <!--MODEL, EMM, EMB, EAN--> <FILES value="NULL, NULL, NULL, NULL" /> <PhysicsObject> <U_00 value="0xffff" /> <U_02 value="0xffff" /> <U_04 value="0x0" /> <U_18 value="0x4" /> <U_1C value="0x0" /> <U_20 value="0x0" /> <NAME value="HUM" /> <STR_28 value="HUM_10000, NULL, NULL, NULL, b_C_Head, NULL" /> </PhysicsObject> </Part> <Part idx="1"> <!--Face_forehead--> <!--This entry is empty.--> </Part> <Part idx="2"> <!--Face_eye--> <!--This entry is empty.--> </Part> <Part idx="3"> <!--Face_nose--> <!--This entry is empty.--> </Part> <Part idx="4"> <!--Face_ear--> <!--This entry is empty.--> </Part> <Part idx="5"> <!--Hair--> <MODEL value="65535" /> <MODEL2 value="65535" /> <TEXTURE value="0" /> <U_10 value="0x0" /> <U_18 value="0x0" /> <U_1C value="0x0" /> <U_20 value="0x0" /> <F_24 value="0.0" /> <F_28 value="0.0" /> <U_2C value="0x0" /> <U_30 value="0x0" /> <NAME value="HUM" /> <!--MODEL, EMM, EMB, EAN--> <FILES value="NULL, NULL, NULL, NULL" /> <PhysicsObject> <U_00 value="0xffff" /> <U_02 value="0xffff" /> <U_04 value="0x0" /> <U_18 value="0x4" /> <U_1C value="0x0" /> <U_20 value="0x0" /> <NAME value="HUM" /> <STR_28 value="HUM_922, NULL, NULL, NULL, b_C_Head, NULL" /> </PhysicsObject> </Part> <Part idx="6"> <!--Bust--> <MODEL value="65535" /> <MODEL2 value="65535" /> <TEXTURE value="0" /> <U_10 value="0x0" /> <U_18 value="0x0" /> <U_1C value="0x0" /> <U_20 value="0x0" /> <F_24 value="0.0" /> <F_28 value="0.0" /> <U_2C value="0x0" /> <U_30 value="0x0" /> <NAME value="HUM" /> <!--MODEL, EMM, EMB, EAN--> <FILES value="NULL, NULL, NULL, NULL" /> <PhysicsObject> <U_00 value="0xffff" /> <U_02 value="0xffff" /> <U_04 value="0x0" /> <U_18 value="0x4" /> <U_1C value="0x0" /> <U_20 value="0x0" /> <NAME value="HUM" /> <STR_28 value="HUM_891, NULL, NULL, NULL, b_C_Chest, NULL" /> </PhysicsObject> </Part> <Part idx="7"> <!--Pants--> <!--This entry is empty.--> </Part> <Part idx="8"> <!--Rist--> <!--This entry is empty.--> </Part> <Part idx="9"> <!--Boots--> <!--This entry is empty.--> </Part> </PartSet>
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Apprentice
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Posts: 4
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Last seen: Feb 13, 2020 6:12:46 GMT
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Post by Tiffany on Feb 13, 2020 5:26:42 GMT
I don't know if this is the place to ask this or if anyone will even ever see it. But how would I go about updating a clothing mod like this? It's x2m format, but it was created in 2017. When I apply it with the installer it creates a HUF.bcs that is outdated and practically everything since 2017 is invisible. NPC's walking around with no bodies as just floating heads and such. Is my installer pointed at the wrong HUF.bcs to add stuff to or something? Or maybe it's some coding wizardry in the xml file that messes stuff up... I don't see anything in the xml itself that looks like it would mess stuff up. Maybe it's because I don't have a HUF.bcs already extracted to my data directory so it's updating some old one from god knows where that it's creating? My guess is it isn't searching ALL the CPK files it needs to so it can update what it needs to? So maybe it's a XV2 Mods Installer issue? Update: I used CPK Extract-Pack Tool 1.14 to extract all my data files then copied my HUF.bcs over from there before using the mods installer and it seems to have updated it properly. So it seems that was indeed what the problem was. Update: Okay maybe that wasn't entirely correct. The Crystal Raid guys have parts missing. Gyunana's missing his shirt. Pocco and Cooshin are missing their pants. Gagigori is missing his feet. Update: According to Cycit Gyunana appears to be wearing Majin Buu's Clothes top. Pocco appears to have Pan's Clothes bottoms and Krillin's Orin Temple Gi shoes. Cooshin appears to have Zen-Oh's Clothes pants. And Gagigori seems to have Fused Zamasu's Clothes shoes. These, I think: 527 – Majin Buu’s Clothes 613 – Krillin’s Orin Temple Gi 534 – Pan’s Clothes 758 – Omni King/Zen-Oh Outfit 757 – Merged Zamasu Outfit Update: Hm... even manually copying over the files from my extracted data folder (most of which were already there anyways) didn't seem to fix it. Ah, maybe I need to copy over the NMC.bcs, MAF.bcs, SYM.bcs, FRI.bcs etc before having it try to install stuff... yeah... I bet that'll do it. I think it's just not reading stuff right. Update: Yep. I think what the problem was is that the program was working as intended but I didn't do things properly after I opened my game after not having opened it after 3 years. The old 2017 bcs files were still there and it was reading loose files first before cpk files. As a result it wasn't loading the new items since then. After replacing the bcs files with the updated ones and reinstalling the mods with the installer everything seems fine now. Crisis averted.
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Apprentice
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Posts: 4
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Last seen: May 24, 2020 9:41:18 GMT
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Post by mudd on Apr 24, 2020 15:59:03 GMT
so i used the costume creator to make vegeta capsule corp gi from sdbh and once i finished
the costume would not display properly my cac's neck is missing the body is shrunk and the hands are sticks
please help what do i do
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Apprentice
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Posts: 2
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Last seen: Dec 21, 2020 14:53:04 GMT
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Post by largechild on Oct 31, 2020 0:44:01 GMT
is it possible to make a non-x2m replacer mod into an x2m that doesn't replace
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Apprentice
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Posts: 1
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Last seen: Nov 14, 2021 16:35:55 GMT
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Post by jhhvhgkjhjhkhkj on Jan 19, 2021 0:54:58 GMT
I want to know what is actully the numbers for like chest or arm or like foe example i want my cac have a big arms with small arms what exact number i need to change
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Apprentice
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Posts: 1
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Last seen: Aug 26, 2021 17:24:48 GMT
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Post by renrerose on Aug 26, 2021 16:57:35 GMT
I have been trying to replace a ssj4 bust and pants on the 69 transformations mod. But every single time it gives me infinite loading screen, i have done everything i can to the partset bcs, i even made new copied files and tried that, i tried renaming and it just won't allow my character to load into the battle. But i did the same thing to a 4 stage transformation and it works perfectly. So, what am i doing wrong with the 69 form's bcs?
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Apprentice
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Last seen: Mar 14, 2022 0:06:05 GMT
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Post by thelordhadron on Jan 28, 2022 3:42:22 GMT
So I'm having an issue and need some help. I've managed to create an outfit and put it into the game, but for some reason the outfit doesn't seem to be connected to the skeleton. At least I think that's the problem (with my limited knowledge of video game design.) The outfit is stuck in the same pose as in the viewer and editor (a T-pose if you will.) How would I fix this?
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