Hero
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Post by Smithers on Nov 29, 2017 6:44:17 GMT
I've never really looked at Kaioken, so I don't know how the stamina drain works. SSBKK's health drain comes from the U_08 value in PUP. SSBKK uses 219 and x10 SSBKK uses 220. I don't know much about U_08 beyond that, not even sure if it's a flags system or just ints. I might have to look further into that at some point. ok, thank you. can I ask you if you know how is possible to use golden form animation for other characters? it normally doesn't work and I don't know why... or, if you can tell me/teach me how to avoid camera problems with SSB+KK transformation: I mean, both animations on another character with a different shape than that of goku, give "bad effects" on their faces. From memory I believe Turn Golden loads it's animation directly from the Frieza Race EAN, not a skill EAN. You'd want to check the CUS stuff and make modifications as necessary. As for the Goku face animations, that's an EAN issue that is usually fixed with some EanOrganizer stuff, but I'm not too familiar with that process. You might need to ask around.
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Hero
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超サイヤ人第3段階
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Post by ussj2trunks on Nov 29, 2017 15:34:05 GMT
ok, thank you. can I ask you if you know how is possible to use golden form animation for other characters? it normally doesn't work and I don't know why... or, if you can tell me/teach me how to avoid camera problems with SSB+KK transformation: I mean, both animations on another character with a different shape than that of goku, give "bad effects" on their faces. From memory I believe Turn Golden loads it's animation directly from the Frieza Race EAN, not a skill EAN. You'd want to check the CUS stuff and make modifications as necessary. As for the Goku face animations, that's an EAN issue that is usually fixed with some EanOrganizer stuff, but I'm not too familiar with that process. You might need to ask around. yes, turn golden animation is inside frieza race .ean, I didn't know... I don't know anything about CUS stuff, the only thing I could try is to modify the .ean file of another character with EanOrganizer, adding the animation part of turn golden, and hope it works... by the way, thank you as always.
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Hero
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Post by Smithers on Nov 29, 2017 19:40:52 GMT
From memory I believe Turn Golden loads it's animation directly from the Frieza Race EAN, not a skill EAN. You'd want to check the CUS stuff and make modifications as necessary. As for the Goku face animations, that's an EAN issue that is usually fixed with some EanOrganizer stuff, but I'm not too familiar with that process. You might need to ask around. yes, turn golden animation is inside frieza race .ean, I didn't know... I don't know anything about CUS stuff, the only thing I could try is to modify the .ean file of another character with EanOrganizer, adding the animation part of turn golden, and hope it works... by the way, thank you as always. There's some stuff on CUS in the guide, including how to select what file types are to be loaded.
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Hero
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超サイヤ人第3段階
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Post by ussj2trunks on Nov 29, 2017 21:14:41 GMT
yes, turn golden animation is inside frieza race .ean, I didn't know... I don't know anything about CUS stuff, the only thing I could try is to modify the .ean file of another character with EanOrganizer, adding the animation part of turn golden, and hope it works... by the way, thank you as always. There's some stuff on CUS in the guide, including how to select what file types are to be loaded. I've read your guide, I know what is possible to load, but I already know that the other characters can't load turn golden animation, I already made tests about it. I will try with eanorganizer.
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Fighter
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Post by theneru on Dec 2, 2017 6:00:07 GMT
In the BDM tutorial. If I want to change the damage of a skill. Should I just edit the <BDM_Entry ID="0"> only or all the BDM Entries? I'm editing the Burst Kamehameha btw. It has 7 BDM Entries.
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Post by ussj2trunks on Dec 7, 2017 18:48:04 GMT
I need your help... I'm not able to have a perfect synchrony between super saiyan blue+kaiohken first animation and super saiyan aura explosion (when characters turns in super saiyan), but I don't understand why... I changed the start time of super saiyan effect, but it activate itself before than the blue+kaiohken original aura explosion. the synchrony of second animation is perfect (and at this point I don't know why...), but not for the first one... I tried changing the last three start time effect number, I put the same value of SSBKK (130-131-132), I had a little improvement but it isn't perfect yet. help, please?
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Post by Rai on Dec 8, 2017 0:15:08 GMT
The "explosions" are effects, you need to check the effects part in the skill, as opposed to the transform part.
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Post by ussj2trunks on Dec 8, 2017 15:00:17 GMT
The "explosions" are effects, you need to check the effects part in the skill, as opposed to the transform part. and it's exactly what I did. I changed the start time of the super saiyan's effect with the same of SSBKK, and then I copied everything. as I said, for the second animation has gone well, but not for the first one.
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Post by Rai on Dec 8, 2017 16:33:04 GMT
Have you edited the transform section then?
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超サイヤ人第3段階
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Post by ussj2trunks on Dec 8, 2017 16:54:31 GMT
Have you edited the transform section then? what do you mean? the </TransformControl>? no, because I have no idea what should I do. I changed only the effect part, 3 times and in 3 different ways: - the first one: was a failure, because the super saiyan's effect activate itself fast and, I don't know why, the red and blue colors of SSBKK still was there... - the second one: I took the entire, new effect of second animation, that is perfect, and I put on the first animation, red and blue colors are disappeared but the SSJ effect starts always faster than the animation - the third one: I changed the last 3 numbers of start_time with the same of the original SSBKK effect, I had a little improvement but it isn't good yet. this is all I did. and I still don't know why the second animation match perfectly with the new effect. if you can tell me what I need to do, in general and not only for this case, I'd be grateful.
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Post by Smithers on Dec 10, 2017 10:27:57 GMT
In the BDM tutorial. If I want to change the damage of a skill. Should I just edit the <BDM_Entry ID="0"> only or all the BDM Entries? I'm editing the Burst Kamehameha btw. It has 7 BDM Entries. That depends entirely on which BDM Entries are actually used by the skill at which points. If you only intend to multiply the damage then you can simply multiply every entry without issue. Problems arise when you want to add a fixed damage amount. With strike skills it's easy to tell what BDM Entries are used where, but with projectiles it's much harder since those are invoked through BSA's, which currently require hex editing of which I've not been keeping up to date with the knowledge on. Have you edited the transform section then? what do you mean? the </TransformControl>? no, because I have no idea what should I do. I changed only the effect part, 3 times and in 3 different ways: - the first one: was a failure, because the super saiyan's effect activate itself fast and, I don't know why, the red and blue colors of SSBKK still was there... - the second one: I took the entire, new effect of second animation, that is perfect, and I put on the first animation, red and blue colors are disappeared but the SSJ effect starts always faster than the animation - the third one: I changed the last 3 numbers of start_time with the same of the original SSBKK effect, I had a little improvement but it isn't good yet. this is all I did. and I still don't know why the second animation match perfectly with the new effect. if you can tell me what I need to do, in general and not only for this case, I'd be grateful. Well it sounds like the timing is off. Just copying the effects entries alone won't guarantee syncing if the animations are different. As far as timing goes, it's down to trial and error, really.
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Post by ussj2trunks on Dec 10, 2017 16:03:21 GMT
In the BDM tutorial. If I want to change the damage of a skill. Should I just edit the <BDM_Entry ID="0"> only or all the BDM Entries? I'm editing the Burst Kamehameha btw. It has 7 BDM Entries. That depends entirely on which BDM Entries are actually used by the skill at which points. If you only intend to multiply the damage then you can simply multiply every entry without issue. Problems arise when you want to add a fixed damage amount. With strike skills it's easy to tell what BDM Entries are used where, but with projectiles it's much harder since those are invoked through BSA's, which currently require hex editing of which I've not been keeping up to date with the knowledge on. what do you mean? the </TransformControl>? no, because I have no idea what should I do. I changed only the effect part, 3 times and in 3 different ways: - the first one: was a failure, because the super saiyan's effect activate itself fast and, I don't know why, the red and blue colors of SSBKK still was there... - the second one: I took the entire, new effect of second animation, that is perfect, and I put on the first animation, red and blue colors are disappeared but the SSJ effect starts always faster than the animation - the third one: I changed the last 3 numbers of start_time with the same of the original SSBKK effect, I had a little improvement but it isn't good yet. this is all I did. and I still don't know why the second animation match perfectly with the new effect. if you can tell me what I need to do, in general and not only for this case, I'd be grateful. Well it sounds like the timing is off. Just copying the effects entries alone won't guarantee syncing if the animations are different. As far as timing goes, it's down to trial and error, really. so, there is no solution? the only thing I can do right now, is having the same animation for both transformations...
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Post by Rai on Dec 10, 2017 16:49:10 GMT
The transformcontrol section for a transformation is when the character changes models into the "transformed state". If it's out of sync with your effects, you need to change the frame it triggers on.
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Post by ussj2trunks on Dec 10, 2017 18:14:35 GMT
The transformcontrol section for a transformation is when the character changes models into the "transformed state". If it's out of sync with your effects, you need to change the frame it triggers on. ok, but where is this section? always in .bac file? I need specific informations, please.
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Post by Rai on Dec 10, 2017 19:25:07 GMT
As far as I know yes, it should be in the .bac file.
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Post by ussj2trunks on Dec 10, 2017 20:35:25 GMT
As far as I know yes, it should be in the .bac file. ok, but what should I change? maybe I can copy the entire transformcontrol of super saiyan, paste it in SSBKK transform control and change only the start_time? what should I do? if you have informations that I don't, please you have to be specific, if you want to help me. "do this, do that" ecc...
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Post by theneru on Dec 10, 2017 23:14:09 GMT
That depends entirely on which BDM Entries are actually used by the skill at which points. If you only intend to multiply the damage then you can simply multiply every entry without issue. Problems arise when you want to add a fixed damage amount. With strike skills it's easy to tell what BDM Entries are used where, but with projectiles it's much harder since those are invoked through BSA's, which currently require hex editing of which I've not been keeping up to date with the knowledge on. Thanks for the info. I just went ahead and adjusted the "amount" value to what I preferred. I only followed your guide about the damage types that tell which ones go for regular hit animation and knock back ones. Some people may have asked this already. But, how do I go about on changing or finding the grab section of a character's moveset? Like, I want to switch Goku's grab to Mira's grab. Also which files do I need to change so I accomplish that?
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Post by Smithers on Dec 13, 2017 10:44:36 GMT
As far as I know yes, it should be in the .bac file. ok, but what should I change? maybe I can copy the entire transformcontrol of super saiyan, paste it in SSBKK transform control and change only the start_time? what should I do? if you have informations that I don't, please you have to be specific, if you want to help me. "do this, do that" ecc... It all comes down to START_TIME timing. You have to sync it all up so things occur at the point in the animation you want them to. If you time the transformation effects around the TransformControl TYPE 0xd START_TIME, you should get decent results. That depends entirely on which BDM Entries are actually used by the skill at which points. If you only intend to multiply the damage then you can simply multiply every entry without issue. Problems arise when you want to add a fixed damage amount. With strike skills it's easy to tell what BDM Entries are used where, but with projectiles it's much harder since those are invoked through BSA's, which currently require hex editing of which I've not been keeping up to date with the knowledge on. Thanks for the info. I just went ahead and adjusted the "amount" value to what I preferred. I only followed your guide about the damage types that tell which ones go for regular hit animation and knock back ones. Some people may have asked this already. But, how do I go about on changing or finding the grab section of a character's moveset? Like, I want to switch Goku's grab to Mira's grab. Also which files do I need to change so I accomplish that? It's a combination of BAC and BCM. BCM determines which BAC Entry is used for the grab, user throw and victim thrown entries. There's almost always a grab and throw combination at BAC Entry 600, but a lot of movesets have size-based throw variations. The only way to know where they'll be is to search BAC for animations that use the grab animation, then search BCM for every entry that links to that BAC Entry. Usually they'll have the same grab BAC Entry but use different user/victim throw BAC Entries. Key BAC/BCM sections to look at in the guide for more information is BACType17 for BAC, along with BAC_INDEX, U_26, U_28 for BCM.
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Post by ussj2trunks on Dec 13, 2017 15:26:23 GMT
ok, but what should I change? maybe I can copy the entire transformcontrol of super saiyan, paste it in SSBKK transform control and change only the start_time? what should I do? if you have informations that I don't, please you have to be specific, if you want to help me. "do this, do that" ecc... It all comes down to START_TIME timing. You have to sync it all up so things occur at the point in the animation you want them to. If you time the transformation effects around the TransformControl TYPE 0xd START_TIME, you should get decent results. ok, but for example: - there are 2 TransformControl section in SSBKK, the first one has no numbers in common with Effect section start_time, but the second one yes, with the third last for both animations. - regular super saiyan has 2 TransformControl section, and no numbers in common with Effect section start_time. I usually change the start time of SSJ effect with the same number of SSBKK, but it is clearly not enough, so what should I change? maybe is more simple if I do this: SUPER SAIYAN EFFECT/TRANSFORMCONTROL
<Effect>
<START_TIME value="20" />
<DURATION value="1" />
<U_04 value="0x0" />
<FLAGS value="0x1" />
<U_0A value="0x0" />
<SKILL_ID value="0xffff" />
<U_0E value="0xffff" />
<U_10 value="0xc8, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0" />
</Effect>
<Effect>
<START_TIME value="55" />
<DURATION value="1" />
<U_04 value="0x0" />
<FLAGS value="0x1" />
<U_0A value="0x0" />
<SKILL_ID value="0xffff" />
<U_0E value="0xffff" />
<U_10 value="0xc8, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0" />
</Effect>
<Effect>
<START_TIME value="74" />
<DURATION value="1" />
<U_04 value="0x0" />
<FLAGS value="0x0" />
<U_0A value="0x0" />
<SKILL_ID value="1" />
<U_0E value="0x0" />
<U_10 value="0xc9, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0" />
</Effect>
<Effect>
<START_TIME value="77" />
<DURATION value="1" />
<U_04 value="0x0" />
<FLAGS value="0x0" />
<U_0A value="0x0" />
<SKILL_ID value="0" />
<U_0E value="0x0" />
<U_10 value="0x1f, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0" />
</Effect>
<Effect>
<START_TIME value="100" />
<DURATION value="1" />
<U_04 value="0x0" />
<FLAGS value="0x1" />
<U_0A value="0x0" />
<SKILL_ID value="0xffff" />
<U_0E value="0xffff" />
<U_10 value="0x50, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0" />
</Effect>
<Effect>
<START_TIME value="119" />
<DURATION value="1" />
<U_04 value="0x0" />
<FLAGS value="0x0" />
<U_0A value="0x0" />
<SKILL_ID value="1" />
<U_0E value="0x0" />
<U_10 value="0xc9, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x1" />
<TransformControl>
<START_TIME value="0" />
<DURATION value="50" />
<U_04 value="0x0" />
<FLAGS value="0x0" />
<!--0xd -> skill activation? ; 0x2a -> use bcs body-->
<TYPE value="0x28" />
<U_0A value="0x0" />
<!--If type == 0x2a, this is bcs body-->
<PARAMETER value="0.0" />
<U_10 value="0x0, 0x0, 0x0, 0x0" />
</TransformControl>
<TransformControl>
<START_TIME value="80" />
<DURATION value="1" />
<U_04 value="0x0" />
<FLAGS value="0x0" />
<!--0xd -> skill activation? ; 0x2a -> use bcs body-->
<TYPE value="0xd" />
<U_0A value="0x0" />
<!--If type == 0x2a, this is bcs body-->
<PARAMETER value="0.0" />
<U_10 value="0x0, 0x0, 0x0, 0x0" />
SUPER SAIYAN BLUE+KAIOHKEN EFFECT/TRANSFORMCONTROL
<Effect>
<START_TIME value="77" />
<DURATION value="1" />
<U_04 value="0x0" />
<FLAGS value="0x0" />
<U_0A value="0x2" />
<SKILL_ID value="0" />
<U_0E value="0x0" />
<U_10 value="0xd, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0" />
</Effect>
<Effect>
<START_TIME value="79" />
<DURATION value="1" />
<U_04 value="0x0" />
<FLAGS value="0x0" />
<U_0A value="0x2" />
<SKILL_ID value="0" />
<U_0E value="0x0" />
<U_10 value="0xd, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0" />
</Effect>
<Effect>
<START_TIME value="82" />
<DURATION value="1" />
<U_04 value="0x0" />
<FLAGS value="0x0" />
<U_0A value="0x2" />
<SKILL_ID value="0" />
<U_0E value="0x0" />
<U_10 value="0xd, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0" />
</Effect>
<Effect>
<START_TIME value="85" />
<DURATION value="1" />
<U_04 value="0x0" />
<FLAGS value="0x0" />
<U_0A value="0x2" />
<SKILL_ID value="0" />
<U_0E value="0x0" />
<U_10 value="0xd, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0" />
</Effect>
<Effect>
<START_TIME value="130" />
<DURATION value="1" />
<U_04 value="0x0" />
<FLAGS value="0x0" />
<U_0A value="0x0" />
<SKILL_ID value="0" />
<U_0E value="0x0" />
<U_10 value="0x1f, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0" />
</Effect>
<Effect>
<START_TIME value="131" />
<DURATION value="1" />
<U_04 value="0x0" />
<FLAGS value="0x0" />
<U_0A value="0x0" />
<SKILL_ID value="1" />
<U_0E value="0x0" />
<U_10 value="0x147, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0" />
</Effect>
<Effect>
<START_TIME value="132" />
<DURATION value="1" />
<U_04 value="0x0" />
<FLAGS value="0x0" />
<U_0A value="0x0" />
<SKILL_ID value="1" />
<U_0E value="0x0" />
<U_10 value="0x148, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0" />
<TransformControl>
<START_TIME value="26" />
<DURATION value="84" />
<U_04 value="0x0" />
<FLAGS value="0x0" />
<!--0xd -> skill activation? ; 0x2a -> use bcs body-->
<TYPE value="0x28" />
<U_0A value="0x0" />
<!--If type == 0x2a, this is bcs body-->
<PARAMETER value="0.0" />
<U_10 value="0x0, 0x0, 0x0, 0x0" />
</TransformControl>
<TransformControl>
<START_TIME value="130" />
<DURATION value="1" />
<U_04 value="0x0" />
<FLAGS value="0x0" />
<!--0xd -> skill activation? ; 0x2a -> use bcs body-->
<TYPE value="0xd" />
<U_0A value="0x0" />
<!--If type == 0x2a, this is bcs body-->
<PARAMETER value="0.0" />
<U_10 value="0x0, 0x0, 0x0, 0x0" /> these are the original values, if you can, tell me what should I do.
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Fighter
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Post by theneru on Dec 14, 2017 23:43:45 GMT
It's a combination of BAC and BCM. BCM determines which BAC Entry is used for the grab, user throw and victim thrown entries. There's almost always a grab and throw combination at BAC Entry 600, but a lot of movesets have size-based throw variations. The only way to know where they'll be is to search BAC for animations that use the grab animation, then search BCM for every entry that links to that BAC Entry. Usually they'll have the same grab BAC Entry but use different user/victim throw BAC Entries. Key BAC/BCM sections to look at in the guide for more information is BACType17 for BAC, along with BAC_INDEX, U_26, U_28 for BCM. I just realized that the throw animation is actually in the .ean file. So I can't really swap out a character's throw for another's or can I specify what .ean to use? Pretty much changing throw animations need alot of editing. BCM -> BAC -> EAN -> BDM So I can't give my CAC Mira's throw animation that easily.
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