Fighter
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Posts: 14
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Last seen: Jun 19, 2018 20:22:47 GMT
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Post by Ʀed Ʀibbon Ɱodders on Mar 6, 2017 1:23:53 GMT
i dont understand the partset How do i use it
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Fighter
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Posts: 14
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Last seen: Jun 19, 2018 20:22:47 GMT
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Post by Ʀed Ʀibbon Ɱodders on Mar 6, 2017 1:25:19 GMT
eternity i dont understand the partset iin the CUS Tab plz explain more
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Apprentice
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Posts: 3
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Last seen: Dec 22, 2017 9:23:26 GMT
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Post by DARKKin on Mar 7, 2017 13:36:05 GMT
How can you modify the damage dealt by a skill ? What do I edit in the .bac ?
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Apprentice
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Posts: 4
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Last seen: Apr 4, 2020 11:33:14 GMT
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Post by zekros on Mar 9, 2017 2:35:03 GMT
ok, i have a very big problem. every time i make a new skill, the file size keeps getting bigger and bigger. my last one was 747MB. how do i fix this?
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VIP
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Trying to help out where I can.
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Posts: 45
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Last seen: Mar 25, 2019 0:36:53 GMT
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Post by HisanaFukuhara on Mar 9, 2017 19:49:37 GMT
eternitySkill creator currently lacks references to Pure Progress' auras 22 and 23 for behavior in the patcher section.
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Apprentice
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Posts: 3
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Last seen: Apr 29, 2017 10:50:11 GMT
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Post by belladonnn on Mar 9, 2017 20:53:35 GMT
hello, i'm "creating" an awakening skill based on the ssbkk from the game but i'm stuck with hair staying black and my eyes turning black! help please! edit: got the hair (wrong "behaviour), NOW stuck with the animation
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Apprentice
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Posts: 3
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Last seen: Feb 19, 2018 9:33:47 GMT
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Post by shirochinx on Mar 11, 2017 12:13:19 GMT
How do I edit hair style for transformations skill?
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Apprentice
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Posts: 7
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Last seen: Apr 1, 2018 12:13:50 GMT
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Post by didesa on Mar 13, 2017 19:48:12 GMT
(First, sorry for my english) Thank you very much for this tool! I only have one question: Is there any way to change the dyt index (MatScale1X in emm files) used in an awaken skill? Thanks in advance.
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Apprentice
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Posts: 7
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Last seen: Apr 1, 2018 12:13:50 GMT
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Post by didesa on Mar 13, 2017 19:52:41 GMT
How do I edit hair style for transformations skill? I don´t know if you can do that with the tool, but you can edit the partset established in the cus tab (editing the bcs file of the character) and setting the hairstyle you want there.
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Fighter
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Posts: 11
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Last seen: Oct 2, 2018 18:04:22 GMT
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Post by tplasm on Mar 14, 2017 0:07:41 GMT
Hello ! So, like others say : thank you for the tools, you make a really good job ! =) I'm very new in "modding", and I just experiment your differents tools, so I've a lot of questions in mind, but I actually just will ask some for now.
In fact I actually want to make two new skills : an awaken that will transform my charac by changing his hair and clothes. I understand I have to use the "parset" part for this, but I don't really understand this part ^^' I've to change the bcs files for this ?
And the second skill is a copy of "purification", when my charac will transform in a new one, but I've a problem with the "model" section, I can only put numbers in there, and not letters, which not match with the id's I want to use. Any ideas about this ?
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Fighter
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Posts: 13
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Last seen: Sept 17, 2020 14:21:48 GMT
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Post by wiliamz on Mar 14, 2017 4:13:04 GMT
Hello ! So, like others say : thank you for the tools, you make a really good job ! =) I'm very new in "modding", and I just experiment your differents tools, so I've a lot of questions in mind, but I actually just will ask some for now. In fact I actually want to make two new skills : an awaken that will transform my charac by changing his hair and clothes. I understand I have to use the "parset" part for this, but I don't really understand this part ^^' I've to change the bcs files for this ? And the second skill is a copy of "purification", when my charac will transform in a new one, but I've a problem with the "model" section, I can only put numbers in there, and not letters, which not match with the id's I want to use. Any ideas about this ? 1° Yes, you need. For example, if your partset is 1, so in <PartSet idx="01"> you need to put your character transformed.
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Fighter
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Posts: 11
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Last seen: Oct 2, 2018 18:04:22 GMT
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Post by tplasm on Mar 14, 2017 14:50:34 GMT
Thanks for the quick answer ! =)
That's what i thought (fear ? as I said I'm a newbie in this domain). So the bcs I've to edit is the one of the skill right ? Let me recap to see if I understand well : 1 - I create the skill I want thanks to the creator tool. 2 - I go in the bcs files of this new skill, so i can change the partset into the transformation I want. Then, if it works, my character could transform in a new one no ?
So in fact, this could even be a solution for my second problem no ? Instead of transforming in a new model, I could make a complete PartSet which will change even the face of my charac, or it's not possible ?
My problem here is that, in the PartSet part, I've to put some code if I understand well the file, like "Boot = N° of the boots I want", same for hair etc.... So is there somewhere where I can find the differents code ?
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Fighter
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Posts: 13
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Last seen: Sept 17, 2020 14:21:48 GMT
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Post by wiliamz on Mar 15, 2017 6:09:10 GMT
Thanks for the quick answer ! =) That's what i thought (fear ? as I said I'm a newbie in this domain). So the bcs I've to edit is the one of the skill right ? Let me recap to see if I understand well : 1 - I create the skill I want thanks to the creator tool. 2 - I go in the bcs files of this new skill, so i can change the partset into the transformation I want. Then, if it works, my character could transform in a new one no ? So in fact, this could even be a solution for my second problem no ? Instead of transforming in a new model, I could make a complete PartSet which will change even the face of my charac, or it's not possible ? My problem here is that, in the PartSet part, I've to put some code if I understand well the file, like "Boot = N° of the boots I want", same for hair etc.... So is there somewhere where I can find the differents code ? Well, I really don't understand what's your problem.
In the partset in the skill creator, you need to put your Partset that will be in your Character BCS. For example:
If the partset is 100, in your BCS <Partset idx="100"> will be your transformation. But inside that <Partset></Partset> you can put whatever you want.
Imagine this: <partset idx="0"> <part idx="0"> <!--Face_base--> <model value="0"> <model2 value="0"> <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="VGT"> <!--MODEL, EMM, EMB, EAN--> <files value="NULL, NULL, NULL, NULL"> </files></name></u_30></u_2c></f_28></f_24></u_20></u_1c></u_18></u_10></texture></model2></model></part> <part idx="1"> <!--Face_forehead--> <!--This entry is empty.--> </part> <part idx="2"> <!--Face_eye--> <model value="0"> <model2 value="0"> <texture value="0"> <u_10 value="0x1"> <u_18 value="0x0"> <u_1c value="0x0"> <u_20 value="0x0"> <f_24 value="1.5"> <f_28 value="1.5"> <u_2c value="0x0"> <u_30 value="0x0"> <name value="VGT"> <!--MODEL, EMM, EMB, EAN--> <files value="NULL, NULL, NULL, NULL"> </files></name></u_30></u_2c></f_28></f_24></u_20></u_1c></u_18></u_10></texture></model2></model></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="VGT"> <!--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="0x2"> <u_1c value="0x0"> <u_20 value="0x0"> <name value="VGT"> <str_28 value="VGT_000_hair_scd, VGT_000_hair_scd, VGT_000_hair_scd, NULL, b_C_Head, VGT_hair_scd"> </str_28></name></u_20></u_1c></u_18></u_04></u_02></u_00></physicsobject> </files></name></u_30></u_2c></f_28></f_24></u_20></u_1c></u_18></u_10></texture></model2></model></part> <part idx="6"> <!--Bust--> <model value="0"> <model2 value="0"> <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="VGT"> <!--MODEL, EMM, EMB, EAN--> <files value="NULL, NULL, NULL, NULL"> </files></name></u_30></u_2c></f_28></f_24></u_20></u_1c></u_18></u_10></texture></model2></model></part> <part idx="7"> <!--Pants--> <model value="0"> <model2 value="0"> <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="VGT"> <!--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="0x1"> <u_1c value="0x0"> <u_20 value="0x0"> <name value="VGT"> <str_28 value="VGT_000_skirt_scd, NULL, NULL, NULL, b_C_Pelvis, VGT_skirt_scd"> </str_28></name></u_20></u_1c></u_18></u_04></u_02></u_00></physicsobject> </files></name></u_30></u_2c></f_28></f_24></u_20></u_1c></u_18></u_10></texture></model2></model></part> <part idx="8"> <!--Rist--> <model value="0"> <model2 value="0"> <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="VGT"> <!--MODEL, EMM, EMB, EAN--> <files value="NULL, NULL, NULL, NULL"> </files></name></u_30></u_2c></f_28></f_24></u_20></u_1c></u_18></u_10></texture></model2></model></part> <part idx="9"> <!--Boots--> <model value="0"> <model2 value="0"> <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="VGT"> <!--MODEL, EMM, EMB, EAN--> <files value="NULL, NULL, NULL, NULL"> </files></name></u_30></u_2c></f_28></f_24></u_20></u_1c></u_18></u_10></texture></model2></model></part> </partset> This is your base model. If you put 100 in the partset at SkillCreator, you will need this in the Partset"100": <partset idx="100"> <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--> <model value="1"> <model2 value="1"> <texture value="2"> <u_10 value="0x0"> <u_18 value="0x0"> <u_1c value="0x0"> <u_20 value="0x0"> <f_24 value="1.5"> <f_28 value="1.5"> <u_2c value="0x0"> <u_30 value="0x0"> <name value="VGT"> <!--MODEL, EMM, EMB, EAN--> <files value="NULL, NULL, NULL, NULL"> </files></name></u_30></u_2c></f_28></f_24></u_20></u_1c></u_18></u_10></texture></model2></model></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--> <!--This entry is empty.--> </part> <part idx="6"> <!--Bust--> <!--This entry is empty.--> </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> This example which I made, is Base Vegeta(Partset 0 ) to SSJ Vegeta(PartSet 100). In the partset 100 I put what changed. Here, I just changed his eye, to him look more serious. I don't know if I answered your question but I tried . If I didn't, try asking diferently, because I'm brazilian, and my english is not that good hahaha
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Fighter
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Posts: 11
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Last seen: Oct 2, 2018 18:04:22 GMT
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Post by tplasm on Mar 15, 2017 14:15:27 GMT
No problem, I'm french so my english is not so good too ^^ In all ways, it's very kind from you to try to help me.
In fact my problem is that i don't know what to put in this :
I don't know what are u-18, u-10 etc..... And I don't know the code of the "parts" I want and where to find them. In your example you change
How do you know that you have to make these precise changes to have the eyes you want ?
EDIT : Oh, and another question. I've created some new characters which I added in new slot but I want to delete some of them. I've delete the files, but the slot with the name of the caracters are still here, someone have a solution to make a proper uninstall ?
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Apprentice
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Posts: 7
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Last seen: Apr 1, 2018 12:13:50 GMT
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Post by didesa on Mar 16, 2017 0:28:10 GMT
(First, sorry for my english) Thank you very much for this tool! I only have one question: Is there any way to change the dyt index (MatScale1X in emm files) used in an awaken skill? Thanks in advance. I don't know what I was thinking, I was wrong in my question. I wanted to say if you could choose the texture used in the transformation you create (which is 2 in case of super saiyan and 5 in super saiyan 3 for example).
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Fighter
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Posts: 13
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Last seen: Sept 17, 2020 14:21:48 GMT
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Post by wiliamz on Mar 16, 2017 3:19:38 GMT
I don't know what to put there too, I always put some random numbers there and watch what happen in game.
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Fighter
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Posts: 11
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Last seen: Oct 2, 2018 18:04:22 GMT
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Post by tplasm on Mar 17, 2017 11:48:34 GMT
I don't know what to put there too, I always put some random numbers there and watch what happen in game. Haha, that's a way to do things, but I don't like random factors ^^ So if you want to know exactly what changes you'll do, I have a little tips : just use the other tool by eternity to extract the champ with the stuff/eyes/hair.... that interested you so you can have access to his .bcs and copy the thing you want to paste this in the part set of the character you want to transform. In that way you can exactly know what changes you'll do. So finally yesterday I did my first transformation. I test the tool by creating a Friza's race awaken, and I encountered some problems with the tools. Finally it works, but I'll make here some precisions that can be helpful for others. Maybe it's obvious things, maybe I did/understand something wrong, but it's look like the tool have some limitations which are not define in the tuto. So first of all, I tried to use the "Golden Transformation" to make my own on, so I copy it and put PartSet 3. But even if I edit the .bcs of the character I created, there's no change in the game, and even worse, the animation bug (he lays down in the ground....). So after various changes, it's seems like it's because the original "GT" don't change the PartSet, and even if you edit it in the tool, the change is not done in the game. Ok, not a big deal, I'll use the super saiyan then. Copy the skill, and change the PartSet from 100 to 3. Surprise, it didn't works too ! The champion effectively transform, but not with the settings I put in PartSet 3. I can change what I want there's no effect in the game. Last try, I still use the super saiyan, but I don't change the PartSet and let 100. I edit the PartSet 100 in the .bcs and it's work perfectly (Except the height if I remember well, I don't find yet how to change that, not sure if it's possible). So to conclude, it seems that the "PartSet" part in the tool, even if you can change it, don't work well, or at least that the game don't take it in consideration. So if you want to do a awaken that transform your character, you have to copy a skill that already transform him, and to keep the default PartSet of this skill. Furthermore, add an PartSet to a awaken that didn't usually change your appearance will lead in bug in the animations or to infinite load screen. In fact, that means that if I use the real super saiyan transformation, my character will transform with the preset I created, which is not what I want. As I said, I just made some tests, but it's seems there's a problem here. PS : Did someone know how to export an official character ? Like Goku, Vegeta ...? I can easily export the ones I created, but I'm not sure for he officials. Didn't look for the moment, but if someone can already tell me ^^
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Fighter
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Posts: 11
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Last seen: Oct 2, 2018 18:04:22 GMT
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Post by tplasm on Mar 18, 2017 23:05:05 GMT
Hi all ! Sorry for the double post, but I'll try to summarize my problems and make it clear so maybe someone can help me ( eternity ?). - As I said, it seems like the "PartSet" section in the "CUS" table can't be edit (in fact you can edit it, but it has no effect). Am I the only one who have this problem ? - In the "Model" section, I can only put numbers, but the id of the characters are numbers and letters. - Is it possible to export an official character (Goku, Vegeta....) ? With the CaCXV2 it seems that I only have access to the one I created.
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Apprentice
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Posts: 6
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Last seen: Jul 8, 2018 19:15:31 GMT
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Post by ostuniplays on Mar 19, 2017 1:36:40 GMT
Anyone know the values to change to add the floating rubble, or brightness (NOT SHINYNESS) to a transformation?
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Apprentice
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Posts: 1
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Last seen: Feb 2, 2021 16:42:05 GMT
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Post by patox on Mar 22, 2017 0:16:57 GMT
Hi, can anyone tell me how to change the animation during the transformation? I have made my awoken skill and it's working just fine. I just need to change the animations to match the transformation... By the way it's a 4 stage SSJ-Ss3-Ssb-Ssbkk Thanks
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