Fighter
|
|
Posts: 15
|
|
|
Last seen: Sept 17, 2018 22:16:33 GMT
|
|
Post by Lex Prailius on Mar 17, 2017 12:55:45 GMT
Thank you so much, I ended up doing this but now I'm trying to figure out how do I put this .emm.xml file into the BCS PartSet section without it disappearing from the section. What ends up happening is that I will drag the file into the section that looks like this "<PartSet>(Dragged file here) </PartSet>" But after I save it and then open the game, it acts as if the file has disappeared and that I had dragged nothing there, because the outfit pieces instead declothes my character. When I reopen the outfit x2m file I made, it says that I entered nothing there and looks like this. "<PartSet> <!--This entry is empty.--> </PartSet>" I feel I'm missing something simple here to make it work. Or maybe it's not something simple, thanks so much for your help so far, I would have never figured out on my own that the application was simply to be used to drag files on. I am simply trying to make the Battle Suit (Turles) actually recolorable, and somebody seems to have already made the .emm file that I am assuming makes it recolorable. But for whatever reason for the life of me, I can't get this file to just 'work' lol. Any help would be much appreciated. You're not supposed to drag the file, you're supposed to convert the bcs using genser, finding its partset (find costume id through google), renaming all the model names to 10000 that aren't directly referencing some other file and then pasting the full partset entry from your xml into that bcs window, just making sure to highlight everything in the window before using ctrl a and then ctrl v to paste. Make sure you rename your files to HUM_10000_bust/rist/pants/boots.emd/dyt.emb/emb/emm respectively. If you only have the emm file, just unpack your cpk to get turles' battlesuit from the HUM or HUF folder and then rename accordingly. Ok, so this is definitely over my head at this point, BUT I think I may have more of a grasp on this than I initially think. So, first thing, there's a copy button that Eternity mentions that gives me the partset code of Battle Suit (Turles), and that's how I'm able to see all of the code. But from what it sounds like you're saying, there's actually a way to see this (and save this) outside of this feature. Here is where my knowledge on this stuff caps I suppose. 1. "Converting the BCS using genser." this goes back to my earlier thought, I'm supposed to get that similar partset code that I unlocked from the copy button, but instead it needs to come from another file and not the copy button? My second assumption is that I did what you told me right which was to actually use the copy button and just change the model values to 10000, though I don't know what you mean when you say "... that aren't directly referencing some other file" 2. The 10000 bit is very confusing, at least from the instructions that Eternity posted, as far as what you told me, I just replaced every model value with 10000 and I'll hope for the best in this department. 3. "Then pasting the full partset entry from your xml into that bcs window" this is where I run into the dilemma of thinking I messed up by using the copy button feature. This definitely makes me think I was supposed to get this code from somewhere else and not the "Copy from game (HUM.bcs)" if this is the case, where exactly may I find this. I have the costume ID number of what I'm looking for, but not sure where I'm supposed to look for the actual partset code. Also, when I try to open the xml file that I created through genser, the example here I'll use is "HUM_522_Bust.emm.xml" I opened it in a document app like Libre Office and Microsoft Word, it definitely doesn't look like the same partset code as with the copy from game button in the costume creator. Perhaps I'm opening this document in the wrong fashion? 4. Your entire last paragraph. I'm going to assume I only have the .emm files of each outfit (bust, pants, rist, boots for each one) but I'm supposed to have more? You say to unpack the cpk so I'm assuming that's in the game folder itself under data.cpk? Or is it data2.cpk? Since I keep hearing that one multiple times in various scenarios. Finally, once I actually get this all completed and I'm ready to just rename the files, I'm assuming this is to tell the difference between the original costume ID and the new one I basically created, is this right?
|
|
VIP
|
|
Trying to help out where I can.
|
Posts: 45
|
|
|
Last seen: Mar 25, 2019 0:36:53 GMT
|
|
Post by HisanaFukuhara on Mar 17, 2017 18:30:12 GMT
You're not supposed to drag the file, you're supposed to convert the bcs using genser, finding its partset (find costume id through google), renaming all the model names to 10000 that aren't directly referencing some other file and then pasting the full partset entry from your xml into that bcs window, just making sure to highlight everything in the window before using ctrl a and then ctrl v to paste. Make sure you rename your files to HUM_10000_bust/rist/pants/boots.emd/dyt.emb/emb/emm respectively. If you only have the emm file, just unpack your cpk to get turles' battlesuit from the HUM or HUF folder and then rename accordingly. Ok, so this is definitely over my head at this point, BUT I think I may have more of a grasp on this than I initially think. So, first thing, there's a copy button that Eternity mentions that gives me the partset code of Battle Suit (Turles), and that's how I'm able to see all of the code. But from what it sounds like you're saying, there's actually a way to see this (and save this) outside of this feature. Here is where my knowledge on this stuff caps I suppose. 1. "Converting the BCS using genser." this goes back to my earlier thought, I'm supposed to get that similar partset code that I unlocked from the copy button, but instead it needs to come from another file and not the copy button? My second assumption is that I did what you told me right which was to actually use the copy button and just change the model values to 10000, though I don't know what you mean when you say "... that aren't directly referencing some other file" 2. The 10000 bit is very confusing, at least from the instructions that Eternity posted, as far as what you told me, I just replaced every model value with 10000 and I'll hope for the best in this department. 3. "Then pasting the full partset entry from your xml into that bcs window" this is where I run into the dilemma of thinking I messed up by using the copy button feature. This definitely makes me think I was supposed to get this code from somewhere else and not the "Copy from game (HUM.bcs)" if this is the case, where exactly may I find this. I have the costume ID number of what I'm looking for, but not sure where I'm supposed to look for the actual partset code. Also, when I try to open the xml file that I created through genser, the example here I'll use is "HUM_522_Bust.emm.xml" I opened it in a document app like Libre Office and Microsoft Word, it definitely doesn't look like the same partset code as with the copy from game button in the costume creator. Perhaps I'm opening this document in the wrong fashion? 4. Your entire last paragraph. I'm going to assume I only have the .emm files of each outfit (bust, pants, rist, boots for each one) but I'm supposed to have more? You say to unpack the cpk so I'm assuming that's in the game folder itself under data.cpk? Or is it data2.cpk? Since I keep hearing that one multiple times in various scenarios. Finally, once I actually get this all completed and I'm ready to just rename the files, I'm assuming this is to tell the difference between the original costume ID and the new one I basically created, is this right? I never copied from the game so I wouldn't know. Also for your other question, yes unpack data.cpk using eternity's "yace" tool. Open the bcs xml, get notepad++ then press alt 0, then click the little plus button near the line counter at the left, it'll open up all the menus you collapsed. then look at the costume code and scroll down until you see a partset with that code. Copy the entire partset after renaming all the code (so if it was hum 666, then it'd be HUM_10000) from the original partset with 10000, paste it into the bcs window. You're really making all of this about 400 times harder than it should be. emm is a material file, not a file that tells the game what models to load. The emm tells the game how to render the shader that's applied onto the surface of the mesh and which shader to use from the dyt.emb file. The bcs which you xmlized, tells the game what models to load. If your partset is empty the game literally can't load in your meshes nor the color/rendering data in your emm.
|
|
Fighter
|
|
Posts: 15
|
|
|
Last seen: Sept 17, 2018 22:16:33 GMT
|
|
Post by Lex Prailius on Mar 17, 2017 19:20:58 GMT
Ok, so I'm understanding a bit more about this, just a bit lol, sorry I'm so slow at picking all of this up. So, I got the yace tool, unpacked the data.cpk, went to HUM, and I see all of the different file types of 522 (which is the Battle Suit (Turles) that I want) they're in .dyt.emb, .emb, .emd, and then .emm in respective order for each outfit type.
Now the bcs xml, here's where I lost you. I don't see any of that in the HUM part I just unpacked. Also, because I unpacked it and now there's an extra data folder there, does that mean I'm supposed to repack it at some point after doing all of the editing of the xml you mentioned here? I feel myself so close now, I'm just missing the final step of where to find the bcs xml you just mentioned. I just got notepad++ by the way and I'm assuming I won't see that plus button near the line counter until I actually open the file you referenced earlier.
Quick Edit: I just tried to open up one of the .emm.xml files that I created earlier through the genser, as a just in case to see if that was what you were referring to. Doesn't seem to be the case as I'm looking at <EMM Parameters> and <EMM Materials> that you mentioned. So the partset I'm looking for is definitely somewhere else. Is it in the data.cpk I just unpacked? I'll just open up each one of these HUM_522 files with notepad++ to see if I get lucky.
|
|
VIP
|
|
Trying to help out where I can.
|
Posts: 45
|
|
|
Last seen: Mar 25, 2019 0:36:53 GMT
|
|
Post by HisanaFukuhara on Mar 18, 2017 15:45:49 GMT
Ok, so I'm understanding a bit more about this, just a bit lol, sorry I'm so slow at picking all of this up. So, I got the yace tool, unpacked the data.cpk, went to HUM, and I see all of the different file types of 522 (which is the Battle Suit (Turles) that I want) they're in .dyt.emb, .emb, .emd, and then .emm in respective order for each outfit type. Now the bcs xml, here's where I lost you. I don't see any of that in the HUM part I just unpacked. Also, because I unpacked it and now there's an extra data folder there, does that mean I'm supposed to repack it at some point after doing all of the editing of the xml you mentioned here? I feel myself so close now, I'm just missing the final step of where to find the bcs xml you just mentioned. I just got notepad++ by the way and I'm assuming I won't see that plus button near the line counter until I actually open the file you referenced earlier. Quick Edit: I just tried to open up one of the .emm.xml files that I created earlier through the genser, as a just in case to see if that was what you were referring to. Doesn't seem to be the case as I'm looking at <EMM Parameters> and <EMM Materials> that you mentioned. So the partset I'm looking for is definitely somewhere else. Is it in the data.cpk I just unpacked? I'll just open up each one of these HUM_522 files with notepad++ to see if I get lucky. Unpack your cpk, find HUM.bcs, drag the HUM.bcs onto genser, stop touching emm files. I told you repeatedly to stop touching the emm files by explaining that they're not what the partset requires. I'm really losing my patience here, if you were on discord a large majority of this confusion would be solved very very early on. Open up your bcs xml, yes you should have a bcs xml after you drag your bcs file onto genser and if you open up one more emm, I am going to stop helping you. "emm is a material file, not a file that tells the game what models to load. The emm tells the game how to render the shader that's applied onto the surface of the mesh and which shader to use from the dyt.emb file. The bcs which you xmlized, tells the game what models to load. If your partset is empty the game literally can't load in your meshes nor the color/rendering data in your emm."
it boggles my mind why you still chose to look through the emm even when i'm telling you that it's not what you should be editing. "Ok, so I'm understanding a bit more about this" this entire point is nullified by the fact that anything you learned you tried to apply to screwing around with an emm xml. The BCS file is a catalog of all of the models (emd) and their assets such as their material file (emm) texture (emb) shader (dyt.emb). Without this catalog, none of your files get loaded into the game. Each chara has a bcs file with a three letter abbreviation before the file extension ".bcs" Once you open up your BCS, follow all the steps I told you about, if you're still unsure, the solution you're trying to find is NOT in the emm.
|
|
Fighter
|
|
Posts: 15
|
|
|
Last seen: Sept 17, 2018 22:16:33 GMT
|
|
Post by Lex Prailius on Mar 18, 2017 16:48:06 GMT
Ok, so this is what I was missing, again, I am very sorry for not picking this up so quickly. It was the HUM.bcs part, I'm very wary of messing with stuff that I don't understand, I didn't realize I was supposed to choose HUM.bcs and then xmlize it. But thank you so much for this, I honestly wouldn't have figured this out, which is what I was saying earlier, I don't understand any of these file types or their purpose, so it's a bit more difficult for me to navigate what I'm supposed to be doing here.
So, here's what I have, I xmlized the HUM.bcs like you just said, I used notepad++, used your previous instructions, and now I'm renaming all things within that 522 Partset with that number as "10000" this includes the "<PartSetix="522">" I renamed that to 10000 as well, if I wasn't supposed to, I'm sorry. I then copied and pasted it into the BCS Partset of the costume creator and I'll be seeing if this works. By the way, I do have Discord and I'm willing to talk on there so it could be much easier for you to deal with me. Again, I'm very sorry for the inconvenience. I'll make a quick edit if this happened to work in a couple of minutes.
|
|
Fighter
|
|
Posts: 38
|
|
|
Last seen: Sept 23, 2019 16:09:31 GMT
|
|
Post by bandroid17 on Mar 19, 2017 21:35:16 GMT
I'm still having a problem with this. I'm copying all the IDB stuff from other costumes (although, when I do that, it automatically sets it to the other part of the outfit). However, when I go to the shop, only one part is there. I don't understand at all. How many partsets am I supposed to have for one outfit? Help would be greatly appreciated.
|
|
Warrior
|
|
Posts: 72
|
|
|
Last seen: Nov 25, 2023 2:13:10 GMT
|
|
Post by zhilver on Apr 21, 2017 16:49:16 GMT
Does anyone know why this happens? When I try to save the file throw me this : Example : "HUM_10001_Bust doesn´t follow the naming rules and won`t be included." and the HUM folder with the suit is not attached in the file x2m
|
|
Apprentice
|
|
Posts: 1
|
|
|
Last seen: Apr 26, 2017 15:30:04 GMT
|
|
Post by youngj000 on Apr 26, 2017 15:30:04 GMT
So I have a question. How would you actually go about making the costume in order to do the nodding and put it in the game?
|
|
Warrior
|
|
Posts: 52
|
|
|
Last seen: Jan 4, 2019 20:19:02 GMT
|
|
Post by MosuMosuMigration on May 3, 2017 14:01:54 GMT
I've got a bit of an issue after the last update with a couple of costumes I made a while back. After installing, the rist files on both costumes aren't in the store anymore. Instead, the models are named after future trunks and the grand priest's rist files, the stats were how i set up tho. Is anyone else having similar issues?
|
|
Apprentice
|
|
Posts: 1
|
|
|
Last seen: Aug 20, 2017 21:12:50 GMT
|
|
Post by landalin on May 30, 2017 1:00:03 GMT
Is there any way to have an accessory partset added to your character as part of a transformation? For example, I was trying to get Zarbons Circlet to work first (since it is already in the game) and used the Copy feature in HUM/SYM tab for it. The value is listed as 920 and it gives me the model value of 65535 and puts it in the Face base Partset. I have tried moving it to Hair partset (because all other races/genders showed it being under that one) as well as Face-Ear. I have also tried removing the PhysicsObject and editing the model and model2 values to be 920. All things I have tried either result in part of my CaC missing (jaw, hair, ear, etc) or the game never loading in after I select the stage. Is there a separate partset for accessories that I can add or is it impossible to make it work?
Here is what I get on the costcreate HUM/SYM BSC when I Copy Zarbons Circlet, is there anything weird anyone else can see?
<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_920, 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--> <!--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>
|
|
Fighter
|
|
Posts: 36
|
|
|
Last seen: Jan 22, 2022 1:16:10 GMT
|
|
Post by theneru on Jun 2, 2017 16:26:50 GMT
How do I go about to tell the partset not to use the SSJ hair color? Here's the partset I'm filling in for 297 and 298. <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--> <!--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" /> </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>
I'm trying to make an awoken skill that uses the SSJ3 standing pose with floating rocks. But even setting the partset in the skill creator to -1. The hair color still goes to SSJ. Placing the value 2 to behavior 11 makes the character do the pose and turns the hair color to SSJ. So I figured I can probably get the standing pose of SSJ3 without the hair color changing using an embedded x2m .bcs file.
|
|
Apprentice
|
|
Posts: 5
|
|
|
Last seen: Dec 2, 2017 20:27:29 GMT
|
|
Post by danelsan on Jun 11, 2017 3:57:18 GMT
Hi. I've been doing exceedingly simple mods with the various tools to get a hang of it, but now that I wanna try something a bit more complex I'm having trouble. I intend to create a 2-stages Awaken skill that goes from normal to SSJ then to SSB.
Following the skill creator tutorial, setting the game mechanics and the auras is easy enough. The appearance transformation is giving me trouble, though. I figured I could just create partsets out of Goku SSJ and SSGSS wigs via the "copy" menu, but in this case of course the eyebrows (and possibly eye color?) would be wrong.
How would I go about creating a partset that changed eye/eyebrow? Or should I be using a different tool for that?
|
|
Moderator
|
|
Posts: 1,576
|
|
|
Last seen: Jul 9, 2022 9:43:03 GMT
|
|
Post by eternity on Jun 29, 2017 14:08:14 GMT
A reminder here, since I've seen bad utilization of the tool.
Please, USE numbers 10000 and up for your files names, like the tutorial says. The installer will rename use them on install time by looking at unused ones. Don't use fixed numbers of existing game costumes. X2M costumes are supossed to add to the game, not replace.
|
|
Apprentice
|
|
Posts: 7
|
|
|
Last seen: Jan 17, 2022 1:26:50 GMT
|
|
Post by ashuraman on Aug 15, 2017 20:32:40 GMT
So here's a question: I have a X2M file of a costume that i got over on Xenoversemods and i want to make it colorable cause currently it isn't. Can this be done with this tool or would i need something else?
|
|
Apprentice
|
|
Posts: 3
|
|
|
Last seen: Feb 27, 2018 9:17:31 GMT
|
|
Post by scorpionhbk on Sept 24, 2017 7:43:12 GMT
Hi ppl so i've just tryed to make a costume out of an costume mod that i 've downloaded a wile agohere's the bcs: <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--> <!--This entry is empty.--> </Part> <Part idx="5"> <!--Hair--> <!--This entry is empty.--> </Part> <Part idx="6"> <!--Bust--> <MODEL value="10000" /> <MODEL2 value="10000" /> <TEXTURE value="0" /> <U_10 value="0x0" /> <U_18 value="0x0" /> <U_1C value="0x0" /> <U_20 value="0x4" /> <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="0x1" /> <U_1C value="0x0" /> <U_20 value="0x0" /> <NAME value="HUM" /> <STR_28 value="HUM_10000_mant_SCD, HUM_10000_Bust, HUM_10000_Bust, NULL, b_C_Base, HUM_10000_mant" /> </PhysicsObject> </Part> <Part idx="7"> <!--Pants--> <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" /> </Part> <Part idx="8"> <!--Rist--> <MODEL value="10000" /> <MODEL2 value="10000" /> <TEXTURE value="0" /> <U_10 value="0x0" /> <U_18 value="0x0" /> <U_1C value="0x0" /> <U_20 value="0x40" /> <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" /> </Part> <Part idx="9"> <!--Boots--> <MODEL value="10000" /> <MODEL2 value="10000" /> <TEXTURE value="0" /> <U_10 value="0x0" /> <U_18 value="0x0" /> <U_1C value="0x0" /> <U_20 value="0x80" /> <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" /> </Part> </PartSet>
on a HUM/SYM for the IDB i've made 4 entrys for eatch part and for some reason it doesn't show in game but if i take any of the x2m already made and i just replace the files it works can some one tell me what am i doing wrong?
|
|
Apprentice
|
|
Posts: 5
|
|
|
Last seen: May 22, 2018 1:22:29 GMT
|
|
Post by jaimav2002 on Sept 24, 2017 22:06:50 GMT
how would you change the size of objects for example bust, butt and or belly if possible
|
|
VIP
|
|
Posts: 153
|
|
|
Last seen: Jan 29, 2020 10:01:29 GMT
|
|
Post by Kyousuke on Oct 11, 2017 17:41:49 GMT
how would you change the size of objects for example bust, butt and or belly if possible You can't, you have to manually edit/add the character.bcs file for that.
|
|
Hero
|
|
超サイヤ人第3段階
|
Posts: 497
|
|
|
Last seen: Feb 16, 2021 21:05:44 GMT
|
|
Post by ussj2trunks on Oct 16, 2017 19:45:49 GMT
it's the fist time I read this topic and I honestly have no idea about what to do: if I want to change the hairstyle of my saiyan, what should I do?
|
|
VIP
|
|
Posts: 153
|
|
|
Last seen: Jan 29, 2020 10:01:29 GMT
|
|
Post by Kyousuke on Oct 16, 2017 22:00:08 GMT
it's the fist time I read this topic and I honestly have no idea about what to do: if I want to change the hairstyle of my saiyan, what should I do? Basically follow eternity's guide, but instead of using bodyparts models, use the hair one (still put them inside a folder and rename them as 1000x, point them into the cost creator), in the end when you make the custom awaken, embedd the x2m costume you did into the skill.
|
|
Hero
|
|
超サイヤ人第3段階
|
Posts: 497
|
|
|
Last seen: Feb 16, 2021 21:05:44 GMT
|
|
Post by ussj2trunks on Oct 17, 2017 14:41:39 GMT
it's the fist time I read this topic and I honestly have no idea about what to do: if I want to change the hairstyle of my saiyan, what should I do? Basically follow eternity's guide, but instead of using bodyparts models, use the hair one (still put them inside a folder and rename them as 1000x, point them into the cost creator), in the end when you make the custom awaken, embedd the x2m costume you did into the skill. oh, I must link it to a skill... anyway, thanks.
|
|