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Post by randy19 on Jul 2, 2017 0:17:01 GMT
Hey everyone. So i am really new to modding, this is my first so i don't really have a lot of knowledge about this. Still, i managed to get it to mostly work. Except for three things.
My mod, just for a first try, was to make a staged transformation, that makes you go Future Super Saiyan first, then Super Saiyan Blue second, as a staged transformation, meaning you HAVE to go SSJ before you can go SSB. So far so good. But i still have three problems with it:
1. Since this skill is very similar to SSGSS Goku's kaioken Transformation (Staged transformation, revertable, etc) i started by copying it. That leads to one problem though: Once i use the second stage, SSB in my case, i start loosing health rapidly. How exactly can i remove that? I can't find what is causing that in the BCM file or the PUP tab in the skill creator. Problem solved. U_08 in the PUP Tab was the cause.
2. Names. They're extremely wanky. Naturally, first stage is supposed to display Super Saiyan, second stage is supposed to display Super Saiyan Blue. But if i have more than 400 ki, even untransformed it will display Super Saiyan Blue despite having to go SSJ first, and despite SSB needing 500 instead of 400 ki. Unsolveable? Seems the game automatically makes Name 1 for 3 Bars and Name 2 for 4 Bars, no matter what the bcm files say
3. Animations. All of them. It still uses the SSGSS Kaioken animations, the camera is all over the place, as are the sounds. I actually have zero clue about the animations and i couldn't find any tutorials on them either. I think they are controlled by the EAN CAM.EAN and BAC files but other than that, i am totally lost what to do here. I'd like to have him use the normal Future Super Saiyan animation when going SSJ, and the Potential Unleashed animation when going SSB. But i have no clue how to do that. Hexediting the broken CAM.EAN worked to fix it.
Would anyone mind giving me a hand here? Thank you in advance!
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Post by Kyousuke on Jul 2, 2017 3:16:07 GMT
Hey everyone. So i am really new to modding, this is my first so i don't really have a lot of knowledge about this. Still, i managed to get it to mostly work. Except for three things. My mod, just for a first try, was to make a staged transformation, that makes you go Future Super Saiyan first, then Super Saiyan Blue second, as a staged transformation, meaning you HAVE to go SSJ before you can go SSB. So far so good. But i still have three problems with it: 1. Since this skill is very similar to SSGSS Goku's kaioken Transformation (Staged transformation, revertable, etc) i started by copying it. That leads to one problem though: Once i use the second stage, SSB in my case, i start loosing health rapidly. How exactly can i remove that? I can't find what is causing that in the BCM file or the PUP tab in the skill creator. 2. Names. They're extremely wanky. Naturally, first stage is supposed to display Super Saiyan, second stage is supposed to display Super Saiyan Blue. But if i have more than 500 ki, even untransformed it will display Super Saiyan Blue despite having to go SSJ first. Similary, when i transformed once, even with less than 500 ki it will display SSB despite beeing supposed to display the power down prompt. 3. Animations. All of them. It still uses the SSGSS Kaioken animations, the camera is all over the place, as are the sounds. I actually have zero clue about the animations and i couldn't find any tutorials on them either. I think they are controlled by the EAN CIN.EAN and BAC files but other than that, i am totally lost what to do here. I'd like to have him use the normal Future Super Saiyan animation when going SSJ, and the Potential Unleashed animation when going SSB. But i have no clue how to do that. Would anyone mind giving me a hand here? Thank you in advance! 1) Inside the PUP, the first 3 values (U_04, U_08, U_0C) could be the reason for the health drain, copy those from any ssj form instead. 2) In the mod info, did you put 3 entries for "transformation names"? 3) This is because you are using the kaioken ean (as you already thought), you should copy from the game (using the copy button in the cus tab) one of the 2 future saiyan awaken). As for multiple animations I can't help you, I'm sorry.
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Warrior
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Post by randy19 on Jul 2, 2017 11:49:44 GMT
1. Yeah, i figured that out by now. It was the cause. So the health drain is gone now.
2. No i put two, one for Super Saiyan and one for Super Saiyan Blue. Do i need a third one for reverting?
3. I'll try that. I tried that yesterday but that just caused it to work for the first transformation, and lock up for the second, so i couldn't move or do anything anymore after i toldd my char to transform for the second time. Though i did edit the bac for that one myself so i'll just try that and copy over potential unleashed untill i find out how to make two separate animations.
Thank you for the quick reply. I'll try trading out the files for point 3 and report back.
EDIT: Yep. Copying anything that has less than two transformations over results in the first transformation working fine and the second not working at all. You get stuck and can't do anything anymore when you try the second transformation.
Edit 2: Basically, i have to make bcm and bac files that tell it to use the Future Super Saiyan animation when going SSJ, and the Potential Unleashed anim when going SSB. I'm just not really sure where to do that. I assume i just copy the future super saiyan and potential unleashed into one file. I found that those having only one transformation only use two of 6 bacentries, while those that have 2 use 3 or 4. So i assume i can just copy them together from each other. That should work.
But then i have to tell the bcm to use these bacs. That will be more of a problem i assume. I'll play arround with it a bit more. I think i might have an idea.
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Post by Kyousuke on Jul 2, 2017 22:00:42 GMT
1. Yeah, i figured that out by now. It was the cause. So the health drain is gone now. 2. No i put two, one for Super Saiyan and one for Super Saiyan Blue. Do i need a third one for reverting? 3. I'll try that. I tried that yesterday but that just caused it to work for the first transformation, and lock up for the second, so i couldn't move or do anything anymore after i toldd my char to transform for the second time. Though i did edit the bac for that one myself so i'll just try that and copy over potential unleashed untill i find out how to make two separate animations. Thank you for the quick reply. I'll try trading out the files for point 3 and report back. EDIT: Yep. Copying anything that has less than two transformations over results in the first transformation working fine and the second not working at all. You get stuck and can't do anything anymore when you try the second transformation. Edit 2: Basically, i have to make bcm and bac files that tell it to use the Future Super Saiyan animation when going SSJ, and the Potential Unleashed anim when going SSB. I'm just not really sure where to do that. I assume i just copy the future super saiyan and potential unleashed into one file. I found that those having only one transformation only use two of 6 bacentries, while those that have 2 use 3 or 4. So i assume i can just copy them together from each other. That should work. But then i have to tell the bcm to use these bacs. That will be more of a problem i assume. I'll play arround with it a bit more. I think i might have an idea. Ah silly me, i forgot to say one important thing: when importing the skill, import the standard super saiyan awaken (25000), but when inside the cus file, copy the info from future super saiyan, DON'T FORGET to change the "num of transform" value from 1 to 3. By doing this you should be able to avoid the hassle of configuring both bac and bcm files; i'm not sure if the animation will work correctly, though.
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Warrior
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Post by randy19 on Jul 2, 2017 22:56:08 GMT
That will come up with very wonky animations. I got animations more or less figured out now. BCM and BAC files aren't THAT complicated. The only thing that is keeping me from getting what i want (Future SSJ Animation for SSJ, Standard Super Saiyan for SSB) is that they use separate ean files. From what i get ean files are a library of animations. The Bac tells the game which part of the ean to use and what effects and sounds to play. The BCM does the transformation logic and what part of the BAC to use.
Following that logic, if two animations are in a separate ean file they won't work together, even if i copy the behaviour of the correct bac. I'll have to look into making a ean file that contains both animations.
Now either way, i have the bac more or less figured out. I got my SSB transformation to work, and am playing arround with the graphical effects right now to make it look a bit more SSBish. SSJ has the correct behaviour, but it seems the eanpointer Future-SSJ uses points to the Potential Unleashed animation in the ean i am using so it's playing that animation when i go SSJ. So far so good. Now to look into joining two eans.... oh boy.
I'll look into the naming thing once i'm done with the animations. It might have just been a flawed bcm file. I'm not quiet seeing trough these yet. I get the basic logic but not quiet what each entry stands for.
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Post by Kyousuke on Jul 2, 2017 23:16:16 GMT
That will come up with very wonky animations. I got animations more or less figured out now. BCM and BAC files aren't THAT complicated. The only thing that is keeping me from getting what i want (Future SSJ Animation for SSJ, Standard Super Saiyan for SSB) is that they use separate ean files. From what i get ean files are a library of animations. The Bac tells the game which part of the ean to use and what effects and sounds to play. The BCM does the transformation logic and what part of the BAC to use. Following that logic, if two animations are in a separate ean file they won't work together, even if i copy the behaviour of the correct bac. I'll have to look into making a ean file that contains both animations. Now either way, i have the bac more or less figured out. I got my SSB transformation to work, and am playing arround with the graphical effects right now to make it look a bit more SSBish. SSJ has the correct behaviour, but it seems the eanpointer Future-SSJ uses points to the Potential Unleashed animation in the ean i am using so it's playing that animation when i go SSJ. So far so good. Now to look into joining two eans.... oh boy. I'll look into the naming thing once i'm done with the animations. It might have just been a flawed bcm file. I'm not quiet seeing trough these yet. I get the basic logic but not quiet what each entry stands for. Exactly, that's the main problem. Technically speaking, we have the ean organizer tool with which we can mess with copying/moving animations, but as far I know you can't ADD them, only swap. A friend of mine told me that there is a lazybone mod which has different animations for each stage (or something like this), you could try to look inside of it.
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Post by randy19 on Jul 2, 2017 23:23:30 GMT
yeah that's the one i started with, the SSB Kaioken mod that i mentioned earlier. He uses a own ean. I'll use the organizer and try to look into it. Generally speaking, it wouldn't be a problem to replace one of the animations i don't need for my skill if i use my own ean correct? No other skill will use this ean so it shouldn't be a problem if an animation is missing i don't need for my skill.
Oh boy... making such a simple mod is way more work than i expected.
EDIT: Alright... the organizer doesn't seem to be able to add more slots to an ean file. BUT it can erase some. So using lazybones ean as a base that has about 22 slots for some reason i was able to get the 3 i need into one ean file. First test confirms my SSB still works so they seem to be there. Now to find out how to tell the bac to use the third one for SSJ
EDIT2: Turns out that was easier than expected. Alright! Camera on SSJ is still in Potential Unleashed mode, but the animation that plays is doubtlessly Future SSJ. So far so good!
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Post by Kyousuke on Jul 3, 2017 1:40:55 GMT
yeah that's the one i started with, the SSB Kaioken mod that i mentioned earlier. He uses a own ean. I'll use the organizer and try to look into it. Generally speaking, it wouldn't be a problem to replace one of the animations i don't need for my skill if i use my own ean correct? No other skill will use this ean so it shouldn't be a problem if an animation is missing i don't need for my skill. Oh boy... making such a simple mod is way more work than i expected. EDIT: Alright... the organizer doesn't seem to be able to add more slots to an ean file. BUT it can erase some. So using lazybones ean as a base that has about 22 slots for some reason i was able to get the 3 i need into one ean file. First test confirms my SSB still works so they seem to be there. Now to find out how to tell the bac to use the third one for SSJ EDIT2: Turns out that was easier than expected. Alright! Camera on SSJ is still in Potential Unleashed mode, but the animation that plays is doubtlessly Future SSJ. So far so good! I can only think about two things: since you say that it's possible to erase slot but not add, maybe he used a ean from a cac or character ean, as the ean file range is between 0-83+. Question: how did you select the new animation? Because i'm interested in this aswell. I'm working on a ssj 1-5 awaken which i made from scratch, and I'd like to know how to tell the bac from which animation insde the ean should pick.
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Warrior
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Post by randy19 on Jul 3, 2017 9:43:42 GMT
I don't think there is a CAC ean. The skills seem to reference their proper EAN. SSJ uses Gokus Ean, SSVegeta uses Vegetas and so on. I guess Lazybones just found a way maybe using hex editing.
Now for the second question: Use the organizer and open Lazybones ean. Erase the ones you don't need untill you only have those left you want and save that ean. Copy that into the skill directory that you are going to use in the files tab and in the CUS Tab delete what is in "ean". Then it will simply load the ean from your skill tab, which is what you want. It ha sto follow the same naming convention that the bac and bcm uses of course. NNNN_CCC_SSSS.ean
Then open the bac file and look for the specific animation you want, for the first transformation the first entry, for the second the second etc. Each of them should have one or two animation blocks that state <EAN_TO_USE value="0xfffe" /> "0xfffe" is the ean in your skill directory. Under it there should be <EAN_INDEX value="0x0" />. This references the animation in your ean file, of course it starts counting at 0, so the first animation in your ean is 0x0, the second is 0x1, the third is 0x2. So for me, since Goku uses two ean animations and future ssj uses one, future ssj was the third animation, so i put <EAN_INDEX value="0x2" /> and that did the trick. Yes, it really is as simple as counting the index up for the entries that have ean_to_use ="0xfffe". Keep in mind that it is hex though so if you need more than the range from 0 to 9 you will restart counting at "a".
Of course you'll have to do the same for the cam.ean since otherwise your camera will move as if you're still using the old animation, which depending on what animation you play could be fine or look really wierd. But i couldn't get the game to load my custom cam.ean yet, so everytime i transform my cam goes somewhere and comes back when it's done right now. I assume it works about the same way, but i can't confirm that yet.
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Post by someone on Jul 3, 2017 11:02:49 GMT
You can add animations using EAN organizer.First copy the animation you want to add then when you paste use the animation index not present in the ean. e.g: an ean has only one animation,the animation index is 0.To add copy the animation you want to add then use this command: Paste 0 1 zero is the ean index and 1 is the animation index which is not in the ean you want to add an animation to.
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Post by randy19 on Jul 3, 2017 11:48:25 GMT
When i try that it tells me it's out of the range. I had that idea before. But stripping down Lazybones EAN worked fine.
Now a way more troublesome problem: EAN organizer doesn't support cam.ean files. It loads them, edits them and saves them just fine, but in the game they will be absolutely destroyed. Found out the problem was not that the game didn't load my cam.ean. It's that my cam.ean is destroyed beyond help. That's troublesome because i can't copy over other eans and i can't strip lazybones down. Both of that will destroy the cam.ean file. I can use his and point the index in my bca accordingly, but he didn't use the same animations i do, he used the actual characters animations(Gohan for Future Super Saiyan instead of CAC, Goku instead of CAC for Super Saiyan) so the camera is often too high or too low for my character which bothers me more than it should.
Anyone got an idea how to prevent the ean from screwing up?
EDIT: Anyway. I opened a new thread for the ean problem.
Which brings us back to my other left problem: Names.
I have two names made in my modfile, Super Saiyan and Super Saiyan Blue, which are supposed to be displayed when you can transform into them. None of it really works. Where can i modify their behaviour? I made it so you can transform into Super Saiyan when you have 300 ki or more. With 500 ki you can transform into Super Saiyan Blue IF you are a super saiyan. If you are not a super saiyan you cannot transform into super saiyan blue.
That said, currently it displays super saiyan when i have 300 ki. And if i have 300 ki and am a super saiyan it shows the prompt to revert as it should be. But as soon as i have 400 ki it displays super saiyan blue. There's two things wrong with that. One is that you need 500 ki to become a super saiyan blue, not 400. Beeing a super saiyan and triggering super saiyan blue reverts you back to normal form. It should display the prompt to revert untill you get 500 ki, not 400. And second: It should only display Super Saiyan Blue when you are already a Super Saiyan and otherwise continue to show Super Saiyan untill you transform. Is that possible? Anyone know how to do that?
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Post by someone on Jul 3, 2017 14:43:11 GMT
You need to edit <KI_REQUIRED value="xxx" /> in the BCM file for the KI thing.The xxx should be changed to 500.Just find 400 replace it with 500.
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Post by randy19 on Jul 3, 2017 15:51:15 GMT
That makes it need 500 ki to transform. I already did that long ago. But the prompt that i can transform into SSB still pops up at 400 ki and not 500. I can't actually transform into SSB with 400 Ki and revert back to normal if i try, but the prompt still appears at 400.
And it doesn't help that the prompt for SSB appears even if i'm not SSJ yet, despite having to be SSJ to be able to transform into SSB. The logik behin it works fine, it's just the text that's off.
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Post by Kyousuke on Jul 3, 2017 19:59:52 GMT
When i try that it tells me it's out of the range. I had that idea before. But stripping down Lazybones EAN worked fine. Now a way more troublesome problem: EAN organizer doesn't support cam.ean files. It loads them, edits them and saves them just fine, but in the game they will be absolutely destroyed. Found out the problem was not that the game didn't load my cam.ean. It's that my cam.ean is destroyed beyond help. That's troublesome because i can't copy over other eans and i can't strip lazybones down. Both of that will destroy the cam.ean file. I can use his and point the index in my bca accordingly, but he didn't use the same animations i do, he used the actual characters animations(Gohan for Future Super Saiyan instead of CAC, Goku instead of CAC for Super Saiyan) so the camera is often too high or too low for my character which bothers me more than it should. Anyone got an idea how to prevent the ean from screwing up? EDIT: Anyway. I opened a new thread for the ean problem. Which brings us back to my other left problem: Names. I have two names made in my modfile, Super Saiyan and Super Saiyan Blue, which are supposed to be displayed when you can transform into them. None of it really works. Where can i modify their behaviour? I made it so you can transform into Super Saiyan when you have 300 ki or more. With 500 ki you can transform into Super Saiyan Blue IF you are a super saiyan. If you are not a super saiyan you cannot transform into super saiyan blue. That said, currently it displays super saiyan when i have 300 ki. And if i have 300 ki and am a super saiyan it shows the prompt to revert as it should be. But as soon as i have 400 ki it displays super saiyan blue. There's two things wrong with that. One is that you need 500 ki to become a super saiyan blue, not 400. Beeing a super saiyan and triggering super saiyan blue reverts you back to normal form. It should display the prompt to revert untill you get 500 ki, not 400. And second: It should only display Super Saiyan Blue when you are already a Super Saiyan and otherwise continue to show Super Saiyan untill you transform. Is that possible? Anyone know how to do that? Of course there are the CaC ean, you simply didn't understand the ones I was referring to: THE MOVESET ANIMATIONS! Check inside data/chara, there is a .ean which contains the animation of the whole x character. You just have to overwrite the skill ones on it (and remove the others you don't need). As for the Ki requirement, did you change the ki requirement for every bcm entry? The bcm should have 2 entries for each stage, aside the first one. Also check that in the skill editor the "change skill" field is set to -1.
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Post by lazybone on Jul 3, 2017 20:19:11 GMT
Names default to 1st stage = 3 bars, 2nd = 4 bars, 3rd = 5 bars. Any other transformations with different naming on the UI is hard coded for those particular skills and wont appear on clones. You cant change this anywhere in the bac or bcm.
Use XenoXmlConverter by olganix to edit ean files, it makes adding animations and making small edits to them easy. Though currently it is broken with cam.ean files aswell. Either wait for olganix to fix it, or hex edit the file yourself to fix it.
Fixing it is easy, if you know hex editing basics. Open the file in a hex editor, go to offset 16 and replace it with 01 (should be 00). Done. Now the cam.ean will work as it should.
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Post by randy19 on Jul 4, 2017 16:39:18 GMT
I see. That makes sense. I guess i COULD just add another entry, and make the second "Release Awakening" and the Third "SSB" then it should work if that's the case. I suppose that means it's not possible to tell it it only goes to SSb when i am an SSJ already is it? Shame. But ah well.
Also i never really did any hexediting. But if it's really as simple as setting one 00 to 01 then i might be able to do it. I'll give it a look.
EDIT: Yup. It actually was that easy. Interesting. Oh yeah, important to note, it's the Decimal 16, not the Hexadecimal 16 which is also 00 but a few places behind the right one. So that works now. Thank you! I guess there is no way to deal with the Name thing, shame. But ah well.
Now that we are at it already, do you know how to make a transformation get a new stance? Specifically, how can i give a transformation the SSJ3 CAC Stance? I found that behaviour 11 does that. BUT that also does the shading so if i use SSJ3's behaviour 11 i will stand like a ssj3, but i will also get the golden hair color back.
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Post by Kyousuke on Jul 4, 2017 22:29:22 GMT
I see. That makes sense. I guess i COULD just add another entry, and make the second "Release Awakening" and the Third "SSB" then it should work if that's the case. I suppose that means it's not possible to tell it it only goes to SSb when i am an SSJ already is it? Shame. But ah well. Also i never really did any hexediting. But if it's really as simple as setting one 00 to 01 then i might be able to do it. I'll give it a look. EDIT: Yup. It actually was that easy. Interesting. Oh yeah, important to note, it's the Decimal 16, not the Hexadecimal 16 which is also 00 but a few places behind the right one. So that works now. Thank you! I guess there is no way to deal with the Name thing, shame. But ah well. Now that we are at it already, do you know how to make a transformation get a new stance? Specifically, how can i give a transformation the SSJ3 CAC Stance? I found that behaviour 11 does that. BUT that also does the shading so if i use SSJ3's behaviour 11 i will stand like a ssj3, but i will also get the golden hair color back. To fix the colour, edit the dyt.emb of the hair you want to used. Extract the dds and focus on editing the data 002 (change the colour associated with the blonde hair and make it one of your choice), then repack it and use it ingame.
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Post by randy19 on Jul 5, 2017 23:09:29 GMT
I assume that would permanently replace the yellow with the blue right? So basically every super saiyan would be blue from then on? That's not really what i had in mind. But ah well, it's no big deal. My mod works just fine now apart from the naming thing. I really wonder how the "Only show if transformed" works since it DOES work for SSB Kaioken Goku. His awakening is called "Kaioken" untill you use it and only then turns into "x10 Kaioken". I wonder why we can't do that.
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Post by Kyousuke on Jul 6, 2017 20:58:17 GMT
I assume that would permanently replace the yellow with the blue right? So basically every super saiyan would be blue from then on? That's not really what i had in mind. But ah well, it's no big deal. My mod works just fine now apart from the naming thing. I really wonder how the "Only show if transformed" works since it DOES work for SSB Kaioken Goku. His awakening is called "Kaioken" untill you use it and only then turns into "x10 Kaioken". I wonder why we can't do that. Uh? as long you are using a custom hairstyle by embedding it in the costcreator you can just edit its dyt.emb and keep it separated from the vanilla files.
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Post by randy19 on Jul 7, 2017 18:35:45 GMT
I see. I didn't really work with the costumes yet so i don't really know about that yet. I'll have to take a look then.
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