Hero
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Posts: 123
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Last seen: Apr 3, 2020 3:49:20 GMT
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Post by Smithers on Dec 15, 2017 8:50:07 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. You can use EanOrganizer to replace one animation with another. So to replace Goku's throw with Mira's you'd do this. I don't know the actual animation numbers, but let's assume for this that it's 50, 51, 52 for Goku's throw anims, and 66, 67, 68 for Mira's. Copy GOK.ean and MIR.ean to the same folder as EanOrganizer is in. Do these commands: Load GOK.ean Load MIR.ean
Copy 1 66 Paste 0 50
Copy 1 67 Paste 0 51
Copy 1 68 Paste 0 52
Save 0That basically replaces Goku's animations 50, 51, 52 with Mira's 66, 67, 68. Naturally you'd want to find out the actual animation ID's before doing this. You can view the animations with Xenoviewer. The throw animations all have "NAG" in the name.
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Fighter
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Posts: 36
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Last seen: Jan 22, 2022 1:16:10 GMT
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Post by theneru on Dec 15, 2017 17:54:55 GMT
Got it working now! Thanks! This EanOrganizer is quite handy.. Gave my CAC Mira's throw and Goku Black Rose standing animation. Can't seem to view animations in the Xenoviewer. Is there also a fix for that slightly floating off the ground when switching movesets to tall characters?
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Hero
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超サイヤ人第3段階
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Posts: 497
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Last seen: Feb 16, 2021 21:05:44 GMT
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Post by ussj2trunks on Dec 15, 2017 20:54:17 GMT
nothing to say about what I wrote to you?
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Apprentice
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Posts: 1
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Last seen: Aug 28, 2018 14:02:07 GMT
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Post by Swag_Meister on Dec 16, 2017 12:56:22 GMT
Hey Smithers, Is there is way for me to add stuff to the manual? I have done ALOT of testing on the hitbox bac, specifically on U_08 and on the MotionAdjust Bac.
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Fighter
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Posts: 36
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Last seen: Jan 22, 2022 1:16:10 GMT
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Post by theneru on Dec 16, 2017 21:11:04 GMT
Sorry to bother you again Smithers. But I kinda ran into a problem. I gave my CAC Gohan Adult's moveset. Swapped the Stand and Stand_S animation for Goku Black Rose. Then swapped the NAG [Grab Anims] to Beerus. The animations of the grab work as intended. But a few moments after the kick animation of the grab and while the enemy is sent flying, the enemy is sent flying once again towards a different direction. [My allies did not hit the opponent at all] Here's a few images. link <- Initial Grab link <- Few moments after the kick [Enemy is sent flying to another direction with wind effects] This also happens when I swap the grab animations of my CAC to Vegito's. The enemy is sent flying Horizontally and not being thrown to the ground/downwards.
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Hero
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Posts: 123
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Last seen: Apr 3, 2020 3:49:20 GMT
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Post by Smithers on Dec 17, 2017 4:51:50 GMT
nothing to say about what I wrote to you? I've already explained, the TransformControl TYPE 0xd is what triggers the transformation. You need to take the desired effects, and time both those and that TransformControl entry so they occur when needed in the animation. I don't know what time that is, you have to experiment. Start by adjusting the Effects entry to match that TransformControl and work from there. Sorry to bother you again Smithers. But I kinda ran into a problem. I gave my CAC Gohan Adult's moveset. Swapped the Stand and Stand_S animation for Goku Black Rose. Then swapped the NAG [Grab Anims] to Beerus. The animations of the grab work as intended. But a few moments after the kick animation of the grab and while the enemy is sent flying, the enemy is sent flying once again towards a different direction. [My allies did not hit the opponent at all] Here's a few images. link <- Initial Grab link <- Few moments after the kick [Enemy is sent flying to another direction with wind effects] This also happens when I swap the grab animations of my CAC to Vegito's. The enemy is sent flying Horizontally and not being thrown to the ground/downwards. Did you replace the throw entries of Adult Gohan's BAC with those from Goku Black, also making sure to make any required BACType17 and BCM U_26/U_28 changes? Throws are typically far more complex than regular combo components.
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Fighter
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Posts: 36
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Last seen: Jan 22, 2022 1:16:10 GMT
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Post by theneru on Dec 17, 2017 7:26:47 GMT
Did you replace the throw entries of Adult Gohan's BAC with those from Goku Black, also making sure to make any required BACType17 and BCM U_26/U_28 changes? Throws are typically far more complex than regular combo components. My CAC's move set Attacks/Combos -> Gohan Adult Ground/Floating Stance -> Goku Black Rose Grabs -> Beerus I don't really think I need to change anything to the .bcm file. The ones I've modified so far for the move set and grabs are .ean and .bac files. And I just fixed my problem.. Apparently in the .bac file. Entries 600, 601, 602, 603, and 604 are for the grabs. I just had to copy entries 603 and 604 while keeping some EAN_INDEX values the same. Many thanks for the help!
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Hero
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超サイヤ人第3段階
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Posts: 497
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Last seen: Feb 16, 2021 21:05:44 GMT
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Post by ussj2trunks on Dec 17, 2017 16:17:50 GMT
nothing to say about what I wrote to you? I've already explained, the TransformControl TYPE 0xd is what triggers the transformation. You need to take the desired effects, and time both those and that TransformControl entry so they occur when needed in the animation. I don't know what time that is, you have to experiment. Start by adjusting the Effects entry to match that TransformControl and work from there. ok, thanks.
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Hero
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超サイヤ人第3段階
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Posts: 497
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Last seen: Feb 16, 2021 21:05:44 GMT
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Post by ussj2trunks on Jan 4, 2018 17:15:14 GMT
I think I found a way, about effect timing problem. we just have to change the first code in U_10 value (Effect seciont, of course), with the one we want and that's it. I don't know what every code is (we would need a guide, a tutorial about this), but I have a general idea.
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Fighter
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Posts: 28
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Last seen: Jul 19, 2022 15:51:31 GMT
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Post by sky88 on Jan 13, 2018 13:12:30 GMT
Hello Smithers. your BDM Tutorial is really good. Now I change the Dame Type for make Stamina Break. But if i do that my enemy take very fast his stamina back. And then his Stamina is full. Could you tell me how i could make that the stamina from the enemy relax slowly after the Stamina Break Skill hit him??? thanks.
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Hero
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Posts: 123
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Last seen: Apr 3, 2020 3:49:20 GMT
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Post by Smithers on Jan 15, 2018 10:01:30 GMT
Hello Smithers. your BDM Tutorial is really good. Now I change the Dame Type for make Stamina Break. But if i do that my enemy take very fast his stamina back. And then his Stamina is full. Could you tell me how i could make that the stamina from the enemy relax slowly after the Stamina Break Skill hit him??? thanks. I'm afraid I don't currently know of any way to slow down the stamina recharge speed. Do you know any skills with different stamina recovery times? Knowing of any would certainly help find a solution to this problem, assuming it can even be done.
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Fighter
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Posts: 28
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Last seen: Jul 19, 2022 15:51:31 GMT
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Post by sky88 on Jan 15, 2018 10:18:24 GMT
Hello Smithers. your BDM Tutorial is really good. Now I change the Dame Type for make Stamina Break. But if i do that my enemy take very fast his stamina back. And then his Stamina is full. Could you tell me how i could make that the stamina from the enemy relax slowly after the Stamina Break Skill hit him??? thanks. I'm afraid I don't currently know of any way to slow down the stamina recharge speed. Do you know any skills with different stamina recovery times? Knowing of any would certainly help find a solution to this problem, assuming it can even be done. I know what you mean. I think we have no skills with different stamina recovery times. Thats bad. We have only a Z-Soul ability with this effect at the moment.
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Fighter
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Posts: 28
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Last seen: Jul 19, 2022 15:51:31 GMT
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Post by sky88 on Jan 15, 2018 10:50:11 GMT
Hello Smithers. your BDM Tutorial is really good. Now I change the Dame Type for make Stamina Break. But if i do that my enemy take very fast his stamina back. And then his Stamina is full. Could you tell me how i could make that the stamina from the enemy relax slowly after the Stamina Break Skill hit him??? thanks. I'm afraid I don't currently know of any way to slow down the stamina recharge speed. Do you know any skills with different stamina recovery times? Knowing of any would certainly help find a solution to this problem, assuming it can even be done. It's the same problem from Electric, Paralysis, Freeze in place? it is possible to change the time how long its work on the Enemy or the Time is special too?
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Hero
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Posts: 123
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Last seen: Apr 3, 2020 3:49:20 GMT
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Post by Smithers on Jan 15, 2018 10:59:05 GMT
I'm afraid I don't currently know of any way to slow down the stamina recharge speed. Do you know any skills with different stamina recovery times? Knowing of any would certainly help find a solution to this problem, assuming it can even be done. It's the same problem from Electric, Paralysis, Freeze in place? it is possible to change the time how long its work on the Enemy or the Time is special too? Those ones use the "special" value to determine time. Try values between 16624 and 20479. Going up by values of around 128 should produce noticeable differences. So, 16624, 16752, 16880, 17008, etcetera.
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Fighter
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Posts: 28
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Last seen: Jul 19, 2022 15:51:31 GMT
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Post by sky88 on Jan 15, 2018 11:25:18 GMT
It's the same problem from Electric, Paralysis, Freeze in place? it is possible to change the time how long its work on the Enemy or the Time is special too? Those ones use the "special" value to determine time. Try values between 16624 and 20479. Going up by values of around 128 should produce noticeable differences. So, 16624, 16752, 16880, 17008, etcetera. ahh okay thanks now i understand this part in your Tutorial Guide
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Hero
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Posts: 123
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Last seen: Apr 3, 2020 3:49:20 GMT
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Post by Smithers on Jan 28, 2018 0:27:05 GMT
Just a notice that I'm aware of the new update to Genser, and will be updating the guide accordingly.
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Apprentice
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Posts: 2
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Last seen: Jan 20, 2021 23:16:08 GMT
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Post by alpharex2016 on Feb 10, 2018 18:41:51 GMT
When are you going to make an update to this?
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Hero
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Posts: 123
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Last seen: Apr 3, 2020 3:49:20 GMT
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Post by Smithers on Feb 10, 2018 22:18:14 GMT
When are you going to make an update to this? Today. It's almost ready to go, just going over a few formatting things then it'll be up again.
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Hero
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Posts: 123
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Last seen: Apr 3, 2020 3:49:20 GMT
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Post by Smithers on Feb 11, 2018 8:32:11 GMT
Link is back up. BAC and BCM sections have been updated to the latest version of Genser.
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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 Feb 14, 2018 18:45:11 GMT
(Sorry for my english) This guide is great, thank you very much. I have a doubt, for an awaken skill, in the creator skill, if I want to use the after.bac, in the section of your guide under CUS, U_0E, the value 2 for the first entry (A: Enable;), would not it be valid? Because I do not take the after (I know you have to put it in decimal in the skill creator). And one last thing, for that same value, if I want the first entry (A: Enable;) to be c, in decimal I would get a value of more than 4 digits, how could I put it in the skill creator? Again, thank you very much for the guide.
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