Apprentice
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Posts: 8
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Last seen: Jun 4, 2022 11:29:36 GMT
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Post by Zelia Wolf on Feb 14, 2021 19:52:06 GMT
I've been currently working on a transformation for CAC. It's essentially a Super Saiyan Blue transformation that goes beyond. Giving it a Blue variant of Super Saiyan's 2 and 3. Now I got the hair to change, that works, and it changes color. I even can work a custom Aura into there, by creating a new one, and later adjusting the aura values to match the newly created Aura. But that's where the good ends, and the issues begin. See, I can't for the life of me change the aura during the animation phase. So here's the issues. I can either just Edit the base SSJ3 transformation, and just turn it blue, or I take New Transformation SSB or the Base game SSGSS transformations, and add more stages to it. When I do the former, during the animation the aura flashes yellow, before resting to a blue aura post animation. I can not change this to Blue for the life of me. But if I do the latter, I have a few more problems. While I do eliminate the Yellow flash, adding phases to it seems to either bug out the transformation, or the camera when transforming. On top of that, adding entries to the BCM file to add KI amounts to future stages, to match what I adjust the SSJ3 file too, seems to break the whole transformation, where when I try to go into it, my character freezes until the AI hits me, and I remain untransformed. So how to I get a multistage transformation where the initial transformation animation aura flashes BLUE, not YELLOW? And how would I get the initial blue transformation to cost 500 Ki, with the second stage costing 700, and third 1,000 Ki, and also having a drain effect, but not one that will kick you out of the transformation, if possible? Example: Like if you use Super Saiyan with SSJ3's Goku's Super Soul, "I'm still not used to this form!" Again, I got the hair part down, no problem, and I know how to adjust Speed values, and DMG output and resistances.
A side bit. How would I add a tail to the transformation to replace an accessory tail? I like the idea of Transformable Tail mod, BUT, I am not a fan of it being black, when Saiyan Tails are brown. So I'd rather a transformation replace the tail, with a blue one. Or if I make it a 4-6 stage transformation, changes Yellow on SSJ, then Blue on SSB. Then when dropping out of the transformation, it would revert back to the accessory. If that's not possible, then it's just spilt milk, I'm more focus on the Top issues.
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Hero
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Posts: 185
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Last seen: Oct 1, 2024 12:00:11 GMT
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Post by bbvenom on Feb 16, 2021 9:44:33 GMT
Hi. As per ki drain that doesn't detransform you, please look over here at entries 225, 227: animegamemods.net/thread/4553/awoken-skills-special-effectsAs per setting up ki requirements for transformations, are you creating your own .bcm from scratch or are you editting an existing one? Also do you want it to work like Vanilla transforms (if you have enough ki, you can skip SSJ1 and go straight to 2 or 3), or have it go from 1 to 3 with each transformation needed to be reached before their superior can be activated? (no idea about your other questions)
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Apprentice
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Posts: 8
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Last seen: Jun 4, 2022 11:29:36 GMT
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Post by Zelia Wolf on Feb 16, 2021 13:12:09 GMT
At first I tried just editing a copy of the vanilla SSJ3. Then I tried the vanilla SSGSS. Then New Transformations SSB (Solo). Each having differing results. The first attempt was the most successful. But I had that yellow flash issue. The second one would would break the camera, and the third would just break in general. And everything just breaks when I basically copy the BCM of the first to any of the others.
Also thanks, as soon as we get power at our house, and this winter apocalypse is over, I will look over that thread.
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Hero
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Posts: 185
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Last seen: Oct 1, 2024 12:00:11 GMT
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Post by bbvenom on Feb 16, 2021 17:22:37 GMT
To sum up the thread: In Skill Creator: Go to PUP tab and either in U_08, or U_0C (or both for double the effect) type 225 to have God Blue Ki drain on transformation or 227 for Blue Evolved k.d.. KEEP IN MIND if you set any effect on lets say stage 2, those effects will carry over to all other stages unless you detransform first.
I have no idea about recoloring, however as far as transforms go (will be talking about base game SSJ3) There are 8 Entries probably even though the skill has only 3 stages (technically 4 if counting the one that sets you to base form). To have it work exactly like Vanilla transforms, you want to always have the most demanding transform on top (500 ki - SSJ3), underneath that the second most demanding (400 ki - SSJ2), and so on until you reach the lowest stage (lets call this "first group"). You repeat this process directly underneath those entries but this time you leave out the least demanding of them all ("second and subsequent groups"). You again repeat the entire thing until only the most demanding one is standing alone and has no stages underneath other than base form.
I believe in base game the base form has two nigh identical Entries (for when on ground and when airborne) for all transformations ("base group").
Anyway, if you do it like this, you will always go directly into the strongest transform. stage you meet the criteria for at time of activation.
Now as per how entries should look:
INPUTS are identical everywhere = 0x0; 0x2000 (tick Unknown(0x2)); 0x0
ACTIVATOR: First group = 0x0; 0; 0 (those first three are identical everywhere); 0xC80 (tick Unk 0x4 + Not moving + Base form); 0x3 (Idle + Combo/Skill)
Second group = 0xD00 (tick Unk 0x4 + Not moving + Transformed); 0x3
Base group = 0xD02 (+ Standing); 0x3 OR 0xD01 (+ Floating); 0x3 OR delete the Standing Entry alltogether and just use the Floating one but remove Floating as a condition = 0xD00
Also there are .bac entries in BAC tab but those (Bac Entry Primary) can be left at 0 with all stages IF 0 is originally used to transform and if you don't mind that all your transforms will have identical animation. The Base form ones do however need to be different and that is best copied from how it was originally set up OR directly from inside the .bac by copying the bac entry that handles detransforms and placing it as second in order (order is IDd from 0, so a second entry = Entry 1 in BAC tab). This way you can have a .bac of just two entries that handles any number of stages, be it 3 or 7000000.
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Apprentice
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Posts: 8
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Last seen: Jun 4, 2022 11:29:36 GMT
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Post by Zelia Wolf on Feb 20, 2021 0:32:50 GMT
Well, I attempted it again, this time with the information you provided, but now I have another issue. My character can transform into the First stage fine. But when trying to transform from base to the second stage, not so much. See, they end in the "REVIVE ME" stance, by laying on the floor, or laying in midair, and moving jiggles them out. But they don't transform. Meanwhile, being in the first stage will not allow them to transform at all. So what's causing this issue, do you know?
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Hero
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Posts: 185
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Last seen: Oct 1, 2024 12:00:11 GMT
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Post by bbvenom on Feb 20, 2021 10:11:56 GMT
Could you send me your file so I could do some tests on it?
From what you described it seems as though when transforming, the assigned animation the .bac wants to use is not defined/is faulty in .ean.
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Apprentice
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Posts: 8
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Last seen: Jun 4, 2022 11:29:36 GMT
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Post by Zelia Wolf on Feb 20, 2021 15:22:55 GMT
Could you send me your file so I could do some tests on it? From what you described it seems as though when transforming, the assigned animation the .bac wants to use is not defined/is faulty in .ean. Yea. Here you go. drive.google.com/file/d/1QLSR2XVr9y72u3mkBxavsIJ_dfRDIZ8q/view?usp=sharingInstead of using the SSJ3 file, I'm using the SSGSS File from Vanilla, as it comes with a blue flash, whereas the files from New Transformations are well. The use child entries in the BCM and I don't know how they themselves change hair directly, with nothing Embedded into the X2Ms.
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Hero
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Posts: 185
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Last seen: Oct 1, 2024 12:00:11 GMT
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Post by bbvenom on Feb 20, 2021 17:11:21 GMT
Cool, I've sent a request for access and we'll see if we figure something out.
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Apprentice
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Posts: 8
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Last seen: Jun 4, 2022 11:29:36 GMT
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Post by Zelia Wolf on Feb 20, 2021 17:31:12 GMT
I just made it available to any with a link.
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Hero
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Posts: 185
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Last seen: Oct 1, 2024 12:00:11 GMT
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Post by bbvenom on Feb 20, 2021 17:49:41 GMT
Noticed two things within the first minute of viewing: - Remove backup file from SKILL files - Remove the skill from SKILL files But I'll go test now and will get back to you afterwards.
Edit 1:
- Your .bcm file has entries in incorrect order
Edit 2:
- You were leaving out the most demanding transformation stage instead of the least demanding
Edit 3:
- Your .bcm is referencing .bac entries that are empty. This is why you cannot transform into Blue 2 / 3 and instead have a ko animation (game defaults to it if it cannot find what it is looking for)
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Apprentice
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Posts: 8
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Last seen: Jun 4, 2022 11:29:36 GMT
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Post by Zelia Wolf on Feb 20, 2021 18:07:49 GMT
The BCM has 7 entries.
Entry 1: SSB3, 1000 Ki Entry 2: SSB2, 700 Ki Entry 3: SSB , 500 Ki Entry 4: SSB3, 1000 Ki Entry 5: SSB2, 700 Ki Entry 6: Base Entry 7: Base
You saying I need to add another entry between 5 and 6 for another SSB3? If so, would it have the same set up as Entry 4?
Also, if I remove the Skill files part, it will not let me save it. Hence why it's there.
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Hero
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Posts: 185
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Last seen: Oct 1, 2024 12:00:11 GMT
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Post by bbvenom on Feb 20, 2021 18:39:19 GMT
Okay, so I got the skill working properly, however no matter what I do, it keeps saying SSB1 is 300 ki, SSJB2 is 400 and 3 is 500 (the names shown that change as you gather more KI while viewing the skills). Which skill files did you dump from the game that you based your transformation on?
To your question: Yes, copy Entry 4 and place it between 5 and 6. This is needed because in first group you can have <700 ki so you cannot use the other two forms, in group 2 you can have <1000 ki so you cannot use final form and group 3 just finishes the bunch once you have enough ki to use form 3.
Anyway (based on your original file):
1) fixing .bcm:
- Add that Entry that is missing - Rewrite the entries like you did in your post here when asking about Entry 6 addition
- From Entry 1 to Entry 6, in BAC tab, set Entry Primary and Unknown to 0 - In all Entries set CUS_AURA to -1 in misc. tab (unless you have a specific reason for it to be 24?) - In Entry 7 in BAC tab change Primary & Unknown to 5 - In Entry 8 in BAC tab change Primary & Unknown to 6
2) fixing the skill itself:
- Open it in Skill Creator - In Files tab, set Skill files to where you have your files and exclude backup and the skill from them (you need .bac, .cam.ean, .ean, F.cam.ean, F.ean, .bcm) - In CUS tab, change Num of transforms from 1 to 3 - In IDB tab, change Stars to a number from 1 - 5; change U_0A to -1, change U_0E to -1; change U_0C to 32001 (for example) [this is to prevent possible issues with the skill not appearing in-game if it has some clash with other mods for example] - Save the file
Test if it works (except the incorrect showing of transformation KI requirements)
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Apprentice
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Posts: 8
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Last seen: Jun 4, 2022 11:29:36 GMT
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Post by Zelia Wolf on Feb 20, 2021 20:49:52 GMT
I got it to work. thank you. Now I just need to Add custom aura, not that hard, and work to see if I can change the animation reliably. I'll make a copy for that. Also to change the Pup to give the transformation buffs. Still need to work on adding a blue tail to the transformation if possible.
Also, not sure why yours didn't work, but I managed to get the 500,700, and 1000 Ki to work.
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Hero
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Posts: 185
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Last seen: Oct 1, 2024 12:00:11 GMT
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Post by bbvenom on Feb 20, 2021 21:00:38 GMT
No idea either but I am glad you succeeded .
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Apprentice
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Posts: 8
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Last seen: Jun 4, 2022 11:29:36 GMT
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Post by Zelia Wolf on Feb 20, 2021 21:09:09 GMT
Ok, allow me to pose a question here. How does one change the hair without the use of embedding costumes. Abysswalker's 69 Transformation skill. Is it from the additional data part? Is there a way to extract embedded/additional files from a skill X2M to study and try and figure out how they do it?
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