Apprentice
|
|
Posts: 2
|
|
|
Last seen: May 11, 2021 5:18:08 GMT
|
|
Post by ssb3erkk on May 9, 2021 23:01:46 GMT
I'm trying to create an ultra instinct transformation with ssj rage pupils and ssj3 hair. I've tried going into hum.bcs xml file using genser and notepad++ and editing on of LB UI
transformations but game gives me an infinite loading screen when i try to test it out to see if it works. I've had no luck with changing pupils or hair on xv2skilcreat tool because that
program isn't exactly intuitive and there are no guides on how to change pupils or hair with it. Am I missing something? I know I'm changing the correct partsets, I've been using the
xv2skilcreat tool to search for them by copying the cus tab from game. In notepad++ I've tried copy the entire eye entry from ssj rage and pasting it onto UI eye as did the same for
the ssj3 hair. I'm completely lost and don't have a clue how where to go from here. I've tried following people's tutorials but they only cover transformations that don't require as
much/the same actions. Hazedestruction's tutorials only show ssj4 stuff and he doesn't provide any other file links for ssj3 stuff or rage stuff. I tried another tutorial for changing the
costume cause the guy assured me it works for hair and eyes too. I've tried yet another bac/bcm organizers but they don't appear to do anything with transformation hairs or eyes. I've spent 2 weeks trying to learn all this modding stuff but I am still pretty new so please bear with me and PLEASE....be specific in your responses and don't give me a vague
response.
|
|
Apprentice
|
|
Posts: 3
|
|
|
Last seen: Jul 22, 2021 16:28:06 GMT
|
|
Post by revenantgenesis on Jul 14, 2021 18:07:31 GMT
I'm pretty new myself, so excuse me if I don't articulate this properly. I have changed the pupils and hair for one of the transformations I downloaded, and if your mod works the same the process should work the same. What I did was use 7Zip to extract the files from the transformation’s X2m. Inside should be a folder named "COSTUME_ATTATCHMENT" and inside that folder there should be another .X2m file named a bunch of numbers and letters.
Now open that .X2m with Xv2costcreat.exe. (I had some problems here, as I tried to just edit the existing X2m with Xv2costcreat, but it wouldn't update the existing Xml within the X2m as it showed within the program.) What I did to fix this was open a new, second instance of Xv2costcreat.exe while having the other one still open with the loaded .X2m. Now in the new instance of Xv2costcreat.exe copy everything you can copy from the original .X2m over in every tab that is used and generate a new GUID in Mod Info.
The tabs after files are for the model changes for each race during the transformation. If the transformation has multiple stages, they are represented under the partset dropdown. Partset 0 being the first stage and transformation and so on.
The text in each tab under "BCS partset:" is where the models for the transformation are called. If you scroll through them it's pretty self explanatory. If your trying to change the eyes, under <!-face_eye--> change the value, usually a 3 digit number, for Model and Model2 to the value for the eye you have installed. Same for the hair. If you want hair physics for the Ss3 hair I'd look at a transformation mod with hair physics for that hairstyle, and look at the mod's extracted costume attachment with Xv2costcreat.exe to see what it says under its BCS Partset. I know Fluffys Super Saiyan All has hair physics on the final stage of the transformation, and I believe it uses super saiyan 3 hair for the final stage.
|
|
Apprentice
|
|
Posts: 3
|
|
|
Last seen: Jul 22, 2021 16:28:06 GMT
|
|
Post by revenantgenesis on Jul 14, 2021 18:15:59 GMT
Oh and I forgot to say, when you create your new file with Xv2costcreat.exe, I named the file the same as the newly generated GUID, Idk if it's necessary but that's how it was before. Then to apply it open the mod's original X2m with X2mskillcreat.exe and under the BCS tab set the X2m you created as the "X2m Costume" and save your mod.
|
|