Creating a character with XV2 Chara Creator
Nov 19, 2016 12:12:28 GMT
Val E Ryon, Sol Negro, and 22 more like this
Post by eternity on Nov 19, 2016 12:12:28 GMT
Download first XV2 Mods Installer (which includes inside the creator).
Before starting this tutorial, I recommend you to have run XV2 Mods Installer first, and clicked-> Tools->Associate x2m extension.
This will not only associate x2m extension with the installer, but it will also add an "edit" entry to the context menu of the windows file explorer, that will open those files with XV2 Chara Creator.
Anyway, if you are starting a new mod, just open the program normally.
The mod info tab
Name: this is the name of the mod. This will only appear to users in install, but not in game.
Author: self explanatory...
Version: the version of your mod. The installer supports mod updates.
GUID: this non-editable field is a unique identifier for the mod. When you open the program, it generates a random one. Whenever you update a mod, you should open your old package file, and you will see how the guid remains the same. As soon as the guid remains the same, the installer will recognize it as same mod.
Char name: this is the actual name of the character that will appear on the game. You will notice that language combobox...
Don't worry, you don't need to learn 9 languages. I'll explain how the creator/installer handles languages. What I'm gonna explain apply to any other field in the program that has a language combobox:
- The only mandatory language is the english one. On install time, the installer will install names files for all languages. If it cannot find the string for a particular language, it will use the english one. So, for example, if you fill english and spanish language, french users would get the english name.
Use specific char names for costumes: if you want each of your costumes to have different character names too, you'll have to tick that box, and specify there the name for each costume index. (Note: if you don't specify X costume, it will use the general char name).
You can't repeat a costume index between entries.
Ozaru/Great Ape: check only if your character is an ozaru. This will make the game to treat as that (will fix moves, and will also make the character to get the pink bar when is an enemy).
Force game to use following body: first rule of this feature is to not use it if you don't know what it is about This feature allows to select a body defined in the bcs. Before checking it, you should make sure that your bcs actually has bodies defined (you can use genser for that). In the text field, put the idx of the body.
The files tab
Chara files: this is the directory that contains your char files (emd, emb, and all that). You must select here a directory with a 3-name letter that must not exist in game.
The name of the directory will become your 3-letter character code. (and I will assume all your files inside are named properly)
I actually had a long discussion with... myself! about wether I should let modders choose the 3-letters character code or autogenerate a randomish. At the end I decided for the first option. I suggest to use the most randomish names possible to avoid collision with other people mods. (the installer won't allow two different mods with different guid and same 3-letter code to be installed).
Select portrait: this is a dds file that is shown in the selection screen (like those in CHARA01.emb). You can choose your own dds file or use the "Copy from game" to copy one from the game.
Battle portrait: this is a emb file for the battle portrait, like those from /data/ui/texture. Again, you can choose your own file or let the creator copy one from the game.
Let me explain a difference here, though: if you copy a emb from the game, the creator will do internal processing to rename the emb filenames to match your character 3-letter code. But if you choose your own emb, the creator won't do any kind of processing, you will be on your own.
Audio: this is an optional directory with sound files for character selection screen and/or SEV (in custom mode). If you set this directory to a directory with valid audio files,you will be able to set them in the slots tab and SEV custom.
Valid audio files: you must use hca format (see below on how to convert to hca), and the file names must end with "_jp.hca" or "_en.hca". The name before that can be anything, but avoid white spaces, symbols and foreign symbols (to avoid problems, stick to A-Z,a-z,0-9).
How the installer manages audio language (this part explained here will be valid for any audio language thing in the future): if both "_jp.hca" and "_en.hca" file exists, the installer will use the "_jp,hca" for japanese audio and the "_en.hca" for english. Otherwise, if only one of them exists, the installer will use it for both languages, as the installer MUST keep the english and japanese acb/awb files synchronized.
Converting audio files to hca: use Eternity Audio Tool version 1.0alpha1 or greater. Use File->Convert files to HCA
The HCA format will preserve the characteristics of source file (number of channels, frequency). For css voice, it is recommended for your source file to be 24000 Hz and mono channel. That's what the game voices use, and you should do the same (there are several reasons for it, one of them being that the game expects all of tracks of that file to have same characteristics).
If you want to have a control over converted file size, set the Eternity Audio Tool encoder quality in Edit->options.
Tip: The hca converter can convert multiple files at once if you select multiple files.
The additional data folder... what I internally call "jungle" because it represents the chaos and disorder. This folder is totally optional. You will only need to provide it if you need additional files to the character files. In that case, you will chose a directory that contains your data directory inside. For example, if you choose "c:\ggg", the ggg directory should contain inside the data directory, etc.
Whatever you add to this additional directory will be copied by the installer "blindly" without any kind of control or mod conflict management. Use with care, and only when really needed. And please don't put system files there or you will create a total mess...
A reasonable case to use the additional data folder is to use custome voices (along with the cso tab)
The slots tab
First of all, if you are gonna create your first mod with the creator, I will ask you to ignore that button that says "Add". That button is only for mods with multi-slots. I will give a grief explanation about that at the end of tutorial, at the moment ignore that button for the sake of our mental health.
For those of you that have worked with CharaList.as: Most of the data that appears here is actually the same data that appears in CharaList.as (except for costume name).
Anyway, you will usually start by using that button called "Copy values from game" and copy the configuration from an existing character.
The Costume index is... the costume index In case you have a character with multiple costumes.
The model preset is... ehm, you know those characters that have multiple configurations but with same costume? Well, this controls that index. You may want to play with this in multiple slots mods, otherwise leave it at 0.
The Voices control the character voice at selection screen. You can use the following values:
-1: No audio
Number different from -1: the cue id number of an existing sound (use the copy button to get them).
For custom audio, do this -> tick the "custom audio" checkbox, and select your track there. For this box to be enabled, you need to set up the css sound directory first in the files tab.
The Listen button allows you to listen to the voices (this works with both, custom voices, and original ones). You can control the language for the listen button in the Listen language field. Note that this info is not saved in the x2m, as it is only a functionality for the gui (it will be saved in your global xv2ins-xxxcreat configuration though, so that next time you see the same language you lastly selected).
The CMS tab
The character model specification. Values missing in the gui (3-letters code and numerical id) are automatically generated at install time (the 3-letter code will be the one of your character folder, and the id is totally computed at install time).
All other values are free to be edited. For unknown values, I have used a combination of the convention of genser (U_18, U_1A, etc) followed with the naming convention of MugenAttack CMS Editor (4?,5?, etc)
The copy button allows you to copy value from game cms, and also from external cms (binary or xml).
The cus tab
This is pretty much self-explanatory. Just select the skills. Or use the copy to copy from game cus, or from an external one (binary or xml).
The missing things are the character id, costume id, and the unknown value. All of this are filled at install time, don't worry. (the unknown value is not unknown anymore, that's the same thing as the model preset in the slots section, which is why it will be filled by the installer).
You may have noticed that slot combobox at the beginning. That combobox is actually tied to the slots section. The number of slots here will be the same that the number of slots there, where every combination of costume_index+model_preset maps to a skill set. Anyway, I will explain a bit more about that in the multi-slots section.
To use custom skills, refer to the skill creator tutorial, in concrete, to the last section ("Integrate x2m skills into characters").
The cso tab
The cso tab controls sounds/voices of character. It is a total optional section, if it is not enabled in that checkbox, your char won't have a cso entry.
If your mod is single slot, forget about the "add" button, and ignore it. Otherwise, read the following explanation:
***The number of cso entries must match the number of slot entries that have a different costume_index.
So, lets say that you had 3 slots in the slots section. One that had costume_index = 0 and model_preset = 0, another one with costume_index = 0 and model_preset = 1, and a third one with costume_index = 1, model_preset = 0 -> then you have two different costume_index, and the number of cso entries must be 2 (otherwise you will get an error).***
Now, let's explain the values:
SE: the name of the SE acb file (if any)
VOX: the name of the voice acb file (if any)
AMK: this is the path to where the amk file is (I think that's the lips file). Think of it as if the game was positioned in the "data/chara" directory, then it will find the amk by appending what is here, and then adding the .amk extension.
SKILLS: do you see the files at data\sound\VOX\Battle\Skill?
Well, if this value is not empty, it tells the game the prefix to use for the skills. For example, the kamehameha of goku is the file CAR_BTL_S000_KMH_GOK_VOX.acb(.awb)
The prefix would be "GOK".
This is empty in a lot of characters, when that happens, the game uses the character 3-letter code as prefix.
A quick how to:
- Make your character have the sounds of another one: begin by using the Copy from game button. Then add that character 3-code to the SKILLS section. Done. If you skip the SKILLS section, the special attacks won't have sound.
- Make your character have custom sound: use the additional folder to put your files with the same path they would have in game. Use the 3-letter code of your character when naming your files (for example CAR_BTL_TMA_BOX for a TMA character) Fill SE (if any) and VOX to match your custom sounds.
If you are gonna use custom sounds for your skills, you'll have to put them in data\sound\VOX\Battle\Skill in your additional data directory, again by using proper naming with 3-letter code. If you used proper 3-letter code for the naming, you can leave the SKILLS text field empty. Otherwise, make it match whatever code you used.
If you are gonna distribute your mod with custom sounds, remember that the game has two audio languages. Be civil and provide sounds for both possible paths (even if just a file copy).
The psc tab
This controls the stats of the character and also its super soul. It is optional, if you don't enable, character will have default stats (which are apparently op).
The Add button is for multi-costume characters, and it follows the same rules than were explained in the cso tab section. Otherwise if your mod is single-slot, ignore that button.
You probably want to begin by copying the data from a known character.
Super soul: this is "-1" if you don't want your character to have a super soul. Otherwise it is the integer code of the super soul. You have a list here.
Note that that list uses hexadecimal, while this program expects numbers in the decimal system, so you will need a hex calculator. In the future I plan to replace that text field by a combobox with all existing super souls, until then you'll have to use that list.
The aur tab
It controls the aura of the character. The add button follows the same logic than psc and cso (it must match number of different costume_id). Otherwise if your mod is single costume, you can ignore that button. (This section is optional, you have to enable it.)
Auras can work in two ways. Either you reference a existing one (which you'll do in msot cases), or you use the custom mode to create a unique aura.
If you just need to use a existing aura, DON'T USE CUSTOM AURA.
Aura: it is the integer code of a existing aura (only available if custom checkbox is unchecked). Use this list to know the aura ids. Note that the list uses hexadecimal numbers while my program expect decimal numbers, so you'll need a hex calc.
Glare: the aura is permanent. (this value is available always, regardless of the custom checkbox).
Other values: they get available if the custom checkbos is checked. They define the parameters of the new aura you are creating. I don't know what they do exactly, but I guess you can do tests mixing values here and there.
You can also copy the values from game or from existing .aur or .aur.xml. The .aur.xml can read the .aur.xml output by olganix XenoXmlConverter.
The sev tab
sev stands for "special event voice". It is what makes those event at beginning of battle work. (those dialogues).
Sev is probably the more complex entry of character, because it is is bidirectional. This means a character doesn't only have its entry, but it is also in the entries of other people.
Because of this, I made the way of handling this entry a bit special (and the installer will treat in a special way: every time a mod is installed, the sev file is rebuilt using the information of all existing mods).
The first thing you will notice if you enable sev is that combobox at the upper right that let you select "Mode simple" and "Mode custom", which enable one part or another of the gui. I will explain its differences, but let me tell you before that the differences between them aren't only about their simplicity, there is something more.
SEV simple mode (internally called SEV HL)
This mode lets you tell the installer "Ey, I'm this character, I'm this identity". And by magic, the installer will clone that identity for your character.
I want to leave this clear now: the advtanges of simple mode against custom mode are more than its simplicity. By defining an identity, the installer will be able to make different mods to recognize between each other.
For example, let's say you have a Vegeta mod that uses the sev simple mode to one of the Vegetas. And you have a second mod (from a different author or not, doesn't matter), a Trunks one, that used sev simple mode as one of the Trunks. The internal code of the installer will be able to make that modded Vegeta and that modded Trunks recognize each other (and of course they will recognize original chars too).
For new versions of characters that exist in game, 99% of times you will want to use SEV simple mode.
Once that important feature of Sev simple has been explained, let's talk about the combobox of entries. This one works differently than in previous sections.
Unlike previous ones, you can have here any number of entries from 1 (if you want zero, just disable sev) to a max of N, where N is the number of different costumes + 1. You are not forced to have an entry per costume.
In costume index, you will put either a costume index, or -1 to apply to all the costumes of your char. Every costume index in every Entry must be unique (not used in other Entry).
Most of the times, even in multi-slots mods, you will have a unique entry that specify "My costume index" as -1 (so that it applies to all your costumes).
So that's it, just select the "identity" of your character in the "behave as" combobox.
SEV custom mode (internally called SEV LL)
This mode lets you fully customize the events of a character, but different mods using this option won't be able to recognize each other, because they don't have an "identity".
Sev custom mode is what you would use if you really need a total control of events, or if you are using a fully new character (e.g. someone like Pikkon, who doesn't exist in game) and you think you could reuse the events of an original character.
Even if mods cannot recognize each other "magically" with sev custom mode, I still made a nice feature that allows you to refer to non-existing characters (e.g. a mod). This is explained in "Other char code".
So, mmm, the entry combobox works exactly as in SEV simple mode. Refer to what was said back there. (remember specially waht I said at the end, most of times you only want a single entry with "My costume_index" in -1, even if your mod is multi-slot).
So a sev custom mode entry can have multiple character entries (these are the people your character interacts with). And then each of this character entries can have one or more events. And these events can each one of them have one or more event entries. Isn't that funny?
I will explain the "character" part.
Other char code: this is either a 3-letter code of another character (the one your character is interacting with) or an empty string. An empty string means "anyone" (however see my remark about empty string in the "Direction" explanation). Remember what I said before about a special feature to refer to non-existing characters? Well, here it is: it doesn't matter if the 3-letter code you specify here exists or not in the user installation
If you specify here a character of another mod, let's say, called "AAA". When the user installs your mod, if the character "AAA" doesn't exist, it will just skip it. However, if the user install later the mod that defines the character "AAA", the sev rebuild code that runs everytime a mod is installed, will be able to catch the situation, and make that interaction that you defined happen. And when any of them is unistalled, the situation is also handled. The sev rebuild code of the installer is magic!
Using this feature, you could still use make different mods communicate with each other, even if it is not as automatic and nice as the SEV simple mode.
Other costume index: this is the costume index of the character defined in Other char code. -1 for "any costume".
Direction: Myself->Other, this is events that happen from your character to the specified character.
Other->Myself, this is events that happen from the other character yo yours (actually in this case, you are actually manipulating an entry that will be added to that character).
If direction is "Myself->Other", then Other char code can be an empty string, which means "generic dialogue for chars which I don't have custom dialogue".
If direction is "Other->Myself", Other char code can't be empty.
Anyway, most of the time, you will use that button that says "Get char entries". That will get the entries of an original character for you, and you will be able to see how this thing works. You will notice that almost all original chars have an empty other char code as first character entry (e.g. they define first the generic dialogue).
About the "Get char entries", let me tell you a difference between this button and the "Copy" button of other sections. If you use "Get char entries" from game, the internal code will skip any mod-added entry. This is done on purpose, because for every mod installed, all entries can be affected, and this probably not what you want when creating a character (having multiple entries of your currently installed mods there).
So, the "Get char entries" from game will filter the results and only put original entries. This is done for good, it is what you want most of times. However, because I don't like restricting what people can do, if you still want to get modded entries, use the "Get char entries" from external file, and select the sev file -> this won't filter results at all.
Custom audios: to use a custom audio, you must set an audio directory in the files tab first. Please, refer to that section to know how the files must be named.
Listen buttons: they allow you to listen to the sound. The listen language combobox allows you to select the language for listening (this is strictly for the creator, this info is not saved in the x2m).
And well, that's it, let's end with a summary of When to use simple mode, and when to use custom mode.
- Your character is a new version of an existing character (new Goku, new Vegeta, etc). Most of the times you want to use simple mode, not only for its simplicity, but also because it allows an automatic inter-mod sev recognizition. In these cases, custom mode should only be used if you really think some event doesnt' fit your version and you must delete it.
- Your character is totally original (doesn't exist in game) or you need to use new audios. In these cases, use SEV Custom mode.
The CML tab
The CML (camera limit value) defines the position of the character model in the CSS. Or at least the known values. It is unknown what the undocumented values do or if this can affect any other part of the game.
The rules about number of entries are the same that those of CSO, refer to that section for that.
About coordinate system: X here means left-right, Y up-down, Z front-back.
This may be different from the coordinate system your favourite 3d tool uses or the one you were taught in school (specially, Y and Z tend to be swapped in some systems).
CSS Pox X Y Z: the position of the character model in the selection screen. Ceneter of the screen is probably 0,0,0, but I haven't checked.
CSS Rot X Y: Rotation of the character through those axis. There is no Z rotation available, apparently.
Who knows what the other values do (and where they do it), anyway you will usually use the copy button to get those numbers from a known character.
The HCI tab
The HCI tab is... well, is to define the images used in the battle portrait, according to the character trasnformation (that includes the villanious thing). In a mod with no hci, the game seems to just pick the first image of the battle potrait for all states.
Let's talk about the number of entries first. Unlike other sections, here you'll usually have several (even a lot) entries even for single-slots mods. There are no upper limit to the number of entries (lower limit is 1 if hci enabled, for 0 just disable hci). (however, the creator will automatically remove duplicates when saving, this is, entries that have the 4-values identical between each other).
Costume index: this is the costume index of your character to which this entry will be applied. A -1 value can be used as "all costumes".
State 1: this is ...erm the "state of the character". (transformation, etc)
Known states:
-1: This is normal state (or ir probably means "no special state"). A note about this state: the game entries usually have the "-1" entry to the end. It is possible that the order matters, since the -1 is probably used like a wildcard, so I suggest you to move the entries with state1 = -1 to the end.
0: Super Saiyan
1: Super Saiyan 2
2: Super Saiyan 3
7: "KY1"
8: "KY1" SSJ1
9: "KY1" SSJ2 (probably, not checked)
10: "KY1" SSJ3 (probably, not checked)
15: "GK1"
16: "GK1" SSJ1
17: "GK1" SSJ2
18: "GK1" SSJ3
State 2: wtf is state2... Ah, Komodo told me, it is related with GK2/KY2. You should probably take a look at the entries of those chars with supervillanous modes. Usually -1 for everyone else... or 0... or whatever.
Emb index: this is the index in the emb that is applied. You can use the "Get from battle portrait" to graphically get the value from your currently set battle portrait.
And if you haven't understood a thing about HCI, which can happen due to that shitty explanation I posted, the best thing is to learn from original chars.
For that I suggest to go to the Files tab, and set the Battle portrait of an original char. Then go to HCI tab and use the "Get entries" button with the same character. That will replace all current HCI entries with that of that character. Now look at emb index, and use the "Get from battle portrait" button to know which image is applied to a specific state1 or state2 (Tip: if you hover the mouse over an image, you will see the index of that image).
The TTB tab
I'll first explain what both TTB and TTC are. TTB and TTC are the common dialogue that characters have in parallel and expert missions quest (does not apply to main quests or fuu quests). You could think of them like being the "SEV" of quests. While SEV applies to free battles, TTB and TTC apply to these quests.
Because there are some similiraties with SEV in how the creator/installer handles these tabs, I recommend reading the SEV section before TTB/TTC, since I don't want to repeat some concepts.
As for the difference between TTB and TTC, that's simple: in TTB there are between 2 and 5 characters, each one saying a line of audio (+ subs). While TTC is single sided dialogue, only your character talks (although that doesn't mean there is no other char involved, just that the other char doesn't talk).
Example of vanilla TTB entry: (Goku meets Vegeta as enemy)
- Goku: "Vegeta... Sorry, but I'm going to use my full power!"
- Vegeta: "You always manage to be one step ahead of me! You're as annoying as always!"
Example of vanilla TTC entry: Goku gets ko'd by an enemy
- Goku: "Wow... You really are strong..."
Before explaining the specific things, you should be aware of some things:
- Unlike SEV, both TTB and TTC have subtitles. If you have disabled subtitles, you may not see them. If you provide custom dialogues, always provide subtitle, at least in one language.
- When human player is using the chaacter, not all of TTB and TTC events are processed, but some of them are.
- In the dialogues subs (of both, TTB and TTC), the characters always appear with their real battle portraits (emb). This means, that if you have an "auto generated battle portrait", your character will appear with an empty portrait in the sub (a yellow one).
There are two alternative ways of solving these: 1) Switch from auto generated portrait to real portrait, don't forget you can dump auto gen portraits with the patcher. 2) There is a way for you to have both: an auto-gen portrait for the battle icon, and real-emb for dialogue subs. For that, you will have to make use of the additional data directory, and have your emb file at "data/ui/texture/XXX.emb", replacing XXX with the char code of your character. That way, if you use auto-gen battle portrait, the dialogue subs will still gather the portrait from XXX.emb.
So, well, now the TTB specific parts.
The first of all is that combobox with "Simple" and "Custom" mode. Everything I said about SEV simple and custom mode applies here aswell, so I won't repeat that here.
Now, I will explain each mode separately.
TTB simple mode (internally called TTB HL)
This is pretty much like the SEV simple mode. You use this mode if you are creating a variant of an existing character.
Most of times, you'll just have a single entry with costume set to -1, and the "Behave as" set to whatever character of your liking, but there may be special cases in which you need to add specific entries for specific sotumes.
TTB custom mode (internall called TTB LL)
So, now the custom mode. You use the custom mode when you are creating a new char that doesn't exist in the game, or if you really need add dialogue to your character that vanilla doesn't cover.
Although it has some concepts in common with SEV custom mdoe, there is a main difference in how I implemented this. In SEV, there was a mess of comboboxes that could make the whole thing a little confusing. In TTB I opted for a more abstract and simple representation: each entry is a dialogue, period. You can have as many entries as you want, each one being a different dialogue. (If I could go back at time, I would implement SEV like this, but, well...)
Number of actors: the number of character involved in the dialogue, ranges from 2 to 5.
Reverse order: only applies if number of actors is 2. If checked, the order of dialogue is reversed, this means Actor 2 talks first, then Actor 1.
Type: the type of dialogue. Versus: Actor 1 and Actor 2 are facing each other (may only apply to two actors). Ally talk: this seem to be talks between allies, all actors involved are allies between themselves. Death: Actor 1 has been ko'd, and the rest of actors are their allies (not their killers).
U_44: this field is not totally known, that's why the cryptic name..., but it looks like it could be the episode or quest to which entry applies. Most of times is -1, which means it applies anywhere. There is the possibility that the purpose of this field is different, make the game load subs/audio from another place, which is why, if you are using custom audio/subs in this entry, I suggest you to have this entry as -1, otherwise it may not work.
U_48: unknown. All vanilla entries without exception use the value -1, so you should leave it like that, except for experimental purposes.
Now, the actors themselves, which is the important part.
Some considerations before:
- One of the 5 actors must be "Myself", which means your character. It doesn't matter which of them. If none of the actors is "Myself", you will receive an error when building the x2m.
- Only one actor can be "Myself". Not two or more. (would be stupid to have dialogue with yourself, huh?)
Now, the fields:
Char: this is the cms 3-letter code of the character. To refer to your character ("Myself"), leave this field empty. To refer to other character, use their 3-letter code.
Just like in SEV, the character creator and the installer allow for this field to refer to a cms entry that may not exist, so that you can refer to characters of other mods. At install time, the installer will check if the character exists, if it doesn't it skips that dialogue entry, and if the mod with that char is installed later, the installer would then add the entry, since the installer does special maintenace with the TTB file.
Costume: -1, the entry applies to any costume of the char. >= 0 -> the costume index to which the entry applies.
Transformation: 0 -> applies to base state of character, 1 -> applies to first transformation, 2 -> aplies to second, etc
Event/audio: this field is called differently, depending on if the "Use custom audio/subtitles" tab is checked or not.
When it is unchecked, this field is called "Event", and you can select an existing game event. (you can listen to them, and preview their subtitles).
When it is checked, this field is called "Audio", and here you select the audio file for this event.
Use custom audio/subtitles: this field is only enabled if you have set up an audio directory in the files tab. If you have an audio dir and you can't stil enable it, please set the audio directory again while having the TTB tab enabled and in custom mode (this is a little pifftail of the tool).
Once the audio custom audio/subtitles is enabled, you can choose the audio file from the Audio field, and set the subtitles.
The audio work like any other audio in x2m: at least one of the two languages must exist, if the other doesn't, the installer will use the one existing for both language.
The subs work like any other text in x2m: the english text must be non-empty. At install time, if the other languages don't have specific texts, the installer will get the text from the english entry.
The TTC tab
Before reading the TTC tab, you should have read the SEV and TTB tabs.
Once done, well, TTC is a bit similar to TTB, but there are two different factors:
- While TTB use common audio and subtitle files for all chars, TTC use specific for each character (you only have to worry about that when working in "Custom mode").
- TTC is single-sided dialogue, only this char talks. There is usually another character involved in the event, but we don't know their cms (although in the case that the other character is a cac, we can know their race, but not their sex) and they don't talk anyway.
And now the explanation of each mode:
TTC simple mode (internally called TTC HL)
This is, in concept, mainly like TTB simple mode, but with some technical differences:
- Because TTC is not multidimensional (there is only one cms involved, the one of this character), the implementation in the installer is pretty easy, and no special management is done on the TTC file, unlike with TTB and SEV.
- As stated previously, TTC use per-char files for audio and subs. Because the game doesn't honour the cso tab for TTC like it does with SEV, the game will always load audio and sub files using the cms code of the character. To avoid having unnecessary duplication of files, if you use TTC simple mode, the installer will make your mod use a patch in the patcher that allow ttc audio/subs being loaded from the cms code of the character in "Behave as"
Due to this, if you have multiple entries (in most cases you will only have one with your costume set to -1), you should make sure that all of them point, in the behave as, to the same character code (even if different costume), because the installer will make the patcher use the audio/subs from the first TTC entry you put.
(If you need more control, you'll have to use the custom mode).
Anyway, if you haven't understood that boring explanation, it is not very important, in most cases you just put -1 in the costume here, -to apply to all costunes-, and select the character to "behave as", and voila, it just works
TTC custom mode (internally called TTC LL)
This is a bit like TTB LL, except that it gives you less the hand You'll have to prepare your audio and subs file outside, by using the additional data directory.
You'll usually begin by using the "Copy files" to copy the files from an original character (this functionality already copies them renamed to your character cms), and then use Eternity Audio Tool 1.0 or greater to modify/add tracks, and a msg editor of your choice (I'll be using genser in examples) for the subs and the voice file.
Anyway, wether your use the copy button functionality or not, you need these files (where XXX should be replaced with your character code)
Subtitles:
data/msg/qc_XXX_en.msg
data/msg/qc_XXX_es.msg
... (rest of languages, total of 11 files)
Voice file: data/msg/qc_XXX_voice.msg
Audio files: data/sound/VOX/quest/Common/CAQ_XXX_VOX.acb/awb (japanese) and data/sound/VOX/quest/Common/en/CAQ_XXX_VOX.acb/awb (english)
Like in TTB, in TTC each entry is a different dialogue. The event name is what tells the game which sound track and subtitle to use.
Maping event names to subtitles:
In an entry like above, the "name" must be the same that your event name here. And the Line just contains your subtitle text. (the id there can be anything, just cannot be repeated in the whole file).
Mapping event names to tracks
I'll be using "Cue name" as the way to refer to what eternity audio tool shows as "Name" column.
To map between event names to cue names there are two ways.
1) Look at the BRL_ENC_0 example in the image of the left: the name is the event name, and the line is the cue name in the acb. So, BRL_ENC_0 event gets mapped to the BDQ_BRL_000 track in the acb.
2) If your line is empty like in the image of the right, the game assumes that both the event name and cue name are the same. So CAQ_BRL_000 is both, the event name and the track name in the acb.
Use whatever way you like, the game usually uses both even in same char, but doesn't matter anyway.
Before proceeding to explain the fields, let me talk you about the naming convention I will use:
"This char" refers to this char you are creating.
"Other char" refers to the other character involved in the event (whose cms we don't know, and they don't reply back)
"Player char" refers to the character being handled by the player, but not necessarily a cac 8it can be a cac or not). I will use "player cac" to specifically say it is a cac.
("player char" is a specific case of "other char", but not all of "other char" have to be "player char").
Type: the type of event for this dialogue to happen. (Let me know if you find an error in some description).
- Versus: "this char" has started fighting the "other char".
- Minor damage: the "other char" has caused minor damage to "this char".
- Major damage: the "other char" has caused major damage to "this char".
- I ko'd the player: "this char" has ko'd the "player char".
- Strong attack (damaged): "this char" has received a strong impact from the "other char".
- Power up: "this char" is about to power up (only scripted transformations).
- Start talk: "this char" and "player char" are allies, and this is what "this char" tells to "player char" at the beginning of quest.
- Player ally damaged by enemy: "this char" and "player char" are allies, and ally has been damaged by an enemy.
- Little time: "this char" and "player char" are allies, and there is little time for the quest to timeout.
- Player ally killed an enemy: "this char" and "player char" are allies, and "this char" is congratulating "player char" for killing an enemy.
- Challenge: "this char" challenges "player char"? Not many chars use this event, so I'm a bit unsure of when it happens.
- I was ko'd: "this char" has been ko'd by "other char".
- Entering the quest: "this char" wasn't in the quest before (or was inactive), and is going to fight now.
- Master versus: "this char" is the master of "player cac", and they are going to fight. (it is some kind of special event for some teacher quests).
- Player ally has been ko'd by enemy: "this char" and "player char" are allies, and "player char" has been ko'd by an enemy.
- Fight seriously: "this char" is going to fight seriously now (?)
Condition: the condition for this dialogue to happen.
- Default: if the below conditions are not met, this line is said.
- To (Race) CAC: the "player cac" is from that race. (it is worth to mention that race condition is only applied to player, apparently not to other time patrollers).
- Master to CAC: "this char" is the teacher of "player cac". (apparently it must be the current active teacher?)
Order of evaluation of conditions: assuming that you have two or more entries with same type of event, and that the other conditions (costume and transformation) apply, the
order of conditions seem to be the opposite of the ones in the combo box: first the teacher relationship with "other char" is evaluated, then the cac race is evaluated, and if all of those are false, then the default condition applies (if "other char" is a roster character, only the "default" condition can apply).
Costume: the costume of "this char" to which this event applies. -1 means "any costume".
Transformation: 0 is base, 1 is first trans, 2 is second trans, etc
Event name: can be any non-empty string, assuming that you map the subtitle and audios properly with this event name.
Verify button: the purpose of this button is to verify that all subtitles and audio files exist, and that the mapping of event / audio was done properly.
The CNC tab
The CNC allows characters to respond to dual skills request of other players when your character doesn't have the dual skills equipped (if they are equipped, then they can already respond to that skill request). You can fill here which dual skill your character will respond. If you want your character to respond to any dual skill request (like cacs), there is a checkbox in the "Info" tab for it. If you check that, forget about this tab (you cannot have both, since it makes no sense, and the creator will give an error).
So, like the message in the bottom part says, make sure that your character is prepared to use dual skills in its bac, bcm and bdm. If the character is a variation of a teacher or fuu and you are using bac, bcm and bdm files from 1.09 or higher, and your cms points to them, your char is already prepared. Otherwise, follow the tutorial about adding dual skills, which is in somewhere in this section.
So, any combination of costume index + model preset can respond up to 3 dual skills (this functionality is part of the cnc file format, even if vanilla game only make use of one skill).
You can fill as many entries as you want. Combination of costume index + model_preset that don't have a cnc entry won't be able to respond to dual skills requests (well, except if they have the dual skill equipped). Only limitation here is that you can't have two entries with same costume_index+model_preset.
So, if you want every slot of your char to respond to specific dual skills, make sure to have as many cnc entries as slots, with the same info in costume_index and model_preset.
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And that's all. Just click save. The save is always a "Save as". I recommend not to overwrite files (even if there is not a problem in doing so), so that you have backups of old files.
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The "other things" section
Multi slots... you can actually create a multi-slot mod. With multiple costumes, or just with multiple skill sets.
To do that, you would use the "Add" button in the Slot section.
Then you would fill the costume index and model preset properly. Let's say that you have a mod with two costumes, and also two skill presets for each of them. Then, you could have a 4-slots mod with the following combination:
Costume index: 0 Model preset: 0
Costume index: 0 Model preset: 1
Costume index: 1 Model preset: 0
Costume index: 1 Model preset: 1
(each combination of costume_index+model_preset must be unique!!)
Then you can fill the skillset of each one using the combobox in the CUS section.
And if all that only made things even less clear, I'm sorry
The x2m format
x2m files are nothing more than zip files with another extension, with a xml file called x2m.xml and files/folder in a predefined layout. You can open x2m files with any program that can view zip files and check on your own. You may also use this if, for whatever reason, you need to do a manual edit. You would only need to extract the zip, do the changes, and repack.
Before starting this tutorial, I recommend you to have run XV2 Mods Installer first, and clicked-> Tools->Associate x2m extension.
This will not only associate x2m extension with the installer, but it will also add an "edit" entry to the context menu of the windows file explorer, that will open those files with XV2 Chara Creator.
Anyway, if you are starting a new mod, just open the program normally.
The mod info tab
Name: this is the name of the mod. This will only appear to users in install, but not in game.
Author: self explanatory...
Version: the version of your mod. The installer supports mod updates.
GUID: this non-editable field is a unique identifier for the mod. When you open the program, it generates a random one. Whenever you update a mod, you should open your old package file, and you will see how the guid remains the same. As soon as the guid remains the same, the installer will recognize it as same mod.
Char name: this is the actual name of the character that will appear on the game. You will notice that language combobox...
Don't worry, you don't need to learn 9 languages. I'll explain how the creator/installer handles languages. What I'm gonna explain apply to any other field in the program that has a language combobox:
- The only mandatory language is the english one. On install time, the installer will install names files for all languages. If it cannot find the string for a particular language, it will use the english one. So, for example, if you fill english and spanish language, french users would get the english name.
Use specific char names for costumes: if you want each of your costumes to have different character names too, you'll have to tick that box, and specify there the name for each costume index. (Note: if you don't specify X costume, it will use the general char name).
You can't repeat a costume index between entries.
Ozaru/Great Ape: check only if your character is an ozaru. This will make the game to treat as that (will fix moves, and will also make the character to get the pink bar when is an enemy).
Force game to use following body: first rule of this feature is to not use it if you don't know what it is about This feature allows to select a body defined in the bcs. Before checking it, you should make sure that your bcs actually has bodies defined (you can use genser for that). In the text field, put the idx of the body.
The files tab
Chara files: this is the directory that contains your char files (emd, emb, and all that). You must select here a directory with a 3-name letter that must not exist in game.
The name of the directory will become your 3-letter character code. (and I will assume all your files inside are named properly)
I actually had a long discussion with... myself! about wether I should let modders choose the 3-letters character code or autogenerate a randomish. At the end I decided for the first option. I suggest to use the most randomish names possible to avoid collision with other people mods. (the installer won't allow two different mods with different guid and same 3-letter code to be installed).
Select portrait: this is a dds file that is shown in the selection screen (like those in CHARA01.emb). You can choose your own dds file or use the "Copy from game" to copy one from the game.
Battle portrait: this is a emb file for the battle portrait, like those from /data/ui/texture. Again, you can choose your own file or let the creator copy one from the game.
Let me explain a difference here, though: if you copy a emb from the game, the creator will do internal processing to rename the emb filenames to match your character 3-letter code. But if you choose your own emb, the creator won't do any kind of processing, you will be on your own.
Audio: this is an optional directory with sound files for character selection screen and/or SEV (in custom mode). If you set this directory to a directory with valid audio files,you will be able to set them in the slots tab and SEV custom.
Valid audio files: you must use hca format (see below on how to convert to hca), and the file names must end with "_jp.hca" or "_en.hca". The name before that can be anything, but avoid white spaces, symbols and foreign symbols (to avoid problems, stick to A-Z,a-z,0-9).
How the installer manages audio language (this part explained here will be valid for any audio language thing in the future): if both "_jp.hca" and "_en.hca" file exists, the installer will use the "_jp,hca" for japanese audio and the "_en.hca" for english. Otherwise, if only one of them exists, the installer will use it for both languages, as the installer MUST keep the english and japanese acb/awb files synchronized.
Converting audio files to hca: use Eternity Audio Tool version 1.0alpha1 or greater. Use File->Convert files to HCA
The HCA format will preserve the characteristics of source file (number of channels, frequency). For css voice, it is recommended for your source file to be 24000 Hz and mono channel. That's what the game voices use, and you should do the same (there are several reasons for it, one of them being that the game expects all of tracks of that file to have same characteristics).
If you want to have a control over converted file size, set the Eternity Audio Tool encoder quality in Edit->options.
Tip: The hca converter can convert multiple files at once if you select multiple files.
The additional data folder... what I internally call "jungle" because it represents the chaos and disorder. This folder is totally optional. You will only need to provide it if you need additional files to the character files. In that case, you will chose a directory that contains your data directory inside. For example, if you choose "c:\ggg", the ggg directory should contain inside the data directory, etc.
Whatever you add to this additional directory will be copied by the installer "blindly" without any kind of control or mod conflict management. Use with care, and only when really needed. And please don't put system files there or you will create a total mess...
A reasonable case to use the additional data folder is to use custome voices (along with the cso tab)
The slots tab
First of all, if you are gonna create your first mod with the creator, I will ask you to ignore that button that says "Add". That button is only for mods with multi-slots. I will give a grief explanation about that at the end of tutorial, at the moment ignore that button for the sake of our mental health.
For those of you that have worked with CharaList.as: Most of the data that appears here is actually the same data that appears in CharaList.as (except for costume name).
Anyway, you will usually start by using that button called "Copy values from game" and copy the configuration from an existing character.
The Costume index is... the costume index In case you have a character with multiple costumes.
The model preset is... ehm, you know those characters that have multiple configurations but with same costume? Well, this controls that index. You may want to play with this in multiple slots mods, otherwise leave it at 0.
The Voices control the character voice at selection screen. You can use the following values:
-1: No audio
Number different from -1: the cue id number of an existing sound (use the copy button to get them).
For custom audio, do this -> tick the "custom audio" checkbox, and select your track there. For this box to be enabled, you need to set up the css sound directory first in the files tab.
The Listen button allows you to listen to the voices (this works with both, custom voices, and original ones). You can control the language for the listen button in the Listen language field. Note that this info is not saved in the x2m, as it is only a functionality for the gui (it will be saved in your global xv2ins-xxxcreat configuration though, so that next time you see the same language you lastly selected).
The CMS tab
The character model specification. Values missing in the gui (3-letters code and numerical id) are automatically generated at install time (the 3-letter code will be the one of your character folder, and the id is totally computed at install time).
All other values are free to be edited. For unknown values, I have used a combination of the convention of genser (U_18, U_1A, etc) followed with the naming convention of MugenAttack CMS Editor (4?,5?, etc)
The copy button allows you to copy value from game cms, and also from external cms (binary or xml).
The cus tab
This is pretty much self-explanatory. Just select the skills. Or use the copy to copy from game cus, or from an external one (binary or xml).
The missing things are the character id, costume id, and the unknown value. All of this are filled at install time, don't worry. (the unknown value is not unknown anymore, that's the same thing as the model preset in the slots section, which is why it will be filled by the installer).
You may have noticed that slot combobox at the beginning. That combobox is actually tied to the slots section. The number of slots here will be the same that the number of slots there, where every combination of costume_index+model_preset maps to a skill set. Anyway, I will explain a bit more about that in the multi-slots section.
To use custom skills, refer to the skill creator tutorial, in concrete, to the last section ("Integrate x2m skills into characters").
The cso tab
The cso tab controls sounds/voices of character. It is a total optional section, if it is not enabled in that checkbox, your char won't have a cso entry.
If your mod is single slot, forget about the "add" button, and ignore it. Otherwise, read the following explanation:
***The number of cso entries must match the number of slot entries that have a different costume_index.
So, lets say that you had 3 slots in the slots section. One that had costume_index = 0 and model_preset = 0, another one with costume_index = 0 and model_preset = 1, and a third one with costume_index = 1, model_preset = 0 -> then you have two different costume_index, and the number of cso entries must be 2 (otherwise you will get an error).***
Now, let's explain the values:
SE: the name of the SE acb file (if any)
VOX: the name of the voice acb file (if any)
AMK: this is the path to where the amk file is (I think that's the lips file). Think of it as if the game was positioned in the "data/chara" directory, then it will find the amk by appending what is here, and then adding the .amk extension.
SKILLS: do you see the files at data\sound\VOX\Battle\Skill?
Well, if this value is not empty, it tells the game the prefix to use for the skills. For example, the kamehameha of goku is the file CAR_BTL_S000_KMH_GOK_VOX.acb(.awb)
The prefix would be "GOK".
This is empty in a lot of characters, when that happens, the game uses the character 3-letter code as prefix.
A quick how to:
- Make your character have the sounds of another one: begin by using the Copy from game button. Then add that character 3-code to the SKILLS section. Done. If you skip the SKILLS section, the special attacks won't have sound.
- Make your character have custom sound: use the additional folder to put your files with the same path they would have in game. Use the 3-letter code of your character when naming your files (for example CAR_BTL_TMA_BOX for a TMA character) Fill SE (if any) and VOX to match your custom sounds.
If you are gonna use custom sounds for your skills, you'll have to put them in data\sound\VOX\Battle\Skill in your additional data directory, again by using proper naming with 3-letter code. If you used proper 3-letter code for the naming, you can leave the SKILLS text field empty. Otherwise, make it match whatever code you used.
If you are gonna distribute your mod with custom sounds, remember that the game has two audio languages. Be civil and provide sounds for both possible paths (even if just a file copy).
The psc tab
This controls the stats of the character and also its super soul. It is optional, if you don't enable, character will have default stats (which are apparently op).
The Add button is for multi-costume characters, and it follows the same rules than were explained in the cso tab section. Otherwise if your mod is single-slot, ignore that button.
You probably want to begin by copying the data from a known character.
Super soul: this is "-1" if you don't want your character to have a super soul. Otherwise it is the integer code of the super soul. You have a list here.
Note that that list uses hexadecimal, while this program expects numbers in the decimal system, so you will need a hex calculator. In the future I plan to replace that text field by a combobox with all existing super souls, until then you'll have to use that list.
The aur tab
It controls the aura of the character. The add button follows the same logic than psc and cso (it must match number of different costume_id). Otherwise if your mod is single costume, you can ignore that button. (This section is optional, you have to enable it.)
Auras can work in two ways. Either you reference a existing one (which you'll do in msot cases), or you use the custom mode to create a unique aura.
If you just need to use a existing aura, DON'T USE CUSTOM AURA.
Aura: it is the integer code of a existing aura (only available if custom checkbox is unchecked). Use this list to know the aura ids. Note that the list uses hexadecimal numbers while my program expect decimal numbers, so you'll need a hex calc.
Glare: the aura is permanent. (this value is available always, regardless of the custom checkbox).
Other values: they get available if the custom checkbos is checked. They define the parameters of the new aura you are creating. I don't know what they do exactly, but I guess you can do tests mixing values here and there.
You can also copy the values from game or from existing .aur or .aur.xml. The .aur.xml can read the .aur.xml output by olganix XenoXmlConverter.
The sev tab
sev stands for "special event voice". It is what makes those event at beginning of battle work. (those dialogues).
Sev is probably the more complex entry of character, because it is is bidirectional. This means a character doesn't only have its entry, but it is also in the entries of other people.
Because of this, I made the way of handling this entry a bit special (and the installer will treat in a special way: every time a mod is installed, the sev file is rebuilt using the information of all existing mods).
The first thing you will notice if you enable sev is that combobox at the upper right that let you select "Mode simple" and "Mode custom", which enable one part or another of the gui. I will explain its differences, but let me tell you before that the differences between them aren't only about their simplicity, there is something more.
SEV simple mode (internally called SEV HL)
This mode lets you tell the installer "Ey, I'm this character, I'm this identity". And by magic, the installer will clone that identity for your character.
I want to leave this clear now: the advtanges of simple mode against custom mode are more than its simplicity. By defining an identity, the installer will be able to make different mods to recognize between each other.
For example, let's say you have a Vegeta mod that uses the sev simple mode to one of the Vegetas. And you have a second mod (from a different author or not, doesn't matter), a Trunks one, that used sev simple mode as one of the Trunks. The internal code of the installer will be able to make that modded Vegeta and that modded Trunks recognize each other (and of course they will recognize original chars too).
For new versions of characters that exist in game, 99% of times you will want to use SEV simple mode.
Once that important feature of Sev simple has been explained, let's talk about the combobox of entries. This one works differently than in previous sections.
Unlike previous ones, you can have here any number of entries from 1 (if you want zero, just disable sev) to a max of N, where N is the number of different costumes + 1. You are not forced to have an entry per costume.
In costume index, you will put either a costume index, or -1 to apply to all the costumes of your char. Every costume index in every Entry must be unique (not used in other Entry).
Most of the times, even in multi-slots mods, you will have a unique entry that specify "My costume index" as -1 (so that it applies to all your costumes).
So that's it, just select the "identity" of your character in the "behave as" combobox.
SEV custom mode (internally called SEV LL)
This mode lets you fully customize the events of a character, but different mods using this option won't be able to recognize each other, because they don't have an "identity".
Sev custom mode is what you would use if you really need a total control of events, or if you are using a fully new character (e.g. someone like Pikkon, who doesn't exist in game) and you think you could reuse the events of an original character.
Even if mods cannot recognize each other "magically" with sev custom mode, I still made a nice feature that allows you to refer to non-existing characters (e.g. a mod). This is explained in "Other char code".
So, mmm, the entry combobox works exactly as in SEV simple mode. Refer to what was said back there. (remember specially waht I said at the end, most of times you only want a single entry with "My costume_index" in -1, even if your mod is multi-slot).
So a sev custom mode entry can have multiple character entries (these are the people your character interacts with). And then each of this character entries can have one or more events. And these events can each one of them have one or more event entries. Isn't that funny?
I will explain the "character" part.
Other char code: this is either a 3-letter code of another character (the one your character is interacting with) or an empty string. An empty string means "anyone" (however see my remark about empty string in the "Direction" explanation). Remember what I said before about a special feature to refer to non-existing characters? Well, here it is: it doesn't matter if the 3-letter code you specify here exists or not in the user installation
If you specify here a character of another mod, let's say, called "AAA". When the user installs your mod, if the character "AAA" doesn't exist, it will just skip it. However, if the user install later the mod that defines the character "AAA", the sev rebuild code that runs everytime a mod is installed, will be able to catch the situation, and make that interaction that you defined happen. And when any of them is unistalled, the situation is also handled. The sev rebuild code of the installer is magic!
Using this feature, you could still use make different mods communicate with each other, even if it is not as automatic and nice as the SEV simple mode.
Other costume index: this is the costume index of the character defined in Other char code. -1 for "any costume".
Direction: Myself->Other, this is events that happen from your character to the specified character.
Other->Myself, this is events that happen from the other character yo yours (actually in this case, you are actually manipulating an entry that will be added to that character).
If direction is "Myself->Other", then Other char code can be an empty string, which means "generic dialogue for chars which I don't have custom dialogue".
If direction is "Other->Myself", Other char code can't be empty.
Anyway, most of the time, you will use that button that says "Get char entries". That will get the entries of an original character for you, and you will be able to see how this thing works. You will notice that almost all original chars have an empty other char code as first character entry (e.g. they define first the generic dialogue).
About the "Get char entries", let me tell you a difference between this button and the "Copy" button of other sections. If you use "Get char entries" from game, the internal code will skip any mod-added entry. This is done on purpose, because for every mod installed, all entries can be affected, and this probably not what you want when creating a character (having multiple entries of your currently installed mods there).
So, the "Get char entries" from game will filter the results and only put original entries. This is done for good, it is what you want most of times. However, because I don't like restricting what people can do, if you still want to get modded entries, use the "Get char entries" from external file, and select the sev file -> this won't filter results at all.
Custom audios: to use a custom audio, you must set an audio directory in the files tab first. Please, refer to that section to know how the files must be named.
Listen buttons: they allow you to listen to the sound. The listen language combobox allows you to select the language for listening (this is strictly for the creator, this info is not saved in the x2m).
And well, that's it, let's end with a summary of When to use simple mode, and when to use custom mode.
- Your character is a new version of an existing character (new Goku, new Vegeta, etc). Most of the times you want to use simple mode, not only for its simplicity, but also because it allows an automatic inter-mod sev recognizition. In these cases, custom mode should only be used if you really think some event doesnt' fit your version and you must delete it.
- Your character is totally original (doesn't exist in game) or you need to use new audios. In these cases, use SEV Custom mode.
The CML tab
The CML (camera limit value) defines the position of the character model in the CSS. Or at least the known values. It is unknown what the undocumented values do or if this can affect any other part of the game.
The rules about number of entries are the same that those of CSO, refer to that section for that.
About coordinate system: X here means left-right, Y up-down, Z front-back.
This may be different from the coordinate system your favourite 3d tool uses or the one you were taught in school (specially, Y and Z tend to be swapped in some systems).
CSS Pox X Y Z: the position of the character model in the selection screen. Ceneter of the screen is probably 0,0,0, but I haven't checked.
CSS Rot X Y: Rotation of the character through those axis. There is no Z rotation available, apparently.
Who knows what the other values do (and where they do it), anyway you will usually use the copy button to get those numbers from a known character.
The HCI tab
The HCI tab is... well, is to define the images used in the battle portrait, according to the character trasnformation (that includes the villanious thing). In a mod with no hci, the game seems to just pick the first image of the battle potrait for all states.
Let's talk about the number of entries first. Unlike other sections, here you'll usually have several (even a lot) entries even for single-slots mods. There are no upper limit to the number of entries (lower limit is 1 if hci enabled, for 0 just disable hci). (however, the creator will automatically remove duplicates when saving, this is, entries that have the 4-values identical between each other).
Costume index: this is the costume index of your character to which this entry will be applied. A -1 value can be used as "all costumes".
State 1: this is ...erm the "state of the character". (transformation, etc)
Known states:
-1: This is normal state (or ir probably means "no special state"). A note about this state: the game entries usually have the "-1" entry to the end. It is possible that the order matters, since the -1 is probably used like a wildcard, so I suggest you to move the entries with state1 = -1 to the end.
0: Super Saiyan
1: Super Saiyan 2
2: Super Saiyan 3
7: "KY1"
8: "KY1" SSJ1
9: "KY1" SSJ2 (probably, not checked)
10: "KY1" SSJ3 (probably, not checked)
15: "GK1"
16: "GK1" SSJ1
17: "GK1" SSJ2
18: "GK1" SSJ3
State 2: wtf is state2... Ah, Komodo told me, it is related with GK2/KY2. You should probably take a look at the entries of those chars with supervillanous modes. Usually -1 for everyone else... or 0... or whatever.
Emb index: this is the index in the emb that is applied. You can use the "Get from battle portrait" to graphically get the value from your currently set battle portrait.
And if you haven't understood a thing about HCI, which can happen due to that shitty explanation I posted, the best thing is to learn from original chars.
For that I suggest to go to the Files tab, and set the Battle portrait of an original char. Then go to HCI tab and use the "Get entries" button with the same character. That will replace all current HCI entries with that of that character. Now look at emb index, and use the "Get from battle portrait" button to know which image is applied to a specific state1 or state2 (Tip: if you hover the mouse over an image, you will see the index of that image).
The TTB tab
I'll first explain what both TTB and TTC are. TTB and TTC are the common dialogue that characters have in parallel and expert missions quest (does not apply to main quests or fuu quests). You could think of them like being the "SEV" of quests. While SEV applies to free battles, TTB and TTC apply to these quests.
Because there are some similiraties with SEV in how the creator/installer handles these tabs, I recommend reading the SEV section before TTB/TTC, since I don't want to repeat some concepts.
As for the difference between TTB and TTC, that's simple: in TTB there are between 2 and 5 characters, each one saying a line of audio (+ subs). While TTC is single sided dialogue, only your character talks (although that doesn't mean there is no other char involved, just that the other char doesn't talk).
Example of vanilla TTB entry: (Goku meets Vegeta as enemy)
- Goku: "Vegeta... Sorry, but I'm going to use my full power!"
- Vegeta: "You always manage to be one step ahead of me! You're as annoying as always!"
Example of vanilla TTC entry: Goku gets ko'd by an enemy
- Goku: "Wow... You really are strong..."
Before explaining the specific things, you should be aware of some things:
- Unlike SEV, both TTB and TTC have subtitles. If you have disabled subtitles, you may not see them. If you provide custom dialogues, always provide subtitle, at least in one language.
- When human player is using the chaacter, not all of TTB and TTC events are processed, but some of them are.
- In the dialogues subs (of both, TTB and TTC), the characters always appear with their real battle portraits (emb). This means, that if you have an "auto generated battle portrait", your character will appear with an empty portrait in the sub (a yellow one).
There are two alternative ways of solving these: 1) Switch from auto generated portrait to real portrait, don't forget you can dump auto gen portraits with the patcher. 2) There is a way for you to have both: an auto-gen portrait for the battle icon, and real-emb for dialogue subs. For that, you will have to make use of the additional data directory, and have your emb file at "data/ui/texture/XXX.emb", replacing XXX with the char code of your character. That way, if you use auto-gen battle portrait, the dialogue subs will still gather the portrait from XXX.emb.
So, well, now the TTB specific parts.
The first of all is that combobox with "Simple" and "Custom" mode. Everything I said about SEV simple and custom mode applies here aswell, so I won't repeat that here.
Now, I will explain each mode separately.
TTB simple mode (internally called TTB HL)
This is pretty much like the SEV simple mode. You use this mode if you are creating a variant of an existing character.
Most of times, you'll just have a single entry with costume set to -1, and the "Behave as" set to whatever character of your liking, but there may be special cases in which you need to add specific entries for specific sotumes.
TTB custom mode (internall called TTB LL)
So, now the custom mode. You use the custom mode when you are creating a new char that doesn't exist in the game, or if you really need add dialogue to your character that vanilla doesn't cover.
Although it has some concepts in common with SEV custom mdoe, there is a main difference in how I implemented this. In SEV, there was a mess of comboboxes that could make the whole thing a little confusing. In TTB I opted for a more abstract and simple representation: each entry is a dialogue, period. You can have as many entries as you want, each one being a different dialogue. (If I could go back at time, I would implement SEV like this, but, well...)
Number of actors: the number of character involved in the dialogue, ranges from 2 to 5.
Reverse order: only applies if number of actors is 2. If checked, the order of dialogue is reversed, this means Actor 2 talks first, then Actor 1.
Type: the type of dialogue. Versus: Actor 1 and Actor 2 are facing each other (may only apply to two actors). Ally talk: this seem to be talks between allies, all actors involved are allies between themselves. Death: Actor 1 has been ko'd, and the rest of actors are their allies (not their killers).
U_44: this field is not totally known, that's why the cryptic name..., but it looks like it could be the episode or quest to which entry applies. Most of times is -1, which means it applies anywhere. There is the possibility that the purpose of this field is different, make the game load subs/audio from another place, which is why, if you are using custom audio/subs in this entry, I suggest you to have this entry as -1, otherwise it may not work.
U_48: unknown. All vanilla entries without exception use the value -1, so you should leave it like that, except for experimental purposes.
Now, the actors themselves, which is the important part.
Some considerations before:
- One of the 5 actors must be "Myself", which means your character. It doesn't matter which of them. If none of the actors is "Myself", you will receive an error when building the x2m.
- Only one actor can be "Myself". Not two or more. (would be stupid to have dialogue with yourself, huh?)
Now, the fields:
Char: this is the cms 3-letter code of the character. To refer to your character ("Myself"), leave this field empty. To refer to other character, use their 3-letter code.
Just like in SEV, the character creator and the installer allow for this field to refer to a cms entry that may not exist, so that you can refer to characters of other mods. At install time, the installer will check if the character exists, if it doesn't it skips that dialogue entry, and if the mod with that char is installed later, the installer would then add the entry, since the installer does special maintenace with the TTB file.
Costume: -1, the entry applies to any costume of the char. >= 0 -> the costume index to which the entry applies.
Transformation: 0 -> applies to base state of character, 1 -> applies to first transformation, 2 -> aplies to second, etc
Event/audio: this field is called differently, depending on if the "Use custom audio/subtitles" tab is checked or not.
When it is unchecked, this field is called "Event", and you can select an existing game event. (you can listen to them, and preview their subtitles).
When it is checked, this field is called "Audio", and here you select the audio file for this event.
Use custom audio/subtitles: this field is only enabled if you have set up an audio directory in the files tab. If you have an audio dir and you can't stil enable it, please set the audio directory again while having the TTB tab enabled and in custom mode (this is a little pifftail of the tool).
Once the audio custom audio/subtitles is enabled, you can choose the audio file from the Audio field, and set the subtitles.
The audio work like any other audio in x2m: at least one of the two languages must exist, if the other doesn't, the installer will use the one existing for both language.
The subs work like any other text in x2m: the english text must be non-empty. At install time, if the other languages don't have specific texts, the installer will get the text from the english entry.
The TTC tab
Before reading the TTC tab, you should have read the SEV and TTB tabs.
Once done, well, TTC is a bit similar to TTB, but there are two different factors:
- While TTB use common audio and subtitle files for all chars, TTC use specific for each character (you only have to worry about that when working in "Custom mode").
- TTC is single-sided dialogue, only this char talks. There is usually another character involved in the event, but we don't know their cms (although in the case that the other character is a cac, we can know their race, but not their sex) and they don't talk anyway.
And now the explanation of each mode:
TTC simple mode (internally called TTC HL)
This is, in concept, mainly like TTB simple mode, but with some technical differences:
- Because TTC is not multidimensional (there is only one cms involved, the one of this character), the implementation in the installer is pretty easy, and no special management is done on the TTC file, unlike with TTB and SEV.
- As stated previously, TTC use per-char files for audio and subs. Because the game doesn't honour the cso tab for TTC like it does with SEV, the game will always load audio and sub files using the cms code of the character. To avoid having unnecessary duplication of files, if you use TTC simple mode, the installer will make your mod use a patch in the patcher that allow ttc audio/subs being loaded from the cms code of the character in "Behave as"
Due to this, if you have multiple entries (in most cases you will only have one with your costume set to -1), you should make sure that all of them point, in the behave as, to the same character code (even if different costume), because the installer will make the patcher use the audio/subs from the first TTC entry you put.
(If you need more control, you'll have to use the custom mode).
Anyway, if you haven't understood that boring explanation, it is not very important, in most cases you just put -1 in the costume here, -to apply to all costunes-, and select the character to "behave as", and voila, it just works
TTC custom mode (internally called TTC LL)
This is a bit like TTB LL, except that it gives you less the hand You'll have to prepare your audio and subs file outside, by using the additional data directory.
You'll usually begin by using the "Copy files" to copy the files from an original character (this functionality already copies them renamed to your character cms), and then use Eternity Audio Tool 1.0 or greater to modify/add tracks, and a msg editor of your choice (I'll be using genser in examples) for the subs and the voice file.
Anyway, wether your use the copy button functionality or not, you need these files (where XXX should be replaced with your character code)
Subtitles:
data/msg/qc_XXX_en.msg
data/msg/qc_XXX_es.msg
... (rest of languages, total of 11 files)
Voice file: data/msg/qc_XXX_voice.msg
Audio files: data/sound/VOX/quest/Common/CAQ_XXX_VOX.acb/awb (japanese) and data/sound/VOX/quest/Common/en/CAQ_XXX_VOX.acb/awb (english)
Like in TTB, in TTC each entry is a different dialogue. The event name is what tells the game which sound track and subtitle to use.
Maping event names to subtitles:
In an entry like above, the "name" must be the same that your event name here. And the Line just contains your subtitle text. (the id there can be anything, just cannot be repeated in the whole file).
Mapping event names to tracks
I'll be using "Cue name" as the way to refer to what eternity audio tool shows as "Name" column.
To map between event names to cue names there are two ways.
1) Look at the BRL_ENC_0 example in the image of the left: the name is the event name, and the line is the cue name in the acb. So, BRL_ENC_0 event gets mapped to the BDQ_BRL_000 track in the acb.
2) If your line is empty like in the image of the right, the game assumes that both the event name and cue name are the same. So CAQ_BRL_000 is both, the event name and the track name in the acb.
Use whatever way you like, the game usually uses both even in same char, but doesn't matter anyway.
Before proceeding to explain the fields, let me talk you about the naming convention I will use:
"This char" refers to this char you are creating.
"Other char" refers to the other character involved in the event (whose cms we don't know, and they don't reply back)
"Player char" refers to the character being handled by the player, but not necessarily a cac 8it can be a cac or not). I will use "player cac" to specifically say it is a cac.
("player char" is a specific case of "other char", but not all of "other char" have to be "player char").
Type: the type of event for this dialogue to happen. (Let me know if you find an error in some description).
- Versus: "this char" has started fighting the "other char".
- Minor damage: the "other char" has caused minor damage to "this char".
- Major damage: the "other char" has caused major damage to "this char".
- I ko'd the player: "this char" has ko'd the "player char".
- Strong attack (damaged): "this char" has received a strong impact from the "other char".
- Power up: "this char" is about to power up (only scripted transformations).
- Start talk: "this char" and "player char" are allies, and this is what "this char" tells to "player char" at the beginning of quest.
- Player ally damaged by enemy: "this char" and "player char" are allies, and ally has been damaged by an enemy.
- Little time: "this char" and "player char" are allies, and there is little time for the quest to timeout.
- Player ally killed an enemy: "this char" and "player char" are allies, and "this char" is congratulating "player char" for killing an enemy.
- Challenge: "this char" challenges "player char"? Not many chars use this event, so I'm a bit unsure of when it happens.
- I was ko'd: "this char" has been ko'd by "other char".
- Entering the quest: "this char" wasn't in the quest before (or was inactive), and is going to fight now.
- Master versus: "this char" is the master of "player cac", and they are going to fight. (it is some kind of special event for some teacher quests).
- Player ally has been ko'd by enemy: "this char" and "player char" are allies, and "player char" has been ko'd by an enemy.
- Fight seriously: "this char" is going to fight seriously now (?)
Condition: the condition for this dialogue to happen.
- Default: if the below conditions are not met, this line is said.
- To (Race) CAC: the "player cac" is from that race. (it is worth to mention that race condition is only applied to player, apparently not to other time patrollers).
- Master to CAC: "this char" is the teacher of "player cac". (apparently it must be the current active teacher?)
Order of evaluation of conditions: assuming that you have two or more entries with same type of event, and that the other conditions (costume and transformation) apply, the
order of conditions seem to be the opposite of the ones in the combo box: first the teacher relationship with "other char" is evaluated, then the cac race is evaluated, and if all of those are false, then the default condition applies (if "other char" is a roster character, only the "default" condition can apply).
Costume: the costume of "this char" to which this event applies. -1 means "any costume".
Transformation: 0 is base, 1 is first trans, 2 is second trans, etc
Event name: can be any non-empty string, assuming that you map the subtitle and audios properly with this event name.
Verify button: the purpose of this button is to verify that all subtitles and audio files exist, and that the mapping of event / audio was done properly.
The CNC tab
The CNC allows characters to respond to dual skills request of other players when your character doesn't have the dual skills equipped (if they are equipped, then they can already respond to that skill request). You can fill here which dual skill your character will respond. If you want your character to respond to any dual skill request (like cacs), there is a checkbox in the "Info" tab for it. If you check that, forget about this tab (you cannot have both, since it makes no sense, and the creator will give an error).
So, like the message in the bottom part says, make sure that your character is prepared to use dual skills in its bac, bcm and bdm. If the character is a variation of a teacher or fuu and you are using bac, bcm and bdm files from 1.09 or higher, and your cms points to them, your char is already prepared. Otherwise, follow the tutorial about adding dual skills, which is in somewhere in this section.
So, any combination of costume index + model preset can respond up to 3 dual skills (this functionality is part of the cnc file format, even if vanilla game only make use of one skill).
You can fill as many entries as you want. Combination of costume index + model_preset that don't have a cnc entry won't be able to respond to dual skills requests (well, except if they have the dual skill equipped). Only limitation here is that you can't have two entries with same costume_index+model_preset.
So, if you want every slot of your char to respond to specific dual skills, make sure to have as many cnc entries as slots, with the same info in costume_index and model_preset.
The VFX tab
The vfx is optional. Set to empty to not use it. You can either use an existing eepk (like in the screenshot), or use a custom one. If using a custom one, just include the eepk in the additional data (and remember to use some path that doesn't easily clash with vanilla content or other mods), and then put the path, relative to data/vfx, in the field.
And that's all. Just click save. The save is always a "Save as". I recommend not to overwrite files (even if there is not a problem in doing so), so that you have backups of old files.
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The "other things" section
Multi slots... you can actually create a multi-slot mod. With multiple costumes, or just with multiple skill sets.
To do that, you would use the "Add" button in the Slot section.
Then you would fill the costume index and model preset properly. Let's say that you have a mod with two costumes, and also two skill presets for each of them. Then, you could have a 4-slots mod with the following combination:
Costume index: 0 Model preset: 0
Costume index: 0 Model preset: 1
Costume index: 1 Model preset: 0
Costume index: 1 Model preset: 1
(each combination of costume_index+model_preset must be unique!!)
Then you can fill the skillset of each one using the combobox in the CUS section.
And if all that only made things even less clear, I'm sorry
The x2m format
x2m files are nothing more than zip files with another extension, with a xml file called x2m.xml and files/folder in a predefined layout. You can open x2m files with any program that can view zip files and check on your own. You may also use this if, for whatever reason, you need to do a manual edit. You would only need to extract the zip, do the changes, and repack.