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(03-05-2017, 02:13 AM)Rodo Furedorikku Wrote: When I said he was broken, I was referring to how most of his cape is missing. I'm aware of the multiple hands thing. It's not the first time I've seen this, even Sm4sh 3DS does this. Ah I see, sorry about that with the hands XD I know that in Budokai 3 and Infinite world Piccolo, Dabura, Gt Saiyaman/woman, and other characters that poses a cape have the texture for a cape and a start of the cape but the actually stored somewhere else, where this may be stored I don't know but it is stored elsewhere instead of the model. It may be the same with Heroes I am not sure but it is something to think about when taking characters with capes :p
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Good idea, I'll check to see if this is the case with other caped characters.
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(03-04-2017, 11:04 PM)MegaModder337 Wrote: EDIT: I can find other character codes for characters if need be as they are shortened in not only Budokai 1 but Budokai 2 and 3 in the files there :p
Also, here are the shortcodes from Xenoverse 1 & 2 collected by myself and a good friend over on our modding site.
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(03-05-2017, 01:30 PM)Rodo Furedorikku Wrote: Good idea, I'll check to see if this is the case with other caped characters. In Budokai 3/Infinite World PS2 ISO files there are SLES files, they old everything in place like for example:
00 GOKU
01 KID GOKU
02 KID GOHAN
03 TEEN GOHAN
04 ADULT GOHAN
05 GREAT SAIYAMAN
06 GOTEN
07 VEGETA
Above are codes for characters (there are more) and show you whom was who.
Each character has a form list and have certain shaders applied to them, here is goku's block:
00 00 00 00 00 00 00 00 00 00 01 00 03 00 00 00
00 00 02 00 03 00 00 00 00 00 03 00 04 00 00 00
00 00 04 00 04 00 00 00 00 00 00 00 00 00 00 00
My favourite, colour codes.. XD
RED is the code for the character, because this is 00 it is Goku.
BLUE is the form of that character, 00 is base, 01 is Kaioken, 02 is SSJ, 03 SSJ2 and 04 is SSJ4. (SSJ4 for both Goku and Vegeta are separate slots for whatever reason)
GREEN is the shader; 00 is the base form shader, 01 and 02 is unknown and not used but is similar to base, 03 is the SSJ shader and 04 is SSJ2 up to SSJ4.
This is just an example of what the SLES file does in the whole ISO file. I have no idea if the 3DS or Arcade version of DBH use a similar setup as Dimps uses a lot of resources from Budokai 3 and Infinite world and if they did, it'd be structured differently.
As for capes for Piccolo, Dabura, Gt Saiyaman they are harder to explain.
This is where you can find all the models and other features (scouter lenses and capes) Goku's example:
08 01 00 00 F0 6B 43 00 00 00 00 00 09 01 00 00 20 6C 43 00 00 00 00 00
BLUE is the hexadecimal for Goku Base form's model in his first costume, because his model is located at 264 it would be translated to 00 00 01 08 (but it is reveresed in the file)
RED is that... thing XD which is an offset for where his excess parts are (where a cape would be if it were Piccolo)
GREEN is just empty space and separates models and code.
Now, onto the fun part..
in the offset we found we must reverse it and take away FFF80 (always this number) from 436BF0 to get 336C70.
You would then search for the offset of 336C70 which will get you here:
03 00 00 00 D0 5C 43 00 50 5E 43 00 D0 5F 43 00
RED is the accessories (where the cape and other parts would be if it were Piccolo, Dabura, etc)
BLUE is how many accessory parts are there, because there are 3... it is 3.. Yeah.
That is the B3/IWs file that holds everything together and is where the capes are. This format/structure/whatever may/may not be in DBH but it is something to help with searching for parts like such.
NOTE: This isn't the cape itself it's just how to find it, as for extracting or even finding it is something that I don't think anyone has accomplished.
Hope this helps with understanding some things about the structure of DBH (probably not )
Anyways, thanks for your time
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Wow. What a very bizarre way to store meshes... I'll take a look, but these files aren't seen in DBH's files. I was wondering if Ohana just can't render them. But MAYBE the capes are distinct meshes in their own BCH.
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(03-08-2017, 06:18 PM)Rodo Furedorikku Wrote: Wow. What a very bizarre way to store meshes... I'll take a look, but these files aren't seen in DBH's files. I was wondering if Ohana just can't render them. But MAYBE the capes are distinct meshes in their own BCH. Yeah I know, it's crazy welcome to the Budokai series :p I think the same applies to attack effects, unless coloured in the aura files, the default is yellow and I can't find that default colour to change to anything else, weird but it's how it is.
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The capes are all there, it's just the 3DS renders it as two-sided, there isn't an actual other side to them. I'm not sure if King Cold actually HAS his full cape in this though either.
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As far as King Cold is concerned, neither side is rendered. In this screenshot, he has a longer cape than what Ohana renders.
I don't know if the Arcade version works any different on the technical side, but yeah.
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Apologies for the large bump, I think I may have got an idea on how to get the textures into a format that can be used by GameGraphicStudio, but I don't have the files of DBH because a while back the computer had a virus (not one I could remove easily) and had to wipe the computer clean, so lost most of what I had working on this, if anyone can give me a link to the game files of DBH: UM2 I'd gladly appreciate it!
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(10-22-2017, 08:54 AM)MegaModder337 Wrote: Apologies for the large bump, I think I may have got an idea on how to get the textures into a format that can be used by GameGraphicStudio, but I don't have the files of DBH because a while back the computer had a virus (not one I could remove easily) and had to wipe the computer clean, so lost most of what I had working on this, if anyone can give me a link to the game files of DBH: UM2 I'd gladly appreciate it!
https://drive.google.com/file/d/0B12H-2s...t4RzA/view
Here ya go!
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