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Post by DbZGeek on Jun 20, 2015 21:05:03 GMT
i'll do a video tutorial later today. First gotta catch up some sleep xD Couldn't have asked anything more, really thanks, this will greatly help not only modders but the community as a whole . Well im with a new dilemma >.< Which clothing piece do u want me to do a tutorial on? xD I cant choose >.<
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Post by DbZGeek on Jun 20, 2015 13:56:27 GMT
Still working on it, so expect some ugly stuff sometimes. Whats done: - Tail + Animation - 85% [Working on a fix for the lobby] - Fine tuning meshes - 60% [Im not a modeller by nature] Whats planned for the future? - Fully compatible tail in the lobby & in stages. - Complete overhaul of all the outfits (adding tails to them). - Add transformation effects to all hair styles + clothing. - Female character coverage Well, I saw the second video and just wow, while the combo wasn't the original each hit did indeed trigger and made fly the enemy correctly, great job there. I'd love to know what did you do/which edits did you make in the ean file, as I invested big time without succeeding. i'll do a video tutorial later today. First gotta catch up some sleep xD
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Post by DbZGeek on Jun 20, 2015 6:18:08 GMT
Still working on it, so expect some ugly stuff sometimes. [UPDATES] * DBX Version 1.07 compatible * Added Custom Aura * Removed golden glow when transformed * Replaced Eye Colors (made it match with the transformation) * Replaced Eyebrows (made it match with the transformation)* Replaced Original Bust (Will continue on full transformation later) |===|Whats planned for the future?|===| - Fully compatible tail in the lobby & in stages. - Complete overhaul of all the outfits (adding tails to them). - Add transformation effects to all hair styles + clothing. - Female character coverage |===|Progress|===| - Tail + Animation - 85% [Working on a fix for the lobby] - Fine tuning meshes - [Paused] |===|TROUBLESHOOTING|===| - If you encounter any problem be specific about it! - I cannot fix a problem with just "My tail doesnt work" or "My tail dont move, plz help" - Tell me whatever you did when you installed this mod. i.e. did you move just some parts of the file? where is the tail not working for you? et etc. VIDEOS: TRANSFORMATION Showcase BATTLE Showcase SPECIAL THANKS TO:
kthxbai (For his/her tutorial on transforming) Gurlok (For his/her hints/tips on how to start on the tail)
LINK
DOWNLOAD
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Post by DbZGeek on Jun 19, 2015 17:57:18 GMT
Well got it working after a long night of work xD Working on the Lobby now. Check it out Download + extra vid on fighting here
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Post by DbZGeek on Jun 19, 2015 17:56:31 GMT
hmm maybe very basic, but why not replace the HUM.esk and the HUM.ean file with that of GK4. i notice with myself i overcomplicate things when it comes to coding, has anyone already tried that?? renaming GK4.ean > HUM.ean and GK4.esk > HUM.esk ? That's what I meant when I gave you the instruction on my first post, the problem is that it doesn't work completely and the moves glitch out. ah, okay, im currently testing some stuff out in the hum.ean thingy. If everything works out correctly all thats left is fix the part that the game actually understands its a tail and not the arm/leg or whatever. Which shouldnt be too hard.
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Post by DbZGeek on Jun 19, 2015 15:02:16 GMT
Thanks ^_^ maybe that animation can be fixed by adjusting the default skeleton and hex edit the .ean files. I will look into it. Thanks for your advise ^_^ HUM Skeleton and GK4 Skeleton are identical, the latter has only the tail added, so just rename it as HUM and put it inside the HUM folder, less hassle for the same result . I tried to hexedit the ean files and made some tests, but the results ended in either loading loop or crashes. sadly the file contains way too many strings. But I'm not a professional when it comes to that stuff, so maybe you could attain something, let me know if you find a solution . hmm maybe very basic, but why not replace the HUM.esk and the HUM.ean file with that of GK4. i notice with myself i overcomplicate things when it comes to coding, has anyone already tried that?? renaming GK4.ean > HUM.ean and GK4.esk > HUM.esk ?
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Post by DbZGeek on Jun 19, 2015 13:30:57 GMT
Well as the thread name says.. I would like a tutorial or short explaination on how to add a tail+animation to your CaC. if its programming or scripting the tutorial could be intermediate or pro.(since i already know how to program in C++, delphi, C#, HTML and Java and edit meshes+bones.) The reason i want to know this is, i want to contribute to this site as well with some nice mods and/or add-ons. Thanks on forehand! If you are familiar with blender or 3ds max (personally I prefer the first) as far models can go you shouldn't have many issues. You can check kthxbai's thread, not only he provides some nice mods, he also provide a tail accessory. You could always bind the tail to the bust in order to save an accessory slot (I did it myself, is really easy), keep in mind though, the tail will not move. However, if you are aiming for a tail + animation, for now all you can do is the follow: 1) You can use Goku, Vegeta or Gogeta SSJ4 pants or extract their tail and put it in CaC pants model, along GK4 skeleton; 2) There is no saiyan tail animation in the lobby, ending in the tail being rigid, all you could do is to use the frieza race animation (but resulting in your character foot going underground due to saiyan being taller); 3) Same goes for stages, the only way to fix it is by replacing your character animation with the one of Goku/Vegeta/Gogeta SSJ4, but this will glitch every combo and throw you do. That's pretty much at the moment, I highly suggest to go for kthxbai's accessory tail, even more if you use female characters, as the above method will NOT work. Thanks ^_^ maybe that animation can be fixed by adjusting the default skeleton and hex edit the .ean files. I will look into it. Thanks for your advise ^_^
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Post by DbZGeek on Jun 17, 2015 22:51:47 GMT
dude thats the basic answer.. in other words RTFM right? Look, im lookin for help not a push aside answer..
i can look whatever i want, but without knowing what they adjusted or which file they adjusted, and what was added... i can search until next year with so much code and data to cover.
all i want is a push in the right direction, not just reverse engineer the whole freakin thing.
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Post by DbZGeek on Jun 17, 2015 21:03:13 GMT
Well as the thread name says.. I would like a tutorial or short explaination on how to add a tail+animation to your CaC.
if its programming or scripting the tutorial could be intermediate or pro.(since i already know how to program in C++, delphi, C#, HTML and Java and edit meshes+bones.)
The reason i want to know this is, i want to contribute to this site as well with some nice mods and/or add-ons. Thanks on forehand!
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Post by DbZGeek on Jun 16, 2015 0:51:59 GMT
Followed the tutorial to the dot.. but somehow in xenoviewer and in-game the new model is huge in scale and i need to zoom out a large bit in xenoviewer to even see the model.. How do i fix this? Scaling it doesnt work either. Using blender to edit models Check step 35, make sure that the scale is set to 1.00 i did, and it was set to1.00.. But i already fixed it, when i export my design i just lower the scale to 0.01 and that fixes it. thx for your reply though ^_^ l
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Post by DbZGeek on Jun 15, 2015 20:10:58 GMT
Followed the tutorial to the dot.. but somehow in xenoviewer and in-game the new model is huge in scale and i need to zoom out a large bit in xenoviewer to even see the model.. How do i fix this?
Scaling it doesnt work either. Using blender to edit models
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