frikkie,about the mko files,did you find anything new?
and btw,its good to have you back man!
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frikkie,about the mko files,did you find anything new?
and btw,its good to have you back man!
I don't know if it is the 360 version or the game itself...
I tired took NPC_ClassicSmoke.xxx and rename it to CHAR_Smoke_elder.xxx (same chars length)
I change the same way all inside reference only from NPC_ClassicSmoke and rename it to CHAR_Smoke_elder according with capitalizing letters and small letters reference.
I made the ini file and the game.eng file with isDLC (not he isondisc)
I took the Freedy krueger ui and ui_n files and changed them into CHAR_Smoke_elder_ui and ui_n
and changed the internal reference like before.
I built the dlc pack when I start the game I DONT find the new pop up char on the left but I see this char as a new costume called it BUG_ME (I insist this is like a modified skin not a new char indeed it is smoke after all)
but if I choose it the game shutdown...
Any experience form you guys, any tips?
Thanx
thats because char_smoke_elder is referring to a costume for smoke,if you named npc_classicsmoke,char_classicsmoke or keeping with the letters length char_classicsmok then it should show up as a new character.
okay people
i have been busy for a long time now with the MKScriptBinary,and i have partially figured out the HEADER of the scripts
what i did is compare 5 different mkscriptbinaries,4 from a char and 1 from a npc.
im not going to explain how the HEADER is put togehter,simply because it is to complex.
instead i will upload my bookmarks from hexworkshop.
this is the easiest way to explain it.(instead of at offset this \ divided by this etc.)
the .hbk i will upload is specific for char_kitana script but header details ofcourse apply to every scriptbinary
i divided everything in byte blocks (10 blocks) and a stringblock
as for some bytes in the header that im not sure of what it is,or what they represent,i questionmarked with ???
and as for the contents of the byte blocks,i havent yet looked at that.(to much to handle right now)
this will give an indept sight on how the script is build up,and from here we can (maybe) figure out a way to rewrite the script binary,so i hope other (advanced) hex editors\devs will pick this up.
note: this is not for the faint hearted :cool:
thanks buddy!
i will check this out,good find!
btw any progress on getting the npcs playable digital?
i think i found what piraten was talking bout the glitchy npcs,there is a specific section thats not present on the npcs,and thats any mention of babality or fatality for exception of some parts,which i will post pics soon to give out a comparison between a normal char and npcs mkscriptbinary,you see it seems to be that the game loads a char it will ask for specific conditions like fatality,babality on the mkscriptbinary,this might cause a huge glitch when the game loads becuase it will discover its an npc but load but not load any fatality whatsoever for that char and chars normally have fatalities. its confusing to explain though i will try my best to see if i can add the missing fatality and babality sections to the npcs mkscriptbinary files.
Which i hope it works,anybody who wants to try out this theory,you are free to do so.
Thanks for the upload. The thread has been getting a lot of attention lately so maybe there will be some advanced hex editers and devs will take a look at it. Thanks for the hard work and time you put into this! It's very much appreciated.
want some gameplay glitches? well i got two for ya!
http://www.youtube.com/watch?v=dWu1-...eature=related
another thing,scorpion seems to try to grab the opponent,that also happened to me yesterday playing the game,but without the subzero glitch,it seems to be the game tries to distance scorpion from the opponent and it happens if you do the fatality quickly after jumping into a corner where the opponent originally was.