PS : Mass Effect has a coalesced . ini editor . . .
cant someone here created a ps3toc . txt & coalesced . ini line insert linking to the hex locations . . .
does that make sense?
hoping to add lines to ps3toc / coalsced files keeping intact the locations indicated there . . . this was done earlier with the 100kb boss modd as the heading changed . . . who can help me understand this better
maybe we can write a mk9 game . ini for the dlc that contains all the information in one location . . . will try this , as i am getting fed up with freezing / rebooting . now making baby steps forward
o another thing :
most of these indicate case sensitive naming :) like the NPC characters we cannot play.
also not the stryker - jax in image
coalsced . eng does mostly tower stuff but no harm in trying
all the characters we battle with are :
* * * * * * UPPERCASE + lower case = UPPERCASE - lower case
Director = Director
Johnny Cage = Johnny Cage
Zombie = Zombie
Stryker = Stryker
Ancestors = Ancestors
TarkanBrigadands = Tarkatan Brigands
- - - - - - - - - -
look at the word in front of each = compare top and the below . . . just throwing out basics
* * * * * * *UPPERCASE + UPPERCASE = UPPERCASE - lower case
JADE_NAME = Jade
KITANA_NAME = Kitana
BARAKA_NAME = Baraka
SHANG _ TSUNG _ NAME = Shang Tsung
REPTILE _ NAME = Reptile
Good job frikkiefrikkie ur onto something and that something maybe Big :) keep it up,
I was wondering when you edit any of tho's files ur working on and then rebuild the file do Scorpion rebuilder help at all?
And also do u Know much about MESH SWAP editing the file sizes and offsets in the export table?
to be honest i have had little time with mesh swap. i would love to know more.
Originally Posted by LilGrim
not sure exactly what export table you are referring 2 . . . sorry bout that i would rather ask .
the mesh swap is a litte greek to me still hehe ive learned all this since mk9 ' s release
well i got errors from the rebuilder... ( trying to recall exact ) one idicated names 255 - meaning my directory structure was to long .
so i created c : \ a \ decompress \ uncompressed
ExportTable . txt
ImportTable . txt
NameTable . txt
does not help . . . cause when repacking the xxx it compares with original xxx file ( reason we had to get same sized files ) but i cant crasp that we are packing that file back together compairing it with the original.
if we can just use the structure of ( ExportTable . txt ImportTable . txt NameTable . txt ) and not compare with original xxx file we should be able to repack them . . . if its made it can be undone :) just not by me
the scorpion rebuilder refers to the original files so no not helping much . . . that txt file was step by step . . . then the repacking comes
When i mod a picture in the start and select screen i can only rebuild that file with scorpion rebuilder,
also when i edit a ExportTable inside of a CHAR_ folder and then rebuild it with scorpion rebuilder tool,
It gives a error? and the file size of the error ExportTable is a lot smaller??? :crazy: :chinscrat
(((This is a older post))) NOT BY ME
all I did was swap the file sizes and offsets in the export table.
you need to get export list to find sizes and offsets. (umodel.exe -ps3 -list ?????.XXX)
Ive only swapped meshes that are in the same package.
Ive swapped scorpion.skeletalmesh with basemale.skeletalmesh = MEAT
scorpions swords.skeletalmesh with cowl.skeletalmesh = HATS ON HIS BACK plus mesh flying right off the screen.
some progress in snd modding:
with fsbii we can extract fsb files(FMOD bank) from unpacked XXX
with fsbext (aluigi[dot]altervista[dot]org/papers/fsbext[dot]zip)
we can extract .wav files from that .fsb
fsbext also able to rebuild .fsb with modded .wav files
that new fsb we can inject back to XXX (i'm used manual injection via hex editor)
SND_VO_ANNOUNCER_SHELLXXX - contains ANNOUNCER voice for kombatan name
SND_VO_ANNOUNCERXXX - contains ANNOUNCER voice for fight (round number, finish him/her, test your might etc)
CHAR_*XXX - contains ANNOUNCER voice "char wins"
played around with SND_VO_ANNOUNCERXXX
swap original wav files works ok, but tried to create custom wav with no luck :(
there is official tool for encoding FMOD bank files - FMOD designer.
use 4.36 version or lower coz its output FSB4 format
here is modded SND_VO_ANNOUNCERXXX
replaced "round 2" with "round 1" wav
sorry for my bad english
Damn frikkiefrikkie nice job there, I will have to give the info a look and see if I can figure out what I can do with it :)
I agree that getting an unlimited amount of costumes would be great!
I leave town for a day or so and all kinds of things get found lol
guys,various challenges are in towerblock files,challenge 227 aka cyborg absord(thats the name,no kidding) were cyber reptile is present.
so i decompressed and extracted towerblock44 which contained this specific challenge and guess what i find:CHAR_Reptile and FX_Reptile with their respective package files.
my guess is if we swap the normal char reptile with these files,it will allows us cyber reptile(i think).