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the objectreferencer is a file that's present in the xxx files,check it,it's there. by adding references i mean,go inside the xxx file with a hex editor,and add the strings,for example, bd_goro_texture(fake example,but it's something) by adding bytes to the xxx file,keeping count how many bytes each string is apart from one another. the tables i meant the importtable,nametable and exporttable that get extracted when you extract the xxx.
Double Barrel Shotgun>AK47.
Btw, before I went on a wild goose chase, I wanted to make sure this method would actually work. I added classic jade to regular jade's costumes by renaming her to char_jadecl_n. I then renamed all references to "baraka" in ui_ps_ladder and ui_vs_jpegs to "jadecl" sure enough ladder mode worked and while regular jade's vs image was used when I was at the player select screen, once I got to the ladder Baraka's images were used and they were also used at the vs screen.
In addition to what I'm wanting to do, with some clever renaming of the base characters this technique would also allow for separate images for alt costumes and ect.....
Also on the pc at least we have an extra ban slot... kratos, so all the npcs could be added as alt costumes to basemale so they wouldn't show up in ladder matches (I believe someone has already done this). Then each one could have their own unique images added to the vs files so that they can still have true images instead of a generic question mark or what have you.
Even on the ps3 a modified version of this could be done by making all the npcs alt costumes of some of the regular roster.... The Director could be an alt costume of Johnny Cage or what have you.
On top of that we could do some very minor tweaks like give shang tsung b an "old man" vs image that would make more sense on the ladders, ect...
Yeah read my reply, that's the stuff I do know, but that explanation still isn't enough for me to understand.
Originally Posted by futuretime23
Ok the objectreferencer for example. It's a series of numbers counting backwards..... I'm assuming the numbers in one of the table.txt files. Well I can add additional ones of course, but that doesn't help me with the physical strings. There also appear to be offsets towards the bottom. I'm unsure what those are for. Ok so I add the physical string in the xxx file and keep track of it's length and spacing. And then do what with these values I'm supposed to be keeping track of?
The import export and name tables text files are useless on the pc except to find references. I'm assuming that the ps3 packer reads these generated files when repacking, but again, there isn't a tool like that on the pc, so I need to know how the packer extracts this data into the txt files so I can alter the xxx file manually.
Also I still don't know where to add the physical files. I doubt I could just tack them onto the end, there has to be a proper place to insert them right?
I apologize if this reply came off as rude or something, but I need to know exactly how it was done so I can completely understand and hopefully make a tool that automates the process... at least for simple archives like the vs ones.
Last edited by HowardC; 10-27-2013 at 07:50 AM.
That is a bit crazy that you can't get into your older Acc.?
Can you still pull it up on here with your newer Acc.
knowing its going to show you off line.
Also with Tetzrep
He is doing what he have to do whatever that maybe? (Just hope He's alright),
And when all is dun I bet Cha" He be back
That's Just Personal Life Situation's It Happen's.
This is crazy cool
all in all
yall are putting together a MK9 Blueprints
I'll start testing new tools on monday
Digging the newer shao kahn work with up to date goth girl
Last edited by LilGrim; 10-27-2013 at 02:12 PM.
When the biblical stories were written
They left out the one they call Lord Infamous
Because the horror he possess, was one of a magnificence
Originally Posted by HowardC
try adding the physical files at the end,bcause if you put them in the middle every offset after will be off and means youll have to rewite the offsets for the rest of the files
also the adding strings to the tables also means edting the header,as the nametable export table and import table amount are in there which also means again you would have to rewrite the .xxx from the start if you wanted to add strings or something:S these are the first things that pop up in my mind
maybe look at the smallest file in the asset folder i think it empty_map extract it and decompress it look how its build up and try to add something
iirc tetzrep documented the header of the .xxx for mk9 and compared it with injustice .xxx
when there was no gildors tool for extracting the injustice .xxx
Heh, you could have just told me you weren't sure.
I'll try to find a copy of the uber old style boss mod and do a hex comparison... maybe that'll shed some light on the subject. Technically I could take the old boss mod, hack in a new character and be done with it, but I want to understand how to add them for future projects.
this tool/file, was really helpful to me, through it, I managed to make the DMG textures for SubZero_F, great one!!!
Originally Posted by digitaloverdose
I'm a little busy today but I was working on something early this morning and I thought I would share.
I wanted to see if I could remove the skull's on Kahn's belts and replace them with the mk3 badges, or at least a reasonable facsimile.
The top one is just a generic place holder to figure out the alignment. I've already made a normal map for the bottom one. Neither have had their materials and specular maps updated though even that isn't 100%
I know you and Tetzrep did a Thor mod on Kahn some time ago. When removing the skull on the chest belts I'm getting a random floating poly where the skull used to be. You can see part of it in the pic. Did you guys figure out how to remove that? It's silver so I'm guessing it's taking part of one of my skull textures or something.
huh wut wait?how did you implement my .mko extractor .bmsscript to make dmg textures???
Originally Posted by ranckel