![]() Log FILE_NAME FILE_OFFSET FILE_SIZE MEMORY_FILE Print "Strange GFCP HEADER_1_1 = %HEADER_1_1%, may crash."Ĭlog MEMORY_FILE CDATA_OFFSET COMPRESSED_DATA_SIZE RAW_DATA_SIZE Print "Strange HEADER_1_2 = %HEADER_1_2%, may crash." Print "Strange HEADER_1_1 = %HEADER_1_1%, may crash." It will be useful for, say, hexing those bothersome okami models. It will combine the 3 steps (header, materials, polygons) into one program, which will hex every model in a brres file.Īnd, since it's in Python instead of Gamemaker, it's much faster than the existing programs. I am doing my first full program, based in python, to remedy that situation. However, these programs are fairly slow, only fix one MDL0 at a time, and, well, there's 3 of the things that need to be run separately. ![]() ![]() We already have working programs to hex imports from games with MDL0s into usable models. This program will add more "dummy" bones to a character so that they can work over characters that require more bones.įorOhFor Error's all-in-one BRRES/MDL0 hexing script (VERSION 10 MODELS ONLY): Afterwards, preview the model, and change the root bone's X translation to 0.1, then back to 0 to correct the stretched polygons. Name the file "input.brres", change the number in the scale.txt to whatever number you want to resize it by, and then run the program. This new version shouldn't need you to have to perform Step 5 of the tutorial anymore - it does it automatically now.
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