I was messing around with the characters’ voices, and now I’m at the point that I need to pack up my changed .aax files back to CSB, in order to replace the file in the Battle\Chara(character dir).
I read forthright55’s tutorial for BGM, hoping to find a solution there, but the CSB packer included only allows for 6 aax/adx files, and I need much slots than those for char voice files:P
I was wondering, where did this CSB packer came from? Was it made by forthright55? Is there any other way to pack aax/adx files to csb?
You have to replace existing hex in the .col files so that it doesn’t change the size. It’s difficult to say what is safe to overwrite and what isn’t, but Snoopee did say that all the “Brushx” where x is some letter seemed ok to overwrite.
Damn, I forgot to back up the original music files and added lots of skins. If I wanted to get the original background music, I guess I would need to do a fresh new install? Dang it lol
Where do you add this exactly? Anywhere within the section for the object you want (such as “Skirt” for Sakura)?
I tried replacing the AlphaBlend string for the skirt with "AlphaTest " (including a space at the end to keep the same length) but I lost all transparency with that. I could definitely use a more thorough explanation of this AlphaTest thing.
By the way, thanks for all the info everyone! Great thread. :tup:
Here’s a more in-depth and correct explanation than i previously put up.
I originally thought each “setting” was 38 characters but actually, each “setting” is every 40 characters (expect for SpcBumpxxxxx and the name of the object).
Here’s the replacement of BrushA on Sakura’s skirt:
It’s better to look at the actual hex code part instead to make sure everthing is in place. FIXED
The red highlighted area is “BrushA”, you can essentially pick almost any area you want, but so far i havent seen any noticeable changes when replacing Brushx. Some that you dont want to replace though are SpcBumpxxxx or TextureFilter0, BackFace, etc
You can see exactly what I replaced in the after part, everything still intact. and thats it. pretty simple huh?
Alphatest(full transparency for ripped clothing, holes, etc) is
EDIT: Mwhauaha sn00pee beat me to it! (although I’m talking about Semi-Trans here).
BTW, I wanted to say this earlier, but your codes are wrong, your offset is -2 on where you should start.
The first two bytes in your code, are actually the Value of the Param before that.
Hmm. I don’t see any “Brush” strings for the skirt in my file. Here’s a screenshot.
Am I doing something wrong here?
Edit: Nevermind, I’m an idiot. I already used the other method to copy the settings from eyefar3 on this file, so I overwrote those. What’s the easiest way to clean that up? Copy those blocks out of the original file and start over, or can I just tweak this to switch to AlphaTest instead of AlphaBlend/AlphaBlendType?
Ok, now I’m totally lost… There are two odd characters (C0 3F) before AlphaTest in your screenshot, but they’re not in your hex string below. However, the hex string does include a hyphen floating out there in space, plus if I overwrite with that exact hex string starting on the “B” in “BrushA” it ends up overwriting the “@” before “BrushB”.
I’ve tried several variations of that string and its starting position and I haven’t had any success yet. Am I still doing something wrong, or is something off in your example?
Thanks for the help by the way. I just started mucking with the hex stuff today, so I appreciate it.
Yea, as LouNGeR pointed out, I included the previous param’s values in it by mistake. I updated the code, but didnt feel like taking more screenies though lol. Sorry to confuse you. The @ before BrushB is not apart of BrushB, but apart of BushA.
Aha, THAT’S what threw me off. I inserted the AlphaTest string starting at the B in BrushA and it worked perfectly. Sakura’s skirt no longer has a weird fringe along the bottom where I trimmed it. Thanks a ton!