Post by Creelien on Sept 5, 2019 18:33:50 GMT
Original post created by omni
-DESCRIPTION-
What this does is invalidating the models as we usually do, and adding them, extracted, so that you can mod/mess/play around with them.
The script uses Swiss File Knife, an extremely powerful, multi-purpose file tool.
Remember, invalidating a model allows you to invalidate it's textures separately by hex editing the model file.
This script is designed for cutscenes and invalidates the following models in all cutscene .arcs:
pl000 - Nero
pl006 - Dante
pl009 - Dante's DT
pl020 - Nero's DT
wp000 - Blue Rose
wp001 - Red Queen
wp002 - Yamato
wp003 - Ebony
wp004 - Ivory
wp005 - Rebellion
wp012 - Yamato's sheath
wp024 - Devil Bringer
-DOWNLOAD-
-Script + SFK + Extracted Models: www.mediafire.com/?9syjp8b7a31ha3m
-Original textures for the invalidated models. They're not needed but are here to make editing them easier: www.mediafire.com/?3mbxkymoymk
-INSTRUCTIONS-
Make a backup, if you don't plan on using the included restoring script (Which is probably a good idea).
Copy DEMOINVALIDATE.bat and SFK.exe to nativePC\rom\demo\.
Disable User Account Control if you have it on.
Run DEMOINVALIDATE.bat.
WARNING: THE PROCESS MIGHT TAKE ABOUT 30 MINUTES.
Overwrite *nativePC* with the one supplied.
-MAKING A MOD WORK WITH CUTSCENES-
If you copy pasted the nativePC folder as instructed, the models (.mod) in this folder are now the ones being used by the game in cutscenes. Now, to make a mod work in cutscenes, open the relevant .mod file, let's say, pl006_03.mod if you are changing the coat's color or whatever, and change the texture paths to point to your modded textures. For example:
The modded texture is model/game/pl006/pl006_03_BM.tex (or whatever name you put in there). The cutscene model for the coat is now model/demo/pl006/pl006_03.mod. Open it with a hex editor, find the string "model/demo/pl006/pl006_03_BM" (or the original name for the texture you're modifying) and change that to model/game/pl006/pl006_03_BM (notice how I changed "demo" to "game"). This is an efficient way to make both the gameplay and cutscene models use the same texture.
-DESCRIPTION-
What this does is invalidating the models as we usually do, and adding them, extracted, so that you can mod/mess/play around with them.
The script uses Swiss File Knife, an extremely powerful, multi-purpose file tool.
Remember, invalidating a model allows you to invalidate it's textures separately by hex editing the model file.
This script is designed for cutscenes and invalidates the following models in all cutscene .arcs:
pl000 - Nero
pl006 - Dante
pl009 - Dante's DT
pl020 - Nero's DT
wp000 - Blue Rose
wp001 - Red Queen
wp002 - Yamato
wp003 - Ebony
wp004 - Ivory
wp005 - Rebellion
wp012 - Yamato's sheath
wp024 - Devil Bringer
-DOWNLOAD-
-Script + SFK + Extracted Models: www.mediafire.com/?9syjp8b7a31ha3m
-Original textures for the invalidated models. They're not needed but are here to make editing them easier: www.mediafire.com/?3mbxkymoymk
-INSTRUCTIONS-
Make a backup, if you don't plan on using the included restoring script (Which is probably a good idea).
Copy DEMOINVALIDATE.bat and SFK.exe to nativePC\rom\demo\.
Disable User Account Control if you have it on.
Run DEMOINVALIDATE.bat.
WARNING: THE PROCESS MIGHT TAKE ABOUT 30 MINUTES.
Overwrite *nativePC* with the one supplied.
-MAKING A MOD WORK WITH CUTSCENES-
If you copy pasted the nativePC folder as instructed, the models (.mod) in this folder are now the ones being used by the game in cutscenes. Now, to make a mod work in cutscenes, open the relevant .mod file, let's say, pl006_03.mod if you are changing the coat's color or whatever, and change the texture paths to point to your modded textures. For example:
The modded texture is model/game/pl006/pl006_03_BM.tex (or whatever name you put in there). The cutscene model for the coat is now model/demo/pl006/pl006_03.mod. Open it with a hex editor, find the string "model/demo/pl006/pl006_03_BM" (or the original name for the texture you're modifying) and change that to model/game/pl006/pl006_03_BM (notice how I changed "demo" to "game"). This is an efficient way to make both the gameplay and cutscene models use the same texture.