![]() ![]() XPR shader adjustments (Lots of Hex Editing) There are a few more things we can do to really polish a costume mod, (which I will be covering at a later time) Your base costume should look a lot closer to your desired end result at this point. Process will be the same, fixing pointer A + B, changing object number, fixing pointer at joint block header, etc. If our total is smaller than the original, it's easier to add some padding bytes to each section until we match the original sizes.Īs a side note, instead of pasting all new joints at the end of your file, you could overwrite the old joints at their original positions - but this only works if the new joint takes up less space than the old joint. This is because we want the xpr to end up the same size as the base xpr that we started with. Ideally, you want the totals after replacing everything to be SMALLER than the original sizes. Repeat this process for each part you want to replace -Īfter replacing what you need, we have to write down the sizes of all objs/all vbfs again. I usually name this folder something like "parts"Īfter renaming, we can finally copy-paste them into the "build" folder, and overwrite the original object_000 and vbuffer_000. ![]() So we copy Hitomi's "object_001.obj" and "vbuffer_001.vbf" and paste them in a new folder. To replace each piece, we need to copy-paste the OBJ and the matching VBF file, but first we need to rename them to match the base xpr's positions.Ĭhristie's chest object is OBJ_0, but Hitomi's is OBJ_1
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