RECV MODDING BASICS - MODELS - Ch.2-1 (By CBNJ)

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RECV MODDING BASICS - MODELS - Ch.2-1 (By CBNJ)

Post by cbnj »

PREVIOUS CHAPTER: RECV MODDING BASICS - MODELS - Ch. 2 (By CBNJ)
https://www.dreamcast-talk.com/forum/vi ... =2&t=16994
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Go to the music box 3d model data (see the eom pointer value in the envelope file to go there quickly) and find the 2 pointer bytes at the end of the model just as i showed you in the previous example, find the start of the vertex table by eye and replace the value of the vertex table pointer (DC) whit the new offset value in little endian format (587C)
Attachments
2pointers.jpg
vertextablefound.jpg
vertexpointerreplaced.jpg
Last edited by cbnj on Wed Nov 29, 2023 5:33 am, edited 12 times in total.
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Re: (Updating...) RECV ARMORING CHARACTERS - CLAIRE pt. 3 (By CBNJ)

Post by cbnj »

Repeat whit the triangle strip pointer locating the triangle strip starter byte of our model (13250400)
and replace the triangle strip pointer value (68) whit the new offset value (E47B)
Attachments
trianglestrippointer.jpg
trianglestrippointelocatedr.jpg
trianglestripreplaced.jpg
Last edited by cbnj on Tue Nov 28, 2023 6:40 pm, edited 9 times in total.
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Re: (Updating...) RECV ARMORING CHARACTERS - CLAIRE pt. 3 (By CBNJ)

Post by cbnj »

Save the changes, now the music box model pointers are correct and we should link this model to one of claire bones, take a good view of the vertex table pointer offset, convert it to little endian format and write it somewhere so you remember it, if you followed correctly this guide so far it should be 847D.

Look for the bones pointer in the envelope file and go there (776C), once you arrive to the body root bone change your hex viewer view to display rows of 13 bytes.
Attachments
vertextablepointer.jpg
rootscenebone.jpg
changedview.jpg
Last edited by cbnj on Tue Nov 28, 2023 6:48 pm, edited 12 times in total.
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Re: (Updating...) RECV ARMORING CHARACTERS - CLAIRE pt. 3 (By CBNJ)

Post by cbnj »

Below the body root bone properties byte now should be listed all the other bones properties bytes, the second bone properties byte (pelvis bone) will show a 06000000 value, and the 3rd one (abdomen bone) will show another 0F000000 value, the rest of the bytes will show values containing an E letter.
Attachments
scenepropertiesbyte.jpg
Last edited by cbnj on Tue Nov 28, 2023 8:02 pm, edited 6 times in total.
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Re: (Updating...) RECV ARMORING CHARACTERS - CLAIRE pt. 3 (By CBNJ)

Post by cbnj »

This values can vary and all of them have a specific purpose to be, but we wont dig into that yet, on the column most to the left you will see is conformed mostly by lines of FFFFFFFF, this are the pointers to the controlled models by each bone and are located exactly at the next byte of each bone properties byte, you can see, whit exeption of the second bone model pointer, all of them are null-ed whit this lines of FFFFFFFF, which means are not linked to any model and thus we can use every one of this "free slots" to input the pointer value aiming towards our models vertex table pointer.
Obiously the second bone model pointer is already ocuppied and even when we can modify its data, we will leave it alone for now because this pointer is protected and needs a special way to configure the file so we can link a model here, and the body root bone model pointer should always have this pointer nulled too by the same reason.
(Later i can write a guide about how to link models there).
Attachments
bonemodelpointer.jpg
Last edited by cbnj on Tue Nov 28, 2023 8:03 pm, edited 11 times in total.
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Re: (Updating...) RECV ARMORING CHARACTERS - CLAIRE pt. 3 (By CBNJ)

Post by cbnj »

We will attach the disc to claire rigth hand, so we will move to that specific bone model pointer whic is the pointer number 10 from top to bottom (as the player bone layout explained in the introduction chapter).
Is here at offset 7944 where to input the offset value towards our music box disc vertex table pointer in little endian format (847D) so, do it.
(You can also use any other of the "free slots" to input this value if you preffer, but i chosed claire rigth hand so the disc looks like a shield or giant axe and can be fully visible)
Attachments
linkedmodel.jpg
Last edited by cbnj on Fri Dec 01, 2023 7:39 am, edited 6 times in total.
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Re: (Updating...) RECV ARMORING CHARACTERS - CLAIRE pt. 3 (By CBNJ)

Post by cbnj »

The model is linked to this bone now BUT!...
we should enable this model for the game engine to render it and make use of it, here is where the bone properties enters into game, as i previously mentioned almost all of the bones properties have the E letter, this tells the game not to render any model attached to the bone, there is a wide range of bone properties (from 00 to 17 and any mix of them) but we will use only 2 of those values wich can inherit pos and rot from the previous bone and pass it to the folowing ones, altough this hand bone is a end bone we need it inherit the rotation and translation of the forearm bone, for this purpose there are two bone properties we can use, the values 4 and 6.
Go to the hand bone property (move one byte back) to offset 7940 and change the value 1E to 16 and save the changes, finally change the view back to 4 bytes per row and select the whole envelope data file, cut it and paste/insert it at the start of the pl00.adl file to have this file complete once more and save the changes again.
Attachments
value1E.jpg
value16.jpg
envdatselect.jpg
filecompleteagain.jpg
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Re: (Updating...) RECV ARMORING CHARACTERS - CLAIRE pt. 3 (By CBNJ)

Post by cbnj »

There is a last pointer we should fix before to procced, and its the mtn pointer located at the start of our reassembled pl00.ald file, first do a string search for MTN and move 3 bytes back to offset B61C to respect the mismatch of the mtn pointer offset we spoke about when we started chapter 1, convert this offset value to little endian format and finally write it at the mtn pointer located at the start of our file replacing the value 64B4 whit 1CB6 and save the changes once more.
Attachments
mtnmissmatchfinal.jpg
mtnpointerfixed.jpg
Last edited by cbnj on Tue Nov 28, 2023 4:52 am, edited 1 time in total.
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Re: (Updating...) RECV ARMORING CHARACTERS - CLAIRE pt. 3 (By CBNJ)

Post by cbnj »

Only thing left now is to unlock the texture block and test our file in game.
END OF CHAPTER

NEXT CHAPTER: RECV MODDING BASICS - MODELS - Ch.3 (By CBNJ)
https://www.dreamcast-talk.com/forum/vi ... 52&t=16998
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