Difference between revisions of "Talk:MDL0 (File Format)"

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There are people trying to get Paratroopa into Mario Kart Wii. After taking a look through Koopa Troopa's files, I noticed he already has EVERYTHING needed to make Paratroopa work.. except a wing model. He even has bones for the wings already!<br> http://i349.photobucket.com/albums/q364/MikeYoshi/koopatroopawings.png <br>And he has textures for them too. I would assume that.. since the bones are there, they're also animated (Recycled animations happen in MKW already.. Yoshi/Birdo share some animations. This would make me thing that Koopa Troopa and Paratroopa would share animations too).
 
There are people trying to get Paratroopa into Mario Kart Wii. After taking a look through Koopa Troopa's files, I noticed he already has EVERYTHING needed to make Paratroopa work.. except a wing model. He even has bones for the wings already!<br> http://i349.photobucket.com/albums/q364/MikeYoshi/koopatroopawings.png <br>And he has textures for them too. I would assume that.. since the bones are there, they're also animated (Recycled animations happen in MKW already.. Yoshi/Birdo share some animations. This would make me thing that Koopa Troopa and Paratroopa would share animations too).
 
Has anyone found a way to hex edit in a new polygon?<br>--[[User:Guilmon|Guilmon35249vr]] 01:23, 9 November 2011 (CET)
 
Has anyone found a way to hex edit in a new polygon?<br>--[[User:Guilmon|Guilmon35249vr]] 01:23, 9 November 2011 (CET)
 +
:So with nothing more then hex editing this is possible?
 +
:I haven't seen any animated character yet.
 +
:[[User:KHacker35000vr|kHacker35000vr]] 07:21, 9 November 2011 (CET)

Revision as of 06:21, 9 November 2011

MDL, section 8

I have found string behind the last layer at offset 8. Overall I found 1885 valid string references, but also 13929 NULL and 18 other values. Because the most string contains a variation of "shadow" I believe that there is at least a conditional string. Here is a summary of all found strings (using 218 different offsets):

   1647  mat_shadow
     68  lambert1
     24  mat_shadow1
     20  shb_mat_shadow
     17  shadow
     10  map01
     10  lambert3
      9  shadow1
      4  map1
      4  map
      4  lambert318
      4  lambert239
      4  lambert233
      4  beginner_course_m
      2  nami_tx_v_x
      2  lambert9
      2  lambert42
      2  lambert404
      2  lambert400
      2  lambert351
      2  lambert326
      2  lambert321
      2  lambert313
      2  lambert282
      2  lambert264
      2  lambert242
      2  lambert238
      2  lambert19
      2  lambert11
      2  hikari1
      2  ex_lambert193
      2  ex_lambert186
      2  col_ROAD
      2  cactusColor_m
      2  c_road_m
      2  TR_sky
      2  ROAD_c
      2  ROAD_ami
      2  Map
      2  MAP_m
      1  wing1
      1  m_ef_bkBoard
      1  glow
      1  body2
I'm not aware of this. Can you give me some examples of which BRRESs have this in.
Chadderz 17:38, 6 May 2011 (CEST)
Race/Common.szs -> banana_s.brres
Race/Kart/ldf_bike_blue-la_mii_f_4.szs -> kart_model.brres
Race/Course/old_donkey_gc_d.szs -> DKrockGC.brres
Race/Course/boardcross_course.szs -> itembox.brres

And these are the sizes of the appended data areas:

   6596 * 0x180
   1884 * 0x184
   1459 * 0x188
   3128 * 0x18c
    759 * 0x190
   3698 * 0x194
   1432 * 0x198
   1569 * 0x19c = 0x180 + 0x1c

      2 * 0x598
     12 * 0x59c
      9 * 0x5a0
   1756 * 0x5a4
      4 * 0x5a8
     12 * 0x5ac
     88 * 0x5b0
      2 * 0x5b4 = 0x598 + 0x1c

It seems that there are 2 different sizes plus a little padding.

Wiimm 18:16, 6 May 2011 (CEST)
This was a failure of my. It apperars if the layer count is 0 and the layer offset points to the beginning of section 8. Then I detect the name of the base structure.
Wiimm 13:43, 11 May 2011 (CEST)


I hex edited a model so the X and Y texture settings were 02 (mirror) but showed no difference (Layers section, addresses 0x18 and 0x1c. I checked with another model, a mach bike model, and it has 00000002 there on both). I'm too lazy to edit my uv maps in 3dsmax (I'm trying to make a character but the textures are weird). I took a quick look through the page but didn't see anything else that would change this setting. Any help?
Guilmon35249vr 03:16, 16 September 2011 (CEST)

Also, has anyone ever tried adding a texture link to a map_model? --Guilmon35249vr 23:39, 25 September 2011 (CEST)

Adding polygons to pre-existing models?

There are people trying to get Paratroopa into Mario Kart Wii. After taking a look through Koopa Troopa's files, I noticed he already has EVERYTHING needed to make Paratroopa work.. except a wing model. He even has bones for the wings already!
http://i349.photobucket.com/albums/q364/MikeYoshi/koopatroopawings.png
And he has textures for them too. I would assume that.. since the bones are there, they're also animated (Recycled animations happen in MKW already.. Yoshi/Birdo share some animations. This would make me thing that Koopa Troopa and Paratroopa would share animations too). Has anyone found a way to hex edit in a new polygon?
--Guilmon35249vr 01:23, 9 November 2011 (CET)

So with nothing more then hex editing this is possible?
I haven't seen any animated character yet.
kHacker35000vr 07:21, 9 November 2011 (CET)