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Modifying easter egg code by hex editing the material preset file only

open a material preset file and scroll down to the very bottom, you should see something like this

[Image: Untitled-1.jpg]

the red highlighted parts are the 2 versions of the costume, first one being no code, second one being code.

after the red parts, comes the materials. every 4 hex values represent one material, which are in the order they are assigned to the model. 

the parts highlighted in blue which is 00 00 00 00 , means that the material is visible in that costume version.

the parts highlighted in green which is hex FE FF FF FF or text þÿÿÿ, means that material is hidden in that costume version.

so simply paste þÿÿÿ for stuff you want to hide, or 00 out the parts you want to un-hide. swap them if you simply want to switch the code.

for example, taking R. Mika cheerleader which couldn't be done before due to Apex skirt and shared material names, can be done by just editing the material preset.

I used the code, the pom poms show up. the cpu did not use code (obviously) and has no pom poms.

[Image: Untitledb.jpg]

and here is the mod

https://www.mediafire.com/file/3de6fiy3e...p.pak/file




Making 2 different costumes in one slot

the trick to this is to use Cammy's Fiona (C12) data asset files. That is the only costume in the game I'm aware of to have a totally different costume in the code version.

it has a total of 51 materials

10 which are for both, 14 for the default, and 27 for the code version. that should be more then enough to accomplish what you need. (however you can change this by editing the material preset as shown above)

I mapped out the material order (counting in hex, which is important later) of what material is for what

X = BOTH
A = DEFAULT
B = CODE

00 = X
01 = X
02 = X
03 = X
04 = X
05 = B
06 = X
07 = A
08 = B
09 = A
0A = A
0B = A
0C = A
0D = B
0E = B
0F = B
10 = B
11 = B
12 = B
13 = B
14 = B
15 = B
16 = B
17 = B
18 = B
19 = B
1A = A
1B = B
1C = B
1D = B
1E = B
1F = B
20 = B
21 = B
22 = B
23 = A
24 = B
25 = A
26 = A
27 = X
28 = B
29 = A
2A = B
2B = B
2C = X
2D = X
2E = A
2F = A
30 = X
31 = A
32 = A

(again, this you can change this order by editing the material preset as shown above)

when you merge the 2 mods skeletons and meshes, the order of the material needs to be rearranged in that order. if you need to skip one of those materials (and don't want to edit the material preset), you will still need to have a material assigned to some geometry in that slot. (you can make a material called blank and assign one face behind the eyeball that no one can see)

after rearranging the order of materials, now your colours should be fucked, along with missing colour slots for the other costume. 

to fix this, you can either add colour slots to your existing using @"Killbox" 's guide

http://modderbase.com/showthread.php?tid=1471

or you can copy and paste the hex values of the colours into cammy c12 customize setting files (or colour tool) since it has many slots already

but if you want 15 colors, or EX colours, find an existing customize setting file with the colour slots you need that has 15 colors, or EX colours

once you have your customize setting file, you will need to connect them to the materials properly 

[Image: Untitled.jpg]

after all the colours in hex, there should be usually an H or a Πor some kind of other symbol. use that symbol as a guide. move 4 hex spaces to the left of that symbol, then down 3 hex spaces and that number (in red) represents the material. using the list I listed before, type the hex number of the material to connect that colour to that material.

now from that number, move 4 hex spaces to the left, and 2 hex spaces down and that number (in red) represents what colour of the mask texture to use.

I have yet to find some consistency in these hex vales, some use 

07, 08, 09
08, 09, 0A
09, 0A, 0B
0A, 0B, 0C

so just look at what 3 the customization setting file you are editing uses and use that. 

that should be it, but you need to make sure the cammy C12 data asset files are converted correctly to the slot you are using with the magic numbers and what not


small guide on how to swap the 10+ costume and costume preview files without the need to "borrow" from another costume.

[Image: Untitled.jpg]

in Cammy c12 costume file for example, that blue highlighted 0D is her magic number, but all the red 0D is her bonus magic numbers. so for her costume and costume preview files, all the 0D's that are AFTER the English text on the right, not the ones before, all the ones after the English text have to be replaced with the new "magic numbers". maybe not all of them are magic numbers, but I haven't seen an issue renaming all of those.
@"BBB"
Bro, I need help for Ibuki's C7 (Nostalgia) material preset file. I am confused on how to determine which red parts / blue parts / green parts. I understand that material preset files different each other thus the starting point is different too. Currently I have trouble to even found the starting point for the first red parts, is there a key or hint on how determine where the starting point is? Thanks in advance.
@"robhal"

first you will try to find the local offset like we seen in my other tutorial

[Image: Untitled.jpg]

the red highlighted part is the local offset, which kind of sticks out as a symbol on the right, in this case its an H which translates to 48. Directly below it is the quantity offset which is hex 11 (which means there are 17 materials). after the quantity offset of 11 00 00 00, that is where the materials start with every 4 hexes being a material. the materials end when its no longer a 00 00 00 00 or a FE FF FF FF, which you can confirm with the local offset by highlighting the quantity offset and progress down till the offset is reached (in this case, 48 ).

Note, to actually know for certain what material is what, you will have to open the model in blender to view the material order. You don't need to learn about blender other then importing the model, and clicking on it to see the material list on the right.

Hope this makes it clearer Smile
@"BBB"
I see, I think I understand now. Now on to more practices then, thanks bro Smile (but I will ask again if there something more not clear Big Grin )
@"robhal"

no problem Smile
@"BBB"
Kind of embarrassed here, but I have to ask away to avoid many mistakes. Can you write a quick course / step-by-step instructions on how to import the mesh file in Blender to view the material order?

EDIT: for now I have finished with the mod by modifying the material one-by-one then go testing in the game and repeat it until the wanted material get hidden/shown.
@"robhal"

use the beginning of this tutorial on how to extract a .psk from the mesh file.

http://modderbase.com/showthread.php?tid=445

once you have the psk ready, you will need the psk plugin here

https://www.mediafire.com/file/d8q9df00u...80.py/file

you will take that and put it here

C:\Program Files\Blender Foundation\Blender 2.90\2.90\scripts\addons_contrib

then in blender, on top left, got to edit>Preferences. then in the window that pops up, go to the add-ons tab and click to install button on the top right of that window to install that psk add-on

once that is set up, you simply go to the top left of blender and select File>Import>Skeleton Mesh (.psk) and select the .psk you extracted

the mesh and skeleton should appear. click on the mesh part (not the skeleton), and click the red ball icon on the right and the material list will appear above as shown here

[Image: Untitled.jpg]
@"BBB"
Pretty sure I do everything correctly, but when I import the psk file, Blender only shows some orange lines (no 3D model at all). I notice that the Blender version shown in your post is different with mine (here is v2.93.4), thus I think I maybe need to re-download the Blender version like yours.
@"robhal"

Don't think the version matters, I was just too lazy to update my blender. maybe you have just skel selected when you imported? make sure the all button is highlighted when importing

[Image: Untitled.jpg]
@"BBB"
I feel stupid now, apparently the model is imported correctly but I can't see it initially because the view is zoomed very close. I have to zoom out to see the whole model Big Grin It's all good now bro, thanks for all the info Smile
@"robhal"

No problem, glad you got it working Smile

Now that you got this far, maybe you could try experimenting with some minor model edits Wink
@"BBB"
Yeah, maybe I will do so when I have some free time and re-download the UE v4.7.6 again Smile
@"robhal"

One more useful thing, if you click on the mesh, then on the bottom left where it says object mode, click that and change to edit mode. you will then have the entire mesh selected, click empty space to deselect everything, then on the right on the material list, if you click the select button below the material list after selecting a material, it will select of the mesh that material, so you will know exactly what part of the mesh is connected to that material.
I hope I'm not just stating something profoundly wrong here, but to check the material order you don't need to open the models in blender at all, just look in the material folder.  The material ID is literally written in the filenames:

[Image: scr.png]

Of course if it's a mod and the material files don't follow this naming convention it'll probably be out of order, but it seems to work for most (if not all) costumes in the game
@"Gojira"

Doesn't always follow that order, also the same material could be used multiple times in the same mesh which counts as separate entries in the material preset file. here is an example

[Image: Untitled.jpg]
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