Are mod tutorials illegal?
Anyways this is to help a friend who mods Tenkaichi 3. I've seen mods on Youtube that have new hair styles for certain character or they swap a character's hair(Bardock SSJ for an example). How is this possible? Also how do you make custom..well not custom but swap movesets? Or change a characters moveset to be someone elses. SSJ1, SSj2, and SSJ3 Bardock are examples.
Please help me.
It's a Wii version on Tenkaichi 3 btw.
Mod Help: Hair swap, Moveset change, and Transformation
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- TheGmGoken
- Namekian Warrior
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Re: Mod Help: Hair swap, Moveset change, and Transformation
I don't see how it would be illegal, as long as you paid for the game you can do what you want with it. But if it is then I'll just delete my post, no big deal.TheGmGoken wrote:Are mod tutorials illegal?
Anyways this is to help a friend who mods Tenkaichi 3. I've seen mods on Youtube that have new hair styles for certain character or they swap a character's hair(Bardock SSJ for an example). How is this possible? Also how do you make custom..well not custom but swap movesets? Or change a characters moveset to be someone elses. SSJ1, SSj2, and SSJ3 Bardock are examples.
Please help me.
It's a Wii version on Tenkaichi 3 btw.
I can help with moveset swapping but hair in Tenkaichi 3 isn't really my field of expertise.
This is just a cut and paste of a tutorial I sent to someone else so tell me if it doesn't make perfect sense.
as you are scrolling through the files in Tenkaichi 3 (using AS explorer) you will come across a repeating sequence of files (the order and where to start is exlained below) that when you open can give you an idea of who the model is of. When you have identified it rename it to the name of the correct character to better keep track of it. Then find another character and simply import one over the other (using afs explorer).
What you have to do though is find the very first "ff" file which is underneath the very last "Ultimate" file, and open it in hex editor. Once in hex editor you'll have to scroll down until you reach the abilities part, which are normally structured as so, ÿþ!.F.$.0.S.p.e.c.i.a.l. .A.t.t.a.c.k...!.F.&.0.8.6.*.0.0.2.G.i.v.e. .m.e. .e.n.e.r.g.y.!...!.1.&.0.8.6.#.<.P.A.D.=.,ÿ.ÿ.ÿË%>...!.2.&.0.8.6.#.<.P.A.D.=. .N.ÿ /c&~>...!.8.&.0.8.6.#.<.P.A.D.=.2ÿ.ÿ.ÿË%>...!.4.&.0.8.6.#.<.P.A.D.=.,ÿ.ÿ.ÿË%>...!.F.&.0.8.6.*.0.0.2.I.'.m. .G.e.t.t.i.n.g. .E.x.c.i.t.e.d.!...!.1.&.0.8.6.#.<.P.A.D.=.,ÿ.ÿ.ÿ'!.ÿË%>...!.2.&.0.8.6.#.<.P.A.D.=. .N.ÿ /c*j>...!.8.&.0.8.6.#.<.P.A.D.=.2ÿ.ÿ.ÿ'!.ÿË%>...!.4.&.0.8.6.#.<.P.A.D.=.,ÿ.ÿ.ÿ'!.ÿË%>...!.F.&.0.8.6.*.0.3.0.x.2.0. .K.a.i.k.e.n. .K.a.m.e.h.a.m.e.h.a...!.1.&.0.8.6.#.<.P.A.D.=.,ÿ.ÿ.ÿ³%>...!.2.&.0.8.6.#.<.P.A.D.=. æ].ÿa!Å_.ÿ>...!.8.&.0.8.6.#.<.P.A.D.=.2ÿ.ÿ.ÿ³%>...!.4.&.0.8.6.#.<.P.A.D.=.,ÿ.ÿ.ÿ³%>...!.F.&.0.8.6.*.0.3.0.M.e.t.e.o.r. .C.o.m.b.i.n.a.t.i.o.n...!.1.&.0.8.6.#.<.P.A.D.=.,ÿ.ÿ.ÿ'!.ÿ³%>...!.2.&.0.8.6.#.<.P.A.D.=. óS.ÿa!Å_.ÿ>...!.8.&.0.8.6.#.<.P.A.D.=.2ÿ.ÿ.ÿ'!.ÿ³%>...!.4.&.0.8.6.#.<.P.A.D.=.,ÿ.ÿ.ÿ'!.ÿ³%>...!.F.&.0.8.6.*.1.5.0.S.p.i.r.i.t. .B.o.m.b...!.1.&.0.8.6.#.<.P.A.D.=.
After you find this you can distinguish each character by what moves they have. Normally the pattern with the files goes like this: Character
Characters alternate costumes
then a small file always the size of 64(ignore it)
Character battle damaged
Characters alternate battle damaged suits
Another large file(moveset, may aswell ignore this as swapping movesets doesn't always work)
Then another file(Unimportant, I think)
Then it'll move on to the next Character/transformation.
Another thing to note is the character you are replacing must have the same move structure: for instance, King Piccolo has a beam then a rush and a beam then his ultimate, he must be replaced with someone who also has this, otherwise it will look weird or just not work.
Thanks to SSJ God Gogeta for the avatar.