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 Post subject: Re: MKX Package Repacker [File Appendor For Now]
 Post Posted: Sun May 08, 2016 1:34 pm 
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Yes... but 0x50 must not be changed, it is 0x51 not 0x50. So DC 98 02 00 must become DD 98 02 00 not 01 DC 98 02

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 Post subject: Re: MKX Package Repacker [File Appendor For Now]
 Post Posted: Sun May 08, 2016 1:34 pm 
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Yes... but 0x50 must not be changed, it is 0x51 not 0x50. So DC 98 02 00 must become DD 98 02 00 not 01 DC 98 02

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 Post subject: Re: MKX Package Repacker [File Appendor For Now]
 Post Posted: Sun May 08, 2016 7:33 pm 
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Oh yes, it was mistake.. it happens me some time, thanks for correction :)

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 Post subject: Re: MKX Package Repacker [File Appendor For Now]
 Post Posted: Mon May 09, 2016 5:34 pm 
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Anytime :P Tell me if it worked or not.

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 Post subject: Re: MKX Package Repacker [File Appendor For Now]
 Post Posted: Mon May 09, 2016 8:00 pm 
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Well i found that i need change two first strings - CHAR.Kitana.CHAR_Kitana_M to TanyaDLC.CHAR_TanyaDLC_A :D So i need add overall value +4 to same places like before, but how value will look if its example C8 42 03 00 - it will be just D2 42 03 00 ? Anyway still many (atleast 10) Kitana strings remains.. and i cant change them anywhere in NameTable, ExportTable, but i dont know how they are important to be character playable.

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 Post subject: Re: MKX Package Repacker [File Appendor For Now]
 Post Posted: Tue May 10, 2016 4:47 pm 
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wyruzzah wrote:
Well i found that i need change two first strings - CHAR.Kitana.CHAR_Kitana_M to TanyaDLC.CHAR_TanyaDLC_A :D So i need add overall value +4 to same places like before, but how value will look if its example C8 42 03 00 - it will be just D2 42 03 00 ? Anyway still many (atleast 10) Kitana strings remains.. and i cant change them anywhere in NameTable, ExportTable, but i dont know how they are important to be character playable.


No.

You see, you ARE CORRECT, but the string you talked about is stupid. The game says CHAR.Kitana.CHAR_Kitana_M. It is a useless long string that you can "SAFELY" replace with CHAR_Kitana_M. (That's how I made the MESH of RAIN appear on the PS, I renamed NPC.Rain.Rain_A to CHAR_Rain_A).
So if you want to convert that to Tanya then simply replace CHAR.Kitana.CHAR_Kitana_M with CHAR_TanyaDLC_A. That's enough and null the rest (fill with 0).

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 Post subject: Re: MKX Package Repacker [File Appendor For Now]
 Post Posted: Tue May 10, 2016 8:40 pm 
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thethiny wrote:
wyruzzah wrote:
Well i found that i need change two first strings - CHAR.Kitana.CHAR_Kitana_M to TanyaDLC.CHAR_TanyaDLC_A :D So i need add overall value +4 to same places like before, but how value will look if its example C8 42 03 00 - it will be just D2 42 03 00 ? Anyway still many (atleast 10) Kitana strings remains.. and i cant change them anywhere in NameTable, ExportTable, but i dont know how they are important to be character playable.


No.

You see, you ARE CORRECT, but the string you talked about is stupid. The game says CHAR.Kitana.CHAR_Kitana_M. It is a useless long string that you can "SAFELY" replace with CHAR_Kitana_M. (That's how I made the MESH of RAIN appear on the PS, I renamed NPC.Rain.Rain_A to CHAR_Rain_A).
So if you want to convert that to Tanya then simply replace CHAR.Kitana.CHAR_Kitana_M with CHAR_TanyaDLC_A. That's enough and null the rest (fill with 0).


Oh i did not knew this trick and that i can change it to just one string. Thanks much man :D

EDIT: Now character works ok, thanks for all tips man, just few sounds missing, and maybe effects too, i will try fix that and her face needs some eye fixes in Intro, Victory and some kind of yellow klassic reskin is out :)


Attachments:
File comment: Fast reskin.. still i need lower yellow brightness little bit and place weapons to some proper parts :)
MK10 2016-05-11 04-50-15.jpg
MK10 2016-05-11 04-50-15.jpg [ 482.53 KiB | Viewed 3363 times ]
MK10 2016-05-11 04-10-17-49.jpg
MK10 2016-05-11 04-10-17-49.jpg [ 113.57 KiB | Viewed 3370 times ]

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 Post subject: Re: MKX Package Repacker [File Appendor For Now]
 Post Posted: Thu May 12, 2016 6:23 am 
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wyruzzah wrote:
thethiny wrote:
wyruzzah wrote:
Well i found that i need change two first strings - CHAR.Kitana.CHAR_Kitana_M to TanyaDLC.CHAR_TanyaDLC_A :D So i need add overall value +4 to same places like before, but how value will look if its example C8 42 03 00 - it will be just D2 42 03 00 ? Anyway still many (atleast 10) Kitana strings remains.. and i cant change them anywhere in NameTable, ExportTable, but i dont know how they are important to be character playable.


No.

You see, you ARE CORRECT, but the string you talked about is stupid. The game says CHAR.Kitana.CHAR_Kitana_M. It is a useless long string that you can "SAFELY" replace with CHAR_Kitana_M. (That's how I made the MESH of RAIN appear on the PS, I renamed NPC.Rain.Rain_A to CHAR_Rain_A).
So if you want to convert that to Tanya then simply replace CHAR.Kitana.CHAR_Kitana_M with CHAR_TanyaDLC_A. That's enough and null the rest (fill with 0).


Oh i did not knew this trick and that i can change it to just one string. Thanks much man :D

EDIT: Now character works ok, thanks for all tips man, just few sounds missing, and maybe effects too, i will try fix that and her face needs some eye fixes in Intro, Victory and some kind of yellow klassic reskin is out :)


Well sounds need fix of the package name to NONE. Effects need replacement of FX_ and SND_ strings.

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 Post subject: Re: MKX Package Repacker [File Appendor For Now]
 Post Posted: Thu May 12, 2016 9:03 pm 
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Which package string name exactly and just with hex editing? Also i encountered problem when i select this swaped Tanya against Kitana, Kitana not show in player select, so i changed string CharID_Kitana to CharID_TanyaDLC and Kitana_grp to TanyaDLC_grp with adding value +4 to header part, but now when i select Tanya game stops, if this not works, i dont know how will i be able change atleast 20 remaining Kitana strings :(

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 Post subject: Re: MKX Package Repacker [File Appendor For Now]
 Post Posted: Fri May 13, 2016 1:28 am 
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You can't extend thos grp and ID, because when you do that you change the files, not the name table, which means the header doesn't change at all. I can explain to you later when my hand is healed.
Anyways, for the player select, the ini CHARACTESETTINGS.char_name_costume must have the same name of the file, and the mesh name must match the second CHAR_name_costume in the file.
Example: You will find
Kitana Kitana_A Kitana_B
if the file is called Char_Kitana_B then mesh name= Kitana_B.
And the string you edited earlier must also match that which wqill cause it to appear on the PS Screen. You will find the same thing in the scriptassets file though to get a look of what the inernals should look like.

And BTW, I forgot to tell you that you also need to edit the first entry in the export table, add +1 to the offset, then use my offset fixer AFTER you fix the header.

Image

These also need to be converted from little endian to big endian (01 02 03 becomes 03 02 01)

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 Post subject: Re: MKX Package Repacker [File Appendor For Now]
 Post Posted: Sat May 14, 2016 4:58 pm 
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Oh, i wish you soon hand recovery. Anyway its starts to be little hardcore for my low hex editing skills :D I fixed that default Kitana (KLASSIC) mesh appearing against this edited Tanya (KITANA SWAP), so i just need to fix sounds and one effect (her vanish effect), but still i dont know what meant by 'Well sounds need fix of the package name to NONE' :D

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 Post subject: Re: MKX Package Repacker [File Appendor For Now]
 Post Posted: Sun May 15, 2016 11:44 am 
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Each Package file is basically an empty file that refers to the name table 'NONE'.
The vanish effect probably is called FX_ Something.

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Under the US Copyright Law, I am given full ownership of anything I create or do, hence I own ownership of my mods. I hereby give these mods for FREE to anyone who is willing to download them for any purpose under the condition that they do not try to sell them or gain benefits in any way, and if they're going to upload a video or showcase them, they MUST provide a download link to this mod (hence the term Free). Credit not necessary but don't claim as your own or somebody else's.


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 Post subject: Re: MKX Package Repacker [File Appendor For Now]
 Post Posted: Mon May 16, 2016 3:36 pm 
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Thx, again and about FX prefix i know, but can you tell me just where do i change package to NONE or with what? Like crazy examples "You will edit name table and change string Package word to NONE." or "You will grab audio.package file and edit file to be empty and inject it." or i dont know.. just be more specific, like im totally stupid, because i just dont know where :D

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 Post subject: Re: MKX Package Repacker [File Appendor For Now]
 Post Posted: Wed May 18, 2016 12:12 pm 
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It is a file called "anything.PACKAGE"that is very small.

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Under the US Copyright Law, I am given full ownership of anything I create or do, hence I own ownership of my mods. I hereby give these mods for FREE to anyone who is willing to download them for any purpose under the condition that they do not try to sell them or gain benefits in any way, and if they're going to upload a video or showcase them, they MUST provide a download link to this mod (hence the term Free). Credit not necessary but don't claim as your own or somebody else's.


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 Post subject: Re: MKX Package Repacker [File Appendor For Now]
 Post Posted: Thu May 19, 2016 10:42 am 
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There is audio.package file that is 8 kb, but how do i change it to NONE.package as you said..thats what im still asking :)? With your Package Adjuster i found that Package Audio (audio.package) is on F5B9F offset, so its 9F 5B 0F in Little Endian.. can i just change that to default Tanya's offset to be her sounds fixed?

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