Editing Custom files
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This new mechanism simplifies sharing custom textures and models with other players. The old method of implementing these files was to apply an AFP patch to <code>ItemTextureEP4.afs</code> or <code>ItemModelEP4.afs</code> using AFS Manager or another tool to open and modify AFS files. | This new mechanism simplifies sharing custom textures and models with other players. The old method of implementing these files was to apply an AFP patch to <code>ItemTextureEP4.afs</code> or <code>ItemModelEP4.afs</code> using AFS Manager or another tool to open and modify AFS files. | ||
The motivation for these changes was to provide fixes for some vanilla textures that have cache collisions. A cache collision occurs when the "PSO ID" in the texture .dds or .xvr matches another texture. | The motivation for these changes was to provide fixes for some vanilla textures that have cache collisions. A cache collision occurs when the "PSO ID" in the texture .dds or .xvr matches another texture. PSOBB considers these as the same texture and will use only the first one loaded. | ||
Another motivation is to allow providing new files to extend existing functionality. For example, more photon bullet colors. | Another motivation is to allow providing new files to extend existing functionality. For example, more photon bullet colors. | ||
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C:\EphineaPSO\data\ephinea | C:\EphineaPSO\data\ephinea | ||
C:\EphineaPSO\data\ephinea\custom\model | C:\EphineaPSO\data\ephinea\custom\model | ||
C:\EphineaPSO\data\ephinea\custom\ | C:\EphineaPSO\data\ephinea\custom\custom | ||
C:\EphineaPSO\data\ephinea\default\model | C:\EphineaPSO\data\ephinea\default\model | ||
C:\EphineaPSO\data\ephinea\default\texture | C:\EphineaPSO\data\ephinea\default\texture | ||
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# Texture file | # Texture file | ||
C:\EphineaPSO\data\ephinea\custom\ | C:\EphineaPSO\data\ephinea\custom\model\File 393.prs | ||
C:\EphineaPSO\data\ephinea\default\ | C:\EphineaPSO\data\ephinea\default\model\File 393.prs | ||
C:\EphineaPSO\data\ | C:\EphineaPSO\data\ItemModelEP4.afs # and then retrieves File 393.prs | ||
</pre> | </pre> | ||
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If you have a custom file in your <code>ItemTextureEP4.afs</code> that is being overridden by a file in <code>C:\EphineaPSO\data\ephinea\default\texture</code>, then you have two options. | If you have a custom file in your <code>ItemTextureEP4.afs</code> that is being overridden by a file in <code>C:\EphineaPSO\data\ephinea\default\texture</code>, then you have two options. | ||
# Using the default texture as a base, recreate your custom texture. This will maintain the correct cache ID. | # Using the default texture as a base, recreate your custom texture. This will maintain the correct cache ID. | ||
# Open the .afs using TextureManager and export the images as . | # Open the .afs using TextureManager and export the images as .dds. You can then hex edit the PSO ID in the .dds files to match the ones from the default texture file to maintain the ID collision fixes. | ||
==Provided default files== | ==Provided default files== | ||
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<pre> | <pre> | ||
data\ephinea\default\bullets.xvm | data\ephinea\default\bullets.xvm | ||
data\ephinea\default\texture\File 351.prs | data\ephinea\default\texture\File 351.prs | ||
data\ephinea\default\texture\File 393.prs | data\ephinea\default\texture\File 393.prs | ||
</pre> | </pre> | ||
The <code>bullets.xvm</code> file provides textures for photon bullets to match all photon colors in the ItemPMT. This file allows the nonrare ranged weapons specific to Ultimate Challenge Mode to have matching photon bullets. | The <code>bullets.xvm</code> file provides textures for photon bullets to match all photon colors in the ItemPMT. This file allows the nonrare ranged weapons specific to Ultimate Challenge Mode to have matching photon bullets. | ||