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10-15-24 08:34 AM |
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0 users reading How to use BTK files [BETA TUTORIAL AVAILIBLE] | 1 bot |
Main - Misc. ROM hacking - How to use BTK files [BETA TUTORIAL AVAILIBLE] | Hide post layouts | New reply |
Super Hackio |
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Red Super Koopa Normal user Level: 57 Posts: 424/876 EXP: 1403796 Next: 82132 Since: 10-05-16 From: The true North, Strong & free! Last post: 2042 days ago Last view: 1605 days ago |
BTK files... the files that Control Scrolling textures... Not many people know how to use... They are easy though... see? VVVVVV (Oh, And preview of Space War Star 2 ) So here you go, as requested by JakoNintenCraft, HOW TO USE BTK FILES!! (Scrolling textures) To start, Download THIS template. Once you have the template, you can open the ZIP file and edit the image inside. Looking at the grayscale image though, you might notice a upside-down triangle. the texture will move in the direction of the arrow, so make your texture accordingly! (BTW, rotating the arrow will NOT change the scrolling direction) Once you have your texture, you can make a model in blender. To assign your moving texture (image must stay in PNG format) add a material to the model with the texture assigned. Just be sure you name the material "SandRiver_v" Without quotes, obviously. OBJExport your model and package it into an ARC alongside the BTK file. (which must be named according to your model) Now add it to the PlanetMapDataTable and place it in the game. ABOVE IS THE BETA TUTORIAL.^^^^ ____________________ SMG RUN Progress: Not available here, for more information, check my Youtube Channel |
SunakazeKun |
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Boss Bass Normal user Level: 75 Posts: 1407/1551 EXP: 3752968 Next: 73936 Since: 06-15-14 From: Germany Last post: 2459 days ago Last view: 2431 days ago |
Interesting... Now we know how to use and edit BTK files!! Youtube | Github | Neo Mario Galaxy | Super Mario Galaxy & Super Mario 3D Land Modding |
TheSunCat |
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Bullet Bill Passively Working on a Mod Since 1998 Level: 44 Posts: 12/502 EXP: 585666 Next: 25619 Since: 05-13-17 Last post: 2031 days ago Last view: 460 days ago |
We will finally be able to make animated WorldMap icons!
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Super Hackio |
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Red Super Koopa Normal user Level: 57 Posts: 428/876 EXP: 1403796 Next: 82132 Since: 10-05-16 From: The true North, Strong & free! Last post: 2042 days ago Last view: 1605 days ago |
Updated with the alpha version. some things may not make sense... ____________________ SMG RUN Progress: Not available here, for more information, check my Youtube Channel |
JakoNintenCraft |
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Ninji The Relic of the Jakostanis Level: 32 Posts: 131/234 EXP: 206173 Next: 269 Since: 09-15-15 Last post: 2044 days ago Last view: 458 days ago |
Yes!!! Gracias señor, you have given me excitement and hope.
EDIT: ALSO you should probably set the scrolling water to the shallow water collision type. Just sayin'. ____________________ Irony is the spice of life. |
Super Hackio |
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Red Super Koopa Normal user Level: 57 Posts: 430/876 EXP: 1403796 Next: 82132 Since: 10-05-16 From: The true North, Strong & free! Last post: 2042 days ago Last view: 1605 days ago |
Which one is that? I already tried waterlow ____________________ SMG RUN Progress: Not available here, for more information, check my Youtube Channel |
Jesse |
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Member Normal user Level: 53 Posts: 680/688 EXP: 1149588 Next: 7531 Since: 09-05-13 Last post: 2551 days ago Last view: 2112 days ago |
in this thread is some more info if you need it https://kuribo64.net/board/thread.php?id=1813 |
Super Hackio |
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Red Super Koopa Normal user Level: 57 Posts: 431/876 EXP: 1403796 Next: 82132 Since: 10-05-16 From: The true North, Strong & free! Last post: 2042 days ago Last view: 1605 days ago |
I think he meant the KCL, but yeah. If someone can figure out how to do more with the file, let me know and I'll update the tutorial. (Get enough info and I'll create a tool!) ____________________ SMG RUN Progress: Not available here, for more information, check my Youtube Channel |
SunakazeKun |
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Boss Bass Normal user Level: 75 Posts: 1409/1551 EXP: 3752968 Next: 73936 Since: 06-15-14 From: Germany Last post: 2459 days ago Last view: 2431 days ago |
https://github.com/blank63/j3dview/tree/master/j3d
You can find the information about most of the J3D formats here, including BTK and BRK. The only format that is missing is tlk1 (BLK file), I think, Youtube | Github | Neo Mario Galaxy | Super Mario Galaxy & Super Mario 3D Land Modding |
Super Hackio |
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Red Super Koopa Normal user Level: 57 Posts: 432/876 EXP: 1403796 Next: 82132 Since: 10-05-16 From: The true North, Strong & free! Last post: 2042 days ago Last view: 1605 days ago |
Posted by SunakazeKun Nice! I will read this while I wait for my USMB ISO to finish compiling. ____________________ SMG RUN Progress: Not available here, for more information, check my Youtube Channel |
MeTheMarioMan |
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Member Normal user Level: 26 Posts: 86/128 EXP: 90802 Next: 11473 Since: 01-09-14 Last post: 2403 days ago Last view: 2287 days ago |
So how exactly are you able to change the speed and direction? |
Super Hackio |
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Red Super Koopa Normal user Level: 57 Posts: 441/876 EXP: 1403796 Next: 82132 Since: 10-05-16 From: The true North, Strong & free! Last post: 2042 days ago Last view: 1605 days ago |
that's... what I can't figure out. I'm not the best HEX editor. ____________________ SMG RUN Progress: Not available here, for more information, check my Youtube Channel |
Jesse |
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Member Normal user Level: 53 Posts: 681/688 EXP: 1149588 Next: 7531 Since: 09-05-13 Last post: 2551 days ago Last view: 2112 days ago |
Thats why I meant you can find more info on that page, I wasn't even talking to a specific person. SunakazeKun also posted a link which reveals basically everything you need https://github.com/blank63/j3dview/tree/master/j3d
The guy is reading a translation vector here I think, so with a bit of effort I think you can figure this out by that source alone. texture_matrix_animation.translation_x = component_animations[3*i].translation texture_matrix_animation.translation_y = component_animations[3*i + 1].translation texture_matrix_animation.translation_z = component_animations[3*i + 2].translation blank also gave some info about the header in that thread I linked https://kuribo64.net/board/thread.php?pid=51070#51070 |
MeTheMarioMan |
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Member Normal user Level: 26 Posts: 87/128 EXP: 90802 Next: 11473 Since: 01-09-14 Last post: 2403 days ago Last view: 2287 days ago |
Okay well after fumbling with hex editing for a while I figured out what I was trying to do.
These values: BC 63 8E 39 43 B4 00 00 C0 A0 00 00 BC 63 8E 39 which Jesse discovered indeed do change the direction and animation and all that. But I was only trying to edit those, and it wasn't until I changed values in the TTK1 header that I could actually get it to work and not look weird. Pretty sure I changed the translation count, section size, and duration according to blank's chart. I'll eventually post a video showing it off. |
Super Hackio |
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Red Super Koopa Normal user Level: 57 Posts: 450/876 EXP: 1403796 Next: 82132 Since: 10-05-16 From: The true North, Strong & free! Last post: 2042 days ago Last view: 1605 days ago |
Yay! More info about the file has come about! (This is good for the SMG hacking scene!) It's good you managed to get it to work. My image would just not move at all when I tried. XD ____________________ SMG RUN Progress: Not available here, for more information, check my Youtube Channel |
MeTheMarioMan |
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Member Normal user Level: 26 Posts: 90/128 EXP: 90802 Next: 11473 Since: 01-09-14 Last post: 2403 days ago Last view: 2287 days ago |
Posted by MeTheMarioMan Actually never fucking mind. Everything works fine on Dolphin, which is what I was testing on for convenience, but when I test on an actual Wii, the scrolling textures work fine, but Mario won't respawn when he dies. This happens with both my edited btk and the template btk. |
JakoNintenCraft |
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Ninji The Relic of the Jakostanis Level: 32 Posts: 142/234 EXP: 206173 Next: 269 Since: 09-15-15 Last post: 2044 days ago Last view: 458 days ago |
Posted by MeTheMarioMan Ummm, I don't think that's what's causing the respawn issue. Is this the only thing you changed when you tested this or did you add or remove objects from the level during the addition? EDIT: Also when Jesse made that video showing off scrolling textures, didn't that happen on an actual console? ____________________ Irony is the spice of life. |
MeTheMarioMan |
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Member Normal user Level: 26 Posts: 91/128 EXP: 90802 Next: 11473 Since: 01-09-14 Last post: 2403 days ago Last view: 2287 days ago |
It was the only thing I changed. Mario doesn't respawn when I have the btk in my model's arc file, but I took the btk out and that caused the respawn issue to not be present.
And regardless if Jesse got his working on the Wii or not, I'm sure it's my model at fault. I'm sure there's some bytes that need to be changed to get it to work or something, but I just don't know. |
Jesse |
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Member Normal user Level: 53 Posts: 683/688 EXP: 1149588 Next: 7531 Since: 09-05-13 Last post: 2551 days ago Last view: 2112 days ago |
https://kuribo64.net/board/thread.php?pid=52014#52014 |
MeTheMarioMan |
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Member Normal user Level: 26 Posts: 92/128 EXP: 90802 Next: 11473 Since: 01-09-14 Last post: 2403 days ago Last view: 2287 days ago |
I fixed Mario not respawning because one of my models was being dumb.
But now, I have a conundrum that is explained in this video: |
Main - Misc. ROM hacking - How to use BTK files [BETA TUTORIAL AVAILIBLE] | Hide post layouts | New reply |
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