


It can be either binary or ASCII so I guess that makes it easier to work with? It does support animations, bones, vertex colors (which were used by most games on PSX to achieve fake shading and use less textures). Also Gouraud shading is nice to have but not essential.įBX is probably the most common export/import 3D file format in graphics pipelines, I use it myself. If I go with OBJ format I don't have animations. Can you suggest a 3D format that has these features Quote from: Valendian on February 15, 2020, 02:42:51 Yes export/import to standard 3D format is coming soon. Problem was related to self-intersection. Also Gouraud shading is nice to have but not has been released. Can you suggest a 3D format that has these featuresģ) Gouraud Shaded Polygons (used for baked in lighting)
VAGRANT STORY GAMESHARK CODES MANUAL
In the near future all file resizing/relocating will be handled automatically when using the main editor (no need to burden a user with these tasks) but DiskTool will continue to provide manual access if Yes export/import to standard 3D format is coming soon. This is a good time for this work since many things are blocked until files can be resized automatically (with automatic LBA fixup). But you have already emptied out this space? Then there must be a bug somewhere and I will track it down immediately. While DiskTool will not allow you to overlap two files, which is intentional. I'll let you know how that I think TOC blindly changes the file size and doesn't care if data overlaps. Gonna use those for my changes I'll try using DiskTool to move and resize the files.
VAGRANT STORY GAMESHARK CODES PATCH
If you look at my patch I already got 10 free sectors between LBA 25255 and LBA 25265. Later today I'm going to expand Iron Maiden B2 (ZONE056.ZND), and also some of the. I want my all-in-one Vagrant Story editor plz. I appreciate it man.Īlso if you release DiskTool separately, do keep it as part of Godhands as well. So yah, good job with the enemy string overall. Like "Room of Rotten Grapes", "The Gallows" and so on. On the topic of saving time, maybe add the room names to the MPDs. Saves a lot of time looking stuff up at Datacrystal. It's great that you added drop-down lists for the bytes responsible for item drops. I have some suggestions.įor byte 0F (Direction): in the explanation box, instead of "can be north/south/east/west", maybe add the meaning of each number, like this:Ī slight change to the labels of bytes 07, 0A and 0B: "Locale" to "Local", if you don't mind. Today I was checking your work on the MPD enemy string. But I think you've been hacking Vagrant Story for longer than myself what is it, 10 years or so? You're a beast, dude. I see you mentioned me in the github page.
