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Move property exploration/'complete' motion modding exploration; attempting to understand collision files and .atk files?
Topic Started: Sep 8 2015, 07:53 PM (696 Views)
tab

so, for motion modding between different characters' movesets to properly work, there's got to be some kind of understanding of what exactly does what.
i'm pretty much asking for someone more qualified than my dumb ass to explore this as what's outlined is about as far as i've gotten.

based on what i've messed around with, it looks like a character's move/attack is split into several components.
i'm not sure how many there are, but i'll get the ones i know out of the way first.

you've got the stuff found in the LMT files, specifically the .mot and .atk files for each move.

the motion file seems to contain the attack animation. edit: and that's it!! huh!

the attack file is real interesting and needs massive exploration. edit: it definitely contains p much everything related to the attack's info besides the reaction of the enemy on hit. this includes hit timing, range, movespeed, weapon & placement during the animation, cancel frames (both run, jump, and when you can cancel into the next move), properties involving going airborne or not... it's a lot!

the last component i know of are the collision files- specifically, the files that have the extension ".342366F0"
looking at them in a hex editor will reveal that these files contain a list of moves that the character uses.
see this example of vergil's launcher:
Posted Image

i've labeled what i know in that image- specifically where each entry begins for attacks and where the stuff that determines the reaction of the enemy on hit and it's strength is.
not noted is that i don't think the actual names for the attacks matter beyond the entry point- i've actually overwritten the entire name of the attack and still had it function properly so i think all that's being referenced is the position of the data rather than the names.

i think the first step to get stuff right is to identify the formatting of .atk files.
as of now, this is my progress on trish's pl007_03_012.atk file (high time).
Spoiler: click to toggle

see this for reference for final part within spoiler here:
http://webm.host/0074d/
Edited by tab, Sep 9 2015, 01:46 AM.
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Garuda
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I was messing with the .atk files for a while, trying to get Trish's Aerial Rave 1 (pl007_03_054) to match Dante's, with the inertia properties. Could not do it.

Replaced several lines of code, one at a time, value here, value there. Managed to change sound effects (00000090), to break cancel properties into Guns (00000140), to make Trish's body invisible(00000120 04), to make the move immediately cancellable, but none of what I wanted.

Makes me think that info is not stored there. But I might've just messed up (I don't think I did).
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tab

yeah, i just had an idea that should make it an obvious test in terms of whether the data is located there or referenced there.
i feel pretty dumb for not thinking of it earlier- i simply replaced the first aerial rave hit with the third hit in air rave's motion and attack data.
it didn't do the thing where he raises so that's totally out of the picture.

something else controls the motion/intertia of the characters per move... blugh, i wonder what it could be? i don't see anything in the files that would suggest movelists/properties
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tab

wait, has anyone explored what the hell the pl00x_0x folder stuff does?
i've swapped some stuff around to no noticeable effect so i'm curious but it seems there might be something there?
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TEXHAPb90

Lol, mb After editing collision pl000.atk , First hit of combo A did max-act easier and ExStreak too this is strange but I'm not sure.
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tab

oh i actually forgot to mention in this thread bc i just figured nobody cared, but i found what actually manages the speed/distance/inertia/projectile properties and whatnot of moves- it's the pl0xx_param file in the chartbl folder

it's just raw numbers/no text though so ????
Edited by tab, Jan 10 2016, 09:23 AM.
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graodon
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ill be an asshole and just ask how to make yamato combo B last hit( which is the same as third hit of dante dark slayer) hit enemies when i put it on some other moveset like million stab ending? i couldnt get it to hit
Xiaran FB page
Devil's lair
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tab

depends on what you mean- if you're switching it over to something else within vergil's moveset, simply using the LMT tool to fully swap the .mot and .atk files and then repacking it should be enough. remember- you have to use the RE6 lmt tool for it

if you're switching it to someone else's moveset entirely, that's what this thread is trying to explore- making that shit work on other people properly. to little success, i guess
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graodon
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tab
Jan 13 2016, 10:58 AM
depends on what you mean- if you're switching it over to something else within vergil's moveset, simply using the LMT tool to fully swap the .mot and .atk files and then repacking it should be enough. remember- you have to use the RE6 lmt tool for it

if you're switching it to someone else's moveset entirely, that's what this thread is trying to explore- making that shit work on other people properly. to little success, i guess
i tried using yamato's own combo B last hit for his force edge million stabs ending but it never hit the enemy. doesnt hit them, ever. and i know how to use the re6 tool. it took my an annoying length of time to get it
Xiaran FB page
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