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How to use Dragon Ball Hyperuniverse mod in the game?

Introduction of MOD production tutorial of Dragon Ball: Super Universe

First, the game file data.cpk is extracted in the form of a decompression subfile (the decompression subfile is in a decompression format, and the file is relatively large). These extracted files are the basic raw materials for us to make MOD.

Second, extract the game file data2.cpk as a non-decompressed subfile (the decompressed subfile is in a compressed format, and the total file size is basically the same as the file size packaged by the original cpk). These extracted files are the basic directory structure we use to make MOD, and the files inside should not be deleted.

3. Find out the clothes you want to modify from the file extracted in step 1. Here we take the male role of the custom human (Saiyan) as an example. Find the file of training clothes and pants (HUM_5 17_Pants) in the game. We need to change the color of this dress to the flesh color of the character.

1. The custom clothing map of the game consists of DDS maps (EMB files) without colors, and all colors are set by EMM material files. This part can refer to the MOD of Street Fighter X Tiequan.

2. The EMB file, texture file (* .emb) and material color selection file (*.dyt.emb) of the game, and the clothing colors in the game are all obtained from the material color selection file.

Fourthly, go back to the tutorial step, and copy the material file (HUM_5 17_Pants.emm) and model file (HUM_5 17_Pants.emd) found in the game to the working directory. We need to change the clothes to flesh color, so we don't need to copy the material color file of the pants part of the training suit. Copy the color selection file (HUM_000_Pants.dyt.emb) of the character who doesn't wear clothes and rename it to the name of the color selection file (HUM_5 17_Pants.dyt.emb) of the pants part of the training suit. Finally, copy the material file of a naked character (HUM_000_Pants.emm). This file can be used as a reference for us to modify the material file (HUM_5 17_Pants.emm) of the pants part of the training suit.

5. Modify the material file HUM_5 17_Pants.emm First open HUM_000_Pants.emm, keep the information named Skin_leg, and delete other information.

HUM_000_Pants.emm file information, only take the red part, and delete others.

& lt? xml version=" 1.0 "? & gt

& ltEMM & gt;

& ltEMM material name = " SKIN _ leg " shader _ name = " TOON _ UNIF _ stain 3 _ DFD ath " & gt;

& ltEMM parameter name = " matcol 0 r " type = " 0 " value = " 0 "/& gt;

& ltEMM parameter name = " matcol 0g " type = " 0 " value = " 0 "/& gt;

& ltEMM parameter name = " matcol 0 b " type = " 0 " value = " 0 "/& gt;

& ltEMM parameter name = " matcol 0a " type = " 0 " value = " 0.65 "/& gt;

& ltEMM parameter name = " matcol 1R " type = " 0 " value = " 0 "/>

& ltEMM parameter name = " matcol 1G " type = " 0 " value = " 0 "/>

& ltEMM parameter name = " matcol 1B " type = " 0 " value = " 0 "/>

& ltEMM parameter name = " matcol 1A " type = " 0 " value = " 1 "/& gt;

& ltEMM parameter name = " matcol 2r " type = " 0 " value = " 1 "/>

& ltEMM parameter name = " matcol 2g " type = " 0 " value = " 0 "/& gt;

& ltEMM parameter name = " MatCol2B " type = " 0 " value = " 0 "/& gt;

& ltEMM parameter name = " matcol 2 a " type = " 0 " value = " 1 "/>

& ltEMM parameter name = " matcol 3r " type = " 0 " value = " 0 "/& gt;

& ltEMM parameter name = " matcol 3g " type = " 0 " value = " 0 "/& gt;

& ltEMM parameter name = " matcol 3b " type = " 0 " value = " 1 "/>

& ltEMM parameter name = " matcol 3a " type = " 0 " value = " 1 "/>

& ltEMM parameter name = " matscale 0x " type = " 0 " value = " 1 "/& gt;

& ltEMM parameter name = " matscale 0y " type = " 0 " value = " 1 "/>

& ltEMM parameter name = " matscale 0 z " type = " 0 " value = " 1 "/>

& ltEMM parameter name = " matscale 0w " type = " 0 " value = " 0.03 "/& gt;

& ltEMM parameter name = " matscale 1X " type = " 0 " value = " 0 "/& gt;

& ltEMM parameter name = " matscale 1Y " type = " 0 " value = " 1 "/& gt;

& ltEMM parameter name = " matscale 1Z " type = " 0 " value = " 1 "/& gt;

& ltEMM parameter name = " matscale 1W " type = " 0 " value = " 1 "/& gt;

& ltEMM parameter name = " Glare " type = " 65537 " value = " 1 "/>

& lt/EMM material & gt;

& ltEMM material name = " obi " shader _ name = " TOON _ UNIF _ stain 2 _ DFD ath " & gt;

& ltEMM parameter name = " matcol 0 r " type = " 0 " value = " 0 "/& gt;

& ltEMM parameter name = " matcol 0g " type = " 0 " value = " 0 "/& gt;

& ltEMM parameter name = " matcol 0 b " type = " 0 " value = " 0 "/& gt;

& ltEMM parameter name = " matcol 0a " type = " 0 " value = " 0.63 "/& gt;

& ltEMM parameter name = " matcol 1R " type = " 0 " value = " 0 "/>

& ltEMM parameter name = " matcol 1G " type = " 0 " value = " 0 "/>

& ltEMM parameter name = " matcol 1B " type = " 0 " value = " 0 "/>

& ltEMM parameter name = " matcol 1A " type = " 0 " value = " 1 "/& gt;

& ltEMM parameter name = " matcol 3r " type = " 0 " value = " 0 "/& gt;

& ltEMM parameter name = " matcol 3g " type = " 0 " value = " 0 "/& gt;

& ltEMM parameter name = " matcol 3b " type = " 0 " value = " 1 "/>

& ltEMM parameter name = " matcol 3a " type = " 0 " value = " 1 "/>

& ltEMM parameter name = " matscale 0x " type = " 0 " value = " 1 "/& gt;

& ltEMM parameter name = " matscale 0y " type = " 0 " value = " 1 "/>

& ltEMM parameter name = " matscale 0 z " type = " 0 " value = " 1 "/>

& ltEMM parameter name = " matscale 0w " type = " 0 " value = " 0.03 "/& gt;

& ltEMM parameter name = " matscale 1X " type = " 0 " value = " 1 "/& gt;

& ltEMM parameter name = " matscale 1Y " type = " 0 " value = " 1 "/& gt;

& ltEMM parameter name = " matscale 1Z " type = " 0 " value = " 1 "/& gt;

& ltEMM parameter name = " matscale 1W " type = " 0 " value = " 1 "/& gt;

& ltEMM parameter name = " Glare " type = " 65537 " value = " 1 "/>

& lt/EMM material & gt;

& ltEMM material name = " pants _ hip " shader _ name = " TOON _ UNIF _ stain 2 _ DFD ath " & gt;

& ltEMM parameter name = " matcol 0 r " type = " 0 " value = " 0 "/& gt;

& ltEMM parameter name = " matcol 0g " type = " 0 " value = " 0 "/& gt;

& ltEMM parameter name = " matcol 0 b " type = " 0 " value = " 0 "/& gt;

& ltEMM parameter name = " matcol 0a " type = " 0 " value = " 0.6 "/& gt;

& ltEMM parameter name = " matcol 1R " type = " 0 " value = " 0 "/>

& ltEMM parameter name = " matcol 1G " type = " 0 " value = " 0 "/>

& ltEMM parameter name = " matcol 1B " type = " 0 " value = " 0 "/>

& ltEMM parameter name = " matcol 1A " type = " 0 " value = " 1 "/& gt;

& ltEMM parameter name = " matcol 3r " type = " 0 " value = " 0 "/& gt;

& ltEMM parameter name = " matcol 3g " type = " 0 " value = " 0 "/& gt;

& ltEMM parameter name = " matcol 3b " type = " 0 " value = " 1 "/>

& ltEMM parameter name = " matcol 3a " type = " 0 " value = " 1 "/>

& ltEMM parameter name = " matscale 0x " type = " 0 " value = " 1 "/& gt;

& ltEMM parameter name = " matscale 0y " type = " 0 " value = " 1 "/>

& ltEMM parameter name = " matscale 0 z " type = " 0 " value = " 1 "/>

& ltEMM parameter name = " matscale 0w " type = " 0 " value = " 0.03 "/& gt;

& ltEMM parameter name = " matscale 1X " type = " 0 " value = " 2 "/& gt;

& ltEMM parameter name = " matscale 1Y " type = " 0 " value = " 1 "/& gt;

& ltEMM parameter name = " matscale 1Z " type = " 0 " value = " 1 "/& gt;

& ltEMM parameter name = " matscale 1W " type = " 0 " value = " 1 "/& gt;

& ltEMM parameter name = " Glare " type = " 65537 " value = " 1 "/>

& lt/EMM material & gt;

& lt/EMM & gt;

Save the following reserved information as HUM_5 17_Pants.emm file.

& lt? xml version=" 1.0 "? & gt

& ltEMM & gt;

& ltEMM material name = " SKIN _ leg " shader _ name = " TOON _ UNIF _ stain 3 _ DFD ath " & gt;

& ltEMM parameter name = " matcol 0 r " type = " 0 " value = " 0 "/& gt;

& ltEMM parameter name = " matcol 0g " type = " 0 " value = " 0 "/& gt;

& ltEMM parameter name = " matcol 0 b " type = " 0 " value = " 0 "/& gt;

& ltEMM parameter name = " matcol 0a " type = " 0 " value = " 0.65 "/& gt;

& ltEMM parameter name = " matcol 1R " type = " 0 " value = " 0 "/>

& ltEMM parameter name = " matcol 1G " type = " 0 " value = " 0 "/>

& ltEMM parameter name = " matcol 1B " type = " 0 " value = " 0 "/>

& ltEMM parameter name = " matcol 1A " type = " 0 " value = " 1 "/& gt;

& ltEMM parameter name = " matcol 2r " type = " 0 " value = " 1 "/>

& ltEMM parameter name = " matcol 2g " type = " 0 " value = " 0 "/& gt;

& ltEMM parameter name = " MatCol2B " type = " 0 " value = " 0 "/& gt;

& ltEMM parameter name = " matcol 2 a " type = " 0 " value = " 1 "/>

& ltEMM parameter name = " matcol 3r " type = " 0 " value = " 0 "/& gt;

& ltEMM parameter name = " matcol 3g " type = " 0 " value = " 0 "/& gt;

& ltEMM parameter name = " matcol 3b " type = " 0 " value = " 1 "/>

& ltEMM parameter name = " matcol 3a " type = " 0 " value = " 1 "/>

& ltEMM parameter name = " matscale 0x " type = " 0 " value = " 1 "/& gt;

& ltEMM parameter name = " matscale 0y " type = " 0 " value = " 1 "/>

& ltEMM parameter name = " matscale 0 z " type = " 0 " value = " 1 "/>

& ltEMM parameter name = " matscale 0w " type = " 0 " value = " 0.03 "/& gt;

& ltEMM parameter name = " matscale 1X " type = " 0 " value = " 0 "/& gt;

& ltEMM parameter name = " matscale 1Y " type = " 0 " value = " 1 "/& gt;

& ltEMM parameter name = " matscale 1Z " type = " 0 " value = " 1 "/& gt;

& ltEMM parameter name = " matscale 1W " type = " 0 " value = " 1 "/& gt;

& ltEMM parameter name = " Glare " type = " 65537 " value = " 1 "/>

& lt/EMM material & gt;

& lt/EMM & gt;

6. Modify the material name suits_leg corresponding to the model file to Skin_leg. Why can't I use the original one? Because these names correspond to the material color file (*.dyt.emb), the materials in each material color file have different names.

Seven, according to the extracted directory structure of data.cpk, establish the corresponding directory structure of all modified files in the corresponding directory structure extracted by data2.cpk, and put the modified files into the directory structure of data2.cpk. ..

Eight, use the cpk packaging function to select the directory structure extracted by data2.cpk to the root directory, just type in the file extracted by data2.cpk ... The name of the final package is data2.cpk.

Nine, replace the original file of the game with the newly made data2.cpk (pay attention to backing up the original file) to make the MOD take effect.

X.MOD is run by changing the game update package. So just make the MOD and package it into a file named data2.cpk