ROM Hack [WIP] Ohana3DS tool

LoganK93

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So our second of the two only known editors won't have support for... Editing. Damn. It was looking so promising with all of the file types it was supporting.
Still, good work on what we have so far. Here's hoping someone can add save support at another time, as this could be the best and most inclusive one we get.
 

darklordrs

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Probably the fact that the 3DS' files can be found on the internet? Like most other things for games. You don't need the console or games themselves to get their files.
The community seemingly treats doing so like either a cancer or simply a meh-ish thing to do, though.
 

gdkchan

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That's what I was wondering.
There are four ways I use to get said files:
- Ask a friend with a 3DS to decrypt stuff for me, and upload the files somewhere
- Find a decrypted cia and extract the files myself
- Search for spare files from games on the webs
- Just wait someone sending files to me :P

The community seemingly treats doing so like either a cancer or simply a meh-ish thing to do, though.
Thats a delicate subject. I personally don't have anything against copyrighted content sharing or piracy in general. Each person have its own philosophy.

So our second of the two only known editors won't have support for... Editing. Damn. It was looking so promising with all of the file types it was supporting.
Still, good work on what we have so far. Here's hoping someone can add save support at another time, as this could be the best and most inclusive one we get.
I never said this was an editor through, the old one is an editor, but you can consider this one as the older sister or smth like that. They followed different paths. But yea, anyone is free to implement those so-demanded features.
 

LoganK93

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There are four ways I use to get said files:
- Ask a friend with a 3DS to decrypt stuff for me, and upload the files somewhere
- Find a decrypted cia and extract the files myself
- Search for spare files from games on the webs
- Just wait someone sending files to me :P


Thats a delicate subject. I personally don't have anything against copyrighted content sharing or piracy in general. Each person have its own philosophy.


I never said this was an editor through, the old one is an editor, but you can consider this one as the older sister or smth like that. They followed different paths. But yea, anyone is free to implement those so-demanded features.

I guess most people just assumed it was going to be an editor eventually since the old one was. Not to mention it is highly sought after since, as far as I know, EFE only supports a few basic types and last I checked can't save any edits to anything with bones, leaving the modding community at a stand still almost. But oh well. Hopefully I'm not coming across as whiny, just disappointing to see a tool so promising to be a viewer only. Like a Porsche with no engine.
 
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I guess most people just assumed it was going to be an editor eventually since the old one was. Not to mention it is highly sought after since, as far as I know, EFE only supports a few basic types and last I checked can't save any edits to anything with bones, leaving the modding community at a stand still almost. But oh well. Hopefully I'm not coming across as whiny, just disappointing to see a tool so promising to be a viewer only. Like a Porsche with no engine.
This exactly:

There are very few working editors for most 3DS formats. If it were not for that (and my limited computer access), I would be trying to mod all kinds of titles.
 

nobody231

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While viewing Goku's model in Ohana3DS, the rigging for all models works well, and animations play correctly. However, for a certain model (Goku's Adventure Mode model from Extreme Butoden), when I export it, the right side of the model has broken rigging. This is not demonstrated in Ohana3DS when running animations, as the animation looks completely accurate to in-game. Could you take a look at this?

File at https://onedrive.live.com/redir?res...5473&authkey=!AEVbm7ymAgIwnuE&ithint=file,bch
 

gdkchan

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While viewing Goku's model in Ohana3DS, the rigging for all models works well, and animations play correctly. However, for a certain model (Goku's Adventure Mode model from Extreme Butoden), when I export it, the right side of the model has broken rigging. This is not demonstrated in Ohana3DS when running animations, as the animation looks completely accurate to in-game. Could you take a look at this?

File at https://onedrive.live.com/redir?resid=211DFCABF32AFB94!55473&authkey=!AEVbm7ymAgIwnuE&ithint=file,bch
Hmm, I already had weight problems with cinema4d. Usually, converting the model to .fbx using noesis, and then opening it solve the issues for me. I think the models works fine on 3dsmax through.

Edit: You can also try exporting as *.smd, it is usually less problematic than DAE.
 
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nobody231

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Hmm, I already had weight problems with cinema4d. Usually, converting the model to .fbx using noesis, and then opening it solve the issues for me. I think the models works fine on 3dsmax through.

Edit: You can also try exporting as *.smd, it is usually less problematic than DAE.
Both DAE and SMD had problems for me. And I can't convert it to an FBX, because Blender doesn't have support for versions of FBX below 7100, and Noesis converts to a lower one.
 

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nobody231

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It works if I export it as .fbx and open on c4d. If I open the dae directly the rigging doesn't work properly. Idk why this happens, I guess that every software handles the file in a different way. But I uploaded a dae here that should work for you.
https://www.dropbox.com/s/wv18bdlxv1xuke7/goku.dae?dl=0
That worked perfectly! Kinda strange how I had so many problems... But Ohana3DS is nowhere near finished, so exporting might be broken on some programs.
 

Demonslayerx8

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It works if I export it as .fbx and open on c4d. If I open the dae directly the rigging doesn't work properly. Idk why this happens, I guess that every software handles the file in a different way. But I uploaded a dae here that should work for you.
https://www.dropbox.com/s/wv18bdlxv1xuke7/goku.dae?dl=0
heh yeah... thats the issue's i've been having when importing a raw ripped dae into max, broken rigging with most models unless its an fbx, but might be the dae coding for said programs.
 

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