Should I upload it here?sent some FARC files to ya (bout 4-5 files), along with some other stuff if u feel like adding support for~
Should I upload it here?sent some FARC files to ya (bout 4-5 files), along with some other stuff if u feel like adding support for~
Okay. Thanks.no, i PM'd it to gdkchan. No need for u to post anything else.

You can replace textures using the old Ohana3ds. Go to http://projectpokemon.org/forums/showthread.php?44168-Ohana3DS-(BCH-Tool). Its at the very bottom of the post. Get the one called Ohana3ds (NOT Ohana3ds-Rebirth). Open it with the texture tab, export it, edit it, import it back in. Than just repack everything and use HANS to load the new romfs.Aw, I wish there was a way to convert custom made .PNG sprites/portraits into a supported 3DS format... ;m;

You can replace textures using the old Ohana3ds. Go to http://projectpokemon.org/forums/showthread.php?44168-Ohana3DS-(BCH-Tool). Its at the very bottom of the post. Get the one called Ohana3ds (NOT Ohana3ds-Rebirth). Open it with the texture tab, export it, edit it, import it back in. Than just repack everything and use HANS to load the new romfs.
I don't see what you don't understand since this was already explained more than once here. Im not going to waste my time explaining everything again, so just deal with it.And this is what I don't understand. If the creator of Ohana3DS made an exporter, why can't he implement it for Ohana3DS Rebirth ?
Its an error while trying to initialize DirectX. Looks like it can't find some dlls or smth like this.http://image.noelshack.com/fichiers/2015/49/1449238735-sans-titre.png
What I have when I try to open a cgfx file. ?

I believe he said cause there's multiple types of BCH versions, and he'd have to make a encoder so that EVERY bch version type will be rebuilt properly, and doing that for almost a lot of BCH files would be very tedious and might cause issue's here and there most likely.
I don't see what you don't understand since this was already explained more than once here. Im not going to waste my time explaining everything again, so just deal with it.
I undestood every thing, it's just I can't make a sens for all you said. You said that you won't make an exporter because you don't have a 3DS to test it. I totally understand this and I will not force you to buy a 3DS x) But, and this is what I don't understant, the older version of Ohana3DS has an exporter. So it was written some time. And so my question is : Why can't you make an exporter if you made one ?
Or maybe you're not the author of the original Ohana3DS, but if so, who is he ?
Im the author of both programs, as you can see on this github repository:I undestood every thing, it's just I can't make a sens for all you said. You said that you won't make an exporter because you don't have a 3DS to test it. I totally understand this and I will not force you to buy a 3DS x) But, and this is what I don't understant, the older version of Ohana3DS has an exporter. So it was written some time. And so my question is : Why can't you make an exporter if you made one ?
Or maybe you're not the author of the original Ohana3DS, but if so, who is he ?
I said that I'm not really interested in implementing those features because I can't make use of it myself. I enjoy seeing stuff working and being able to open models from other games, is kind of a self-challenge. Creating new files on the other hand is not as great to me, since I can't see the results or test the results myself. I implemented the texture replacement feature because it was easy enough, just needed to make a re-encode for the texture formats, the hardest one being the ETC1 compression, but it was still pretty easy. Rei tested it to me at the time iirc.
Yes, I could. But then I would start fixing up more stuff, implementing other formats, and soon enough would need to keep updating that separated build to have the fixes. I could also implement it on all builds, but that would be inconsistent. I mean, you have an option to replace textures. But can't create or delete (even with an option to do so on the window), also you can change the textures, but not the model. I can see this leading to a lot of confusion. I could add it as a separated windows on the menu (already throught in doing that one time or two), but again that would be just bloating the tool, its easier and more consistent, to make it a viewer only. The main focus of the old tool was always the pokemon games (it have a specific tab to open/extract/insert the texts from pokemon, also support for most if not all containers used on pokemon, an option to edit the map permissions...) while the new one support a lot of other games.
(Hope that its clear now)
No, he isn't. He only added a Map Permission editor for Pokemon (that I think was originally made by kaphotics anyway) and other minor stuff like a option to change the viewport background color. He helped to test some stuff too.Reis was the original author, and the program is (as far as I know) written in a different language than the original Ohana.
As nice as it would be nice to both read and write with this program it may be too early. There are some games that still have weird bugs with the viewer (SSB and animal crossings maps for example)
Erm... what? No, the author of EveryFileExplorer is Gericom. As for not helping with this tool in particular, I dont think it would make a lot of difference. It is pretty much dead atm, if I choose to help with EFE development, I would probably be the only one working on it. And seeing the conditions it is atm would be a HUGE work.Also, aren't you the author of everyfileexplorer? Why not lend a hand?
I don't see what you don't understand since this was already explained more than once here. Im not going to waste my time explaining everything again, so just deal with it.
Its an error while trying to initialize DirectX. Looks like it can't find some dlls or smth like this.
you may try installing the dx9 runtime and this stuff, I dont know which dll is missing on your end. Wasn't it working to you before through?And what I can do![]()
if you use vgmtoolbox, you can unpack those .awb files, which will most likely give you .hca audio format. I have a HCA2WAV program if you want it. I don't think gdkchan will add support for MGS3D thoI've got a few files for you to analyze if you want toThey're all from Metal Gear Solid 3D. They're files with the .la2 (used for the models and images), .acb (audio), .awb (audio again), .cnf (used for the stages), .gcx (stages again) and .hpk (stages again). Hit me up on PM if you want some of them
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