It does support editing, but for material data (both in editors and exporting/importing as .json). There is still plenty more editing features planned. Shader data is very difficult to edit but I have been planning to look into injecting code, can't say for sure if I'll manage to get it working.
A program to preview various materials and shaders in games.
Currently supports shader viewing in:
Mario Kart 8 Deluxe
Super Mario Odyssey (set the romfs game path in settings menu)
NSMBUDX
Kirby Star Allies
Splatoon 2 (very WIP)
Super Mario Maker 2 (very WIP)
Animal Crossing New Horizons...
Thanks I updated it.
Also this tutorial is really old tbh and need of a major update.
I updated KCL (collision) to use the most recent tools and guide. Tool Guide
This KCL tool can go over the 16k poly limit up to 65k polygons (and even higher, although i suggest staying below that to prevent...
KCL is a common collision format used in various Nintendo games. This tool can export and create new .kcl files with .obj files to and from other 3D programs. The primary focus of this tool is Wii U and Switch support but older versions will work.
Features:
Supports all versions. GCN, WII, DS...
It should be fairly simple to cheat it in. You dump your save file first. Unlock any random character. Dump your save again. Open both files in a hex editor like HxD. Compare both files and see what changed. It's probably something simple like 0 to 1 in hex. All character values are probably...
I don't have bnsh saving finished, but it is quite a simple format i could get that done. I am not sure on compiling back or if Yuzu or Ryujinx can compile these back as a switch shader binary.
Also i appreciate the tutorial, i didn't know the code offset to 0x30, so i'll fix it to read off...
It's worth noting since not many read video descriptions, it's just basically enabling existing extra slots and setting existing character ids and some other copied values to those slots. Very far from actual expansion and we could do the same thing in smash 4 which afaik didn't make much progress.
Use this script. Run quickbms with it and select the file. bnt = bntx (textures), bns = bnsh (shader). .dat is unkown format (could be models, config files, etc). Atm model format is new and cannot be ripped atm afaik.
Yeah forge is mostly a mdoel viewer but it can kinda edit some things. I'm not sure on modifying chest contents, but you can get help on the BOTW discord https://discord.gg/uqvJ7s.
For switch no not atm and this includes all switch games where all the tools are private.
It can be alot of trial and error. Need to keep the skin influence count to 4, remove zero weights, etc all in the skin modifer. I suggest previewing with smash forge...
It errors out where the uvs are and fails due to format limitations. Some formats will only allow uvs to be within the box and some won't have that issue.
What error are you having in particular? Rigging should be fine from any program aslong as it imports into 3ds max or blender properly. The bone names do need to be how they were originally though, so be sure to keep them the same or else the rig won't import over.
Since Super Mario Party released I decided to make a tool on the archive format it uses. This can extract and repack/rebuild a .bea file and supports larger file sizes stored inside. Currently you do need to have a .bea file opened to replace files, but i will add one for making them from...
It's just a POC. It'll be awhile till actual stage imports will be done since there still needs to be alot more work with the tools, and rebuilding for the formats.
I may try the new ram site, and download more RAM to my Switch. Not sure if ddr3 is the right ram
for it tho. Edit- no it uses floppy Ram, just like @AncientBoi