Modding Soul Calibur III (UPDATED - 18.09.2020)

Have no idea too, maybe has something to do with copyrights? Not sure. :sc5vio1:
Well I mean yea, but smash bros is modded up the ass and nintendo is really tight with that. I know it has to do with the engine. I just dont fully understand why one engine is harder to hack than another.
 
Because it's a Japanese old brand? We all know they have different OS systems. chips and stuff in their devices and the old nintendo is not an exception of that imo.
 
Hello

(I'm bad at English, this post is done with google translate)

I started, really not long ago, to be interested in modding on soulcalibur 3, I have a problem, I cannot find the 3D models of the created characters (I know that the original soulcalibur characters (example : Talim) being well indicated in the file7.olk)
my project is:
since we cannot import a model outside soulcalibur, I intend to replace the original characters with characters created with the soulcalibur creator itself
 
Decided to hop back into this, and me using the VXT Editor for something like 05 - 205 Lost Cathedral i cannot open the bundle, returning an error code with the following code:

``System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
at System.ThrowHelper.ThrowArgumentOutOfRangeException(ExceptionArgument argument, ExceptionResource resource)
at VXTManager.MainForm.ImageScrollAction(Object sender, EventArgs e)
at System.Windows.Forms.ScrollBar.OnValueChanged(EventArgs e)
at System.Windows.Forms.ScrollBar.set_Value(Int32 value)
at VXTManager.MainForm.ImageScrollAction(Object sender, EventArgs e)
at System.Windows.Forms.ScrollBar.OnValueChanged(EventArgs e)
at System.Windows.Forms.ScrollBar.set_Value(Int32 value)
at System.Windows.Forms.ScrollBar.set_Maximum(Int32 value)
at VXTManager.MainForm.OpenActionClick(Object sender, EventArgs e)
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)``

the same issue occurs with trying to export anything that is weapon related as well. Stage import with the max plugin does not work as well wich crashes3dsMax (not so much a 'bug' for here but good for notation)

Anyone have any idea how to respolve this?
 
does anybody know where the red inferno character model is located for the arcade edition mod because in the tutorial where the wisp red is at i mod that model in and yeah i get inferno but its his green color not the red
 
I've just discovered what some files in Human.OLK are. They are the characters's battle screams:

Code:
Japanese files are 22050 Hz, English files are 20000 Hz

319 Mitsurugi Japanese
320 Mitsurugi English

321 Seong Mi-na Japanese
322 Seong Mi-na English

323 Taki Japanese
324 Taki English

325 Maxi Japanese
326 Maxi English

327 Voldo

328 Sophitia Japanese
329 Sophitia English

330 Siegfried Japanese
331 Siegfried English

332 Rock Japanese
333 Rock English

334 Ivy Japanese
335 Ivy English

336 Kilik Japanese
337 Kilik English

338 Xianghua Japanese
339 Xianghua English

340 Lizardman

341 Yoshimitsu Japanese
342 Yoshimitsu English

343 Nightmare Japanese
344 Nightmare English

345 Astaroth Japanese
346 Astaroth English

347 Cervantes Japanese
348 Cervantes English

349 Raphael Japanese
350 Raphael English

351 Talim Japanese
352 Talim English

353 Cassandra Japanese
354 Cassandra English

355 Yun-seong Japanese
356 Yun-seong English

357 Setsuka Japanese
358 Setsuka English

359 Tira Japanese
360 Tira English

361 Zasalamel Japanese
362 Zasalamel English

363 Olcadan Japanese
364 Olcadan English

365 Abyss Japanese
366 Abyss English

367 Night Terror

368 Necrid from SC2

1183 Will o' the Wisp, Revenant, Charade, Keres

1184 Amy Japanese

1185 Hwang Japanese

1186 Valeria Japanese

1187 Hualin Japanese

1188 Lynette Japanese

1189 Li Long Japanese

1190 1191 1192 1193 CaS Young Man 1 Japanese

1194 1195 1196 1197 CaS Young Man 2 Japanese

1198 1199 1200 1201 CaS Man Japanese

1202 1203 1204 1205 CaS Old Man Japanese

1206 1207 1208 1209 CaS Girl 1 Japanese

1210 1211 1212 1213 CaS Girl 2 Japanese

1214 1215 1216 1217 CaS Woman Japanese

1218 1219 1220 1221 CaS Old Woman Japanese

1222 Amy English

1223 Hwang English

1224 Valeria English

1225 Hualin English

1226 Lynette English

1227 Li Long English

1228 1229 1230 1231 CaS Young Man 1 English

1232 1233 1234 1235 CaS Young Man 2 English

1236 1237 1238 1239 CaS Man English

1240 1241 1242 1243 CaS Old Man English

1244 1245 1246 1247 CaS Girl 1 English

1248 1249 1250 1251 CaS Girl 2 English

1252 1253 1254 1255 CaS Woman English

1256 1257 1258 1259 CaS Old Woman English
 
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And here's one more find. Once extracted, the files found in MOVIE.AFS can be played and converted to a more standard video format with VirtualDub.
Also, the opening movie and a few other movies must be stretched to 16:9 manually.

These movies use the Sofdec format.
 
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I've just discovered what some files in Human.OLK are. They are the characters's battle screams:

Code:
Japanese files are 22050 Hz, English files are 20000 Hz

319 Mitsurugi Japanese
320 Mitsurugi English

321 Seong Mi-na Japanese
322 Seong Mi-na English

323 Taki Japanese
324 Taki English

325 Maxi Japanese
326 Maxi English

327 Voldo

328 Sophitia Japanese
329 Sophitia English

330 Siegfried Japanese
331 Siegfried English

332 Rock Japanese
333 Rock English

334 Ivy Japanese
335 Ivy English

336 Kilik Japanese
337 Kilik English

338 Xianghua Japanese
339 Xianghua English

340 Lizardman

341 Yoshimitsu Japanese
342 Yoshimitsu English

343 Nightmare Japanese
344 Nightmare English

345 Astaroth Japanese
346 Astaroth English

347 Cervantes Japanese
348 Cervantes English

349 Raphael Japanese
350 Raphael English

351 Talim Japanese
352 Talim English

353 Cassandra Japanese
354 Cassandra English

355 Yun-seong Japanese
356 Yun-seong English

357 Setsuka Japanese
358 Setsuka English

359 Tira Japanese
360 Tira English

361 Zasalamel Japanese
362 Zasalamel English

363 Olcadan Japanese
364 Olcadan English

365 Abyss Japanese
366 Abyss English

367 Night Terror

368 Necrid from SC2

1183 Will o' the Wisp, Revenant, Charade

1184 Amy Japanese

1185 Bonus character Young Man Japanese

1186 Bonus Character Girl 1 Japanese

1187 Bonus Character Woman Japanese

1188 Bonus Character Girl 2 Japanese

1189 Bonus Character Man Japanese

1190 1191 1192 1193 CaS Young Man 1 Japanese

1194 1195 1196 1197 CaS Young Man 2 Japanese

1198 1199 1200 1201 CaS Man Japanese

1202 1203 1204 1205 CaS Old Man Japanese

1206 1207 1208 1209 CaS Girl 1 Japanese

1210 1211 1212 1213 CaS Girl 2 Japanese

1214 1215 1216 1217 CaS Woman Japanese

1218 1219 1220 1221 CaS Old Woman Japanese

1222 Amy English

1223 Bonus character Young Man English

1224 Bonus character Girl 1 English

1225 Bonus character Woman English

1226 Bonus character Girl 2 English

1227 Bonus character Man English

1228 1229 1230 1231 CaS Young Man 1 English

1232 1233 1234 1235 CaS Young Man 2 English

1236 1237 1238 1239 CaS Man English

1240 1241 1242 1243 CaS Old Man English

1244 1245 1246 1247 CaS Girl 1 English

1248 1249 1250 1251 CaS Girl 2 English

1252 1253 1254 1255 CaS Woman English

1256 1257 1258 1259 CaS Old Woman English
I had known about this but, you know, did not document anything regarding them.
Thanks a lot for doing this. More documentation is certainly important.
 
I had known about this but, you know, did not document anything regarding them.
Thanks a lot for doing this. More documentation is certainly important.
No problem!
By the way, is it possible to change the color of Inferno's fire with a hex editor? It is supposed to be orange, but when imported to the PS2 version, it looks green.
 
No problem!
By the way, is it possible to change the color of Inferno's fire with a hex editor? It is supposed to be orange, but when imported to the PS2 version, it looks green.
Yes. That is how I did it in the earlier days. But there is a flag in Will O's data which determines the flame color that I am yet to find. That would be a better solution. But for now, just find the flame palette (16 of the same color), set the green flag to 0x00 and set the red bits to 0xA0 and the blue bits to 0x50. That should do the trick.
 
Yes. That is how I did it in the earlier days. But there is a flag in Will O's data which determines the flame color that I am yet to find. That would be a better solution. But for now, just find the flame palette (16 of the same color), set the green flag to 0x00 and set the red bits to 0xA0 and the blue bits to 0x50. That should do the trick.
Cont. Replacing Will O's model with Inferno's will retain Will O's flames rather than Inferno's.
 
No problem!
By the way, is it possible to change the color of Inferno's fire with a hex editor? It is supposed to be orange, but when imported to the PS2 version, it looks green.
Cont again. Look at my SC3: AE version to see how I have done it with the Will O' swap.
 
By the way, I kind of believe that some of the data we're looking for, like flame color for Inferno/Will-O'-The-Wisp, weapon trail color, weapon size, lifebars format and possibly other stuff is stored in the game's executable. After all, that's where the character names are stored.

But since there's a lot of stuff in there, good luck finding it...
 
could someone please pass me the textures of the soul calibur 3 scenarios please, only the textures of the arenas and the chroniclesof the sword , if someone could pass them to me I would greatly appreciate it
 
A huge bump in this, I was able to both create a completely functional custom Tales of Souls story (With the helps of Gazzza and NoOneYet) and give a character who normally doesn't have it a Tales of Souls story.

Video of it below:
 
Hey guys, I wanted to ask about this. Is there some way where I can take a character file with olk explorer then change the height of it with a program that opens olk files and put it back on the game after ?
 
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