Modding Soul Calibur III (UPDATED - 18.09.2020)

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Code:
1395 Hovering in the Air (unplayable)

1396 Revenant Prototype (unplayable)

Aren't these dummy movesets used for the CotS Cavalry and Bandit classes? The hovering in air has some dummy animations which imply that it's not merely hovering but sitting on the horse. Would make sense for me.
 
I believe that the files 319-368 and the files 1182-1259 in File7.olk are some kind of weapon properties data (size, sound effects, trail color, etc...). These are also found inside the SC3AE character model files as File9.pkg.
 
I believe that the files 319-368 and the files 1182-1259 in File7.olk are some kind of weapon properties data (size, sound effects, trail color, etc...). These are also found inside the SC3AE character model files as File9.pkg.
I will investigate those files.
 
if this isnt relevant i will be more than happy to remove it (and not my video) but me perusing around looking through old postings i found this: A means to convert out the models. However the exporting process doesnt explain how to get them back in ( And is done only in 3dsMAx) so it does need additional work and accessibility. but theoretically its a start

 
if this isnt relevant i will be more than happy to remove it (and not my video) but me perusing around looking through old postings i found this: A means to convert out the models. However the exporting process doesnt explain how to get them back in ( And is done only in 3dsMAx) so it does need additional work and accessibility. but theoretically its a start

Yea, that is mariokart64n. I have put his work out to those who asked. This however, only exports to 3DSMax as you said.
Importing models may not be possible for a while.
 
Yea, that is mariokart64n. I have put his work out to those who asked. This however, only exports to 3DSMax as you said.
Importing models may not be possible for a while.
my resoning was that if others could figure out a way to inverse it back into the file type by literally reversing the steps it could be plausible its a way to re-inject into SC3 so its a possible route. and given the skills here i suspect a refactor of it could be feasable
 
I have, once again, delved into Soulcalibur 3's Tales of Souls files. And I have done some significant progress with it.

At first, I was able to make a completely custom Tales of Souls file, which has 1 battle in it. In which you fight Zasalamel and Abyss in Egyptian Temple... Then the game ends. It is a major breakthrough in modding as soon we will be able to make completely custom Tales of Souls stories! Here is a screenshot of the battles mentioned below:

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1613771315422.png

You can find the said script in the attachments to mod the game and test it for yourself.

Also, to make this edit easier, I have began a project to serialize the script file to a YAML file. In it's current state, it seems to be pretty accurate and you can find the end-result below:

YAML:
EVENT_0x000D:
  TITLE: 0x0000
  LORE: 0x0000
  STAGE:
    MAP: EGYPTIAN_TEMPLE
    VARIATION: 0x00
  LOCATION:
    MAP: 0x00
    COORDINATES: [0, 0]
  DESTINATION:
    ORDER: 0
    MAP: 0x00
    COORDINATES: [0, 0]
  ENEMIES:
  - ENEMY_0:
      CHARACTER: ZASALAMEL
      COSTUME: 0x01
      WEAPON: THE_HIDDEN
      HEALTH: 100
      DIFFICULTY: 0x11
      GOLD: 0
      POWER: 1000
      DEFENSE: 1000
      TIME: 69
  - ENEMY_1:
      CHARACTER: ABYSS
      COSTUME: 0x00
      WEAPON: THE_SILENT
      HEALTH: 100
      DIFFICULTY: 0x11
      GOLD: 5000
      POWER: 1000
      DEFENSE: 1000
      TIME: 420
  GOTO: END_GAME

And of course, documentation is being made. You can find the opcodes of the script here, and they are being added to the list as they are discovered: http://bit.ly/TOSCheatsheet
I hope this will be enough to excite all of you, because it sure was enough to excite me for the future of modding.
 

Attachments

  • ScriptTest.zip
    241 bytes · Views: 232
The script format mentioned above is changed and has been made easier to work with.
And now, the moment I was waiting for: The script file you see below has been compiled into the file given in the attachment.
The future is here and it's looking bright.

YAML:
BATTLE_01:
  Type: FIRST_BATTLE
  Title: 0
  Lore: 0
  Arena:
    Stage: CLOCK_TOWER
    Variation: 0
  EventBGM: THE_WAYFARER
  Location:
    Map: EUROPE
    Coordinates: [0, 0]
  Destination:
    Map: EUROPE
    Coordinates: [0, 0]
  Opponents:
    - Character: ZASALAMEL
      Level: LEVEL_1
      Costume: 0
      Weapon: 0
      Health: 100
      Strength: 1000
      Defense: 1000
      Time: 69
      Reward: 500
    - Character: ABYSS
      Level: LEVEL_1
      Costume: 1
      Weapon: 1
      Health: 100
      Strength: 1000
      Defense: 1000
      Time: 420
      Reward: 5000
END_FLAG_01:
  Type: GOTO
  Offset: -1
 

Attachments

  • output.zip
    231 bytes · Views: 211
A video will soon be made, showcasing the script given below as an example:

YAML:
FIRST_BATTLE:
  Type: BATTLE
  Title: 18
  Lore: 18
  Location:
    Map: EUROPE
    Coordinates: [351, 184]
  Arena:
    Stage: LOST_CATHEDRAL
    Variation: 1
  Opponents:
    - Character: NIGHTMARE
      Costume: 1
      Weapon: 5
      Level: LEVEL_1
      Health: 50
      Strength: 2000
      Defense: 500
      Time: 420
      Reward: 2500
FIRST_GOTO:
  Type: GOTO
  Tag: FIRST_PATH
FIRST_PATH:
  Type: PATH
  Title: 18
  Lore: 18
  Location:
    Map: EUROPE
    Coordinates: [351, 184]
  Options:
    - Destination:
        Map: EUROPE
        Coordinates: [955, 195]
      Text: 18
      Goto: THIRD_BATTLE
    - Destination:
        Map: EUROPE
        Coordinates: [163, 136]
      Text: 18
      Goto: SECOND_BATTLE
SECOND_BATTLE:
  Type: BATTLE
  Title: 18
  Lore: 18
  Location:
    Map: EUROPE
    Coordinates: [163, 136]
  Arena:
    Stage: CLOCK_TOWER
    Variation: 0
  Opponents:
    - Character: ZASALAMEL
      Costume: 1
      Weapon: 6
      Level: LEVEL_1
      Health: 100
      Strength: 1000
      Defense: 1000
      Time: 60
      Reward: 10000
FIRST_END_GAME:
  Type: GOTO
  Tag: END_GAME
THIRD_BATTLE:
  Type: BATTLE
  Title: 18
  Lore: 18
  Location:
    Map: EUROPE
    Coordinates: [955, 195]
  Arena:
    Stage: MOUNTAIN_TOP
    Variation: 0
  Opponents:
    - Character: ABYSS
      Costume: 0
      Weapon: 0
      Level: LEVEL_1
      Health: 100
      Strength: 0
      Defense: 1000
      Time: 0
      Reward: 10000
SECOND_END_GAME:
  Type: GOTO
  Tag: END_GAME
 
Damn on the animations front lol. Thanks for the reply!

Any idea if animation ripping is on the table in the future? Like is it something anyone is working on?
I don't think SC devs would look up to that idea anytime soon. But who knows, I'd like to see some Mortal kombat goreness on SC haha
 
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