Mumpleaser
Dirty_Harris Manager
Originally posted over at Evo-Web:
Game Graphic Studio 5.9.5 :.
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Hi all!
First of all, i wanna say that this version wouldn't be possible without the work of RCE, Warpjavier and Waterloo (true genius these guys!), and also give thanks to Jeff and D4lt0n for their support and continuous help designing the editor
In the second place, i wanna apologize for the delay of this version. I know i told it should be ready last week, but i've been very busy these days and couldn't spend on it all the time that i wanted. And... no, it wasn't due to my brand new psp, in case you're wondering -i also have a social life, you know
-
Latest version: Game Graphic Studio 5.9.5
What's new in version 5.9.5:
- A lot of changes and small fixes that you'll notice when you're working with it. For example, a more comprehensive layout, better alpha textures detection (for 4bpp textures), support for 32bpp png files (not very useful though), better functionality with big packed graphic files (like the .img files of San Andreas, for example), a splitter and a few buttons that let you view more than two rows of textures at the same time, better support for .afl files (check the new option in the settings menu), added support for Mortal Kombat Deception, etc...
- But sure that what you were waiting for is the encryption/decryption of the kits in we9, isn't it? Again, thanks to RCE, Warpjavier and Waterloo for the routines and param_dat stuff. I added a new "Increase Reserved Space" option to the editor which will allow you to insert new textures over the national teams succesfully, as their reserved space is ridiculous this time. This new feature is very flexible, but also may be a little difficult to understand... so here there are a few examples that will show you how it works:
* Increase the reserved space for one file (no. 4538 in this case) up to the amount of bytes you want (4096 bytes in this case). First you must select the file in the editor, and then click on the "Increase Reserved Space" option:
* Reserve the same amount of bytes (382.976 in this case) for a consecutive number of files (files 35 to 38 in this case):
* Reserve a different amount of bytes for a consecutive number of files. In this case, file 35 will be reserved 2048 bytes, file 36 4096 bytes and file 38 6144 bytes. Note that if the amount of bytes to be reserved for one file is smaller than the reserved space it already uses (like for example for file 37 in this case, that sure is bigger than 0 bytes), its reserved space won't be modified:
* Reserve different amount of bytes for non-consecutive files. In this case, file 35 will be reserved 2048 bytes, file 36 4096, file 37 won't be increased, file 38 will be reserved 2048, file 39 4096, file 40 won't be increased, file 41 will be reserved 2048... and so on, until complete all the files selected (35 to 45 in this case):
Anyway, i've included a "Load defaults for WE9 kits" that will let you generate an optimal 0_text.afs file for we9 kits management, even in case you haven't understood anything of all this . Just enter the incrase reserved space screen, click on that button, choose the name of the afs file to be generated and click on Proceed...
- About the automatic kit insertion, you just have to do one drag&drop operation to insert a complete uniform (like always). In this case, you must do it over any texture of the first bin of the goalkeeper of player you wanna replace. The program will adapt its transparency, will split it when neccesary, will resize it, will update the param_dat related info (will tell the game to use the default kit, not the edited one) and will modify the other two bin files of the goalkeeper/player automatically, so you can still use the "old" we8 kits...
Hmm... i'll edit this post lately, if i find something's missing. Now i'm hungry and wanna see how my psp is doing...
Cheers!
Game Graphic Studio 5.9.5 :.
--------------------------------------------------------------------------------
Hi all!
First of all, i wanna say that this version wouldn't be possible without the work of RCE, Warpjavier and Waterloo (true genius these guys!), and also give thanks to Jeff and D4lt0n for their support and continuous help designing the editor
In the second place, i wanna apologize for the delay of this version. I know i told it should be ready last week, but i've been very busy these days and couldn't spend on it all the time that i wanted. And... no, it wasn't due to my brand new psp, in case you're wondering -i also have a social life, you know
Latest version: Game Graphic Studio 5.9.5
What's new in version 5.9.5:
- A lot of changes and small fixes that you'll notice when you're working with it. For example, a more comprehensive layout, better alpha textures detection (for 4bpp textures), support for 32bpp png files (not very useful though), better functionality with big packed graphic files (like the .img files of San Andreas, for example), a splitter and a few buttons that let you view more than two rows of textures at the same time, better support for .afl files (check the new option in the settings menu), added support for Mortal Kombat Deception, etc...
- But sure that what you were waiting for is the encryption/decryption of the kits in we9, isn't it? Again, thanks to RCE, Warpjavier and Waterloo for the routines and param_dat stuff. I added a new "Increase Reserved Space" option to the editor which will allow you to insert new textures over the national teams succesfully, as their reserved space is ridiculous this time. This new feature is very flexible, but also may be a little difficult to understand... so here there are a few examples that will show you how it works:

* Increase the reserved space for one file (no. 4538 in this case) up to the amount of bytes you want (4096 bytes in this case). First you must select the file in the editor, and then click on the "Increase Reserved Space" option:

* Reserve the same amount of bytes (382.976 in this case) for a consecutive number of files (files 35 to 38 in this case):
* Reserve a different amount of bytes for a consecutive number of files. In this case, file 35 will be reserved 2048 bytes, file 36 4096 bytes and file 38 6144 bytes. Note that if the amount of bytes to be reserved for one file is smaller than the reserved space it already uses (like for example for file 37 in this case, that sure is bigger than 0 bytes), its reserved space won't be modified:
* Reserve different amount of bytes for non-consecutive files. In this case, file 35 will be reserved 2048 bytes, file 36 4096, file 37 won't be increased, file 38 will be reserved 2048, file 39 4096, file 40 won't be increased, file 41 will be reserved 2048... and so on, until complete all the files selected (35 to 45 in this case):
Anyway, i've included a "Load defaults for WE9 kits" that will let you generate an optimal 0_text.afs file for we9 kits management, even in case you haven't understood anything of all this . Just enter the incrase reserved space screen, click on that button, choose the name of the afs file to be generated and click on Proceed...
- About the automatic kit insertion, you just have to do one drag&drop operation to insert a complete uniform (like always). In this case, you must do it over any texture of the first bin of the goalkeeper of player you wanna replace. The program will adapt its transparency, will split it when neccesary, will resize it, will update the param_dat related info (will tell the game to use the default kit, not the edited one) and will modify the other two bin files of the goalkeeper/player automatically, so you can still use the "old" we8 kits...
Hmm... i'll edit this post lately, if i find something's missing. Now i'm hungry and wanna see how my psp is doing...
Cheers!