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Creating An Attackset/Select Fix
Before we begin, I best explain what an Attackset Fix is. When BFP was being developed, they decided
each character should have attacks with different characteristics. This is great for realism. However,
the BFP team implemented this in a rather strange way. Basically they have a single file which lists the
attacksets of each model. This worked fine. Until people started creating custom models with custom attacksets.
If two developers each made a model where they required a new attackset, they would add there model to the
standard bfp attacksets file, and distribute it. The users would then unknownly be over-riding one of the
attackset files when installing a new model, leaving one of the models useless. This tutorial is aimed at
helping you fix this by creating your own attackset fix which includes all the custom models you wish to use.
If you do not wish to do this, take a look at the RC/O Fix instead, a pre-built attackset fix for those not
comfortable creating one themselves.
BFP also has another problem, where not all models are shown on the select screen, even if they're useable. This
fix can also be made to correct this, by adding each model's icon into this file.
Before we start, theres one important thing you need to do. That is to turn on file extentions. To do this, open
My Documents, or any other folder, and choose Tools from the menu. Go into Folder Options, and click on the View
tab. Untick Hide File Extentions For Known Types. This allows us to open the .pk3 files that you download
by renaming them to .zip instead.
Now create a folder to work in, lets say, My Fix on the desktop. Go inside this, and make a new folder
called models and make one called players inside that one. So it should now look like this;
/My Fix/models/players/
Now find all your models you wish to include in this, and rename their extentions to .zip. Do you see a bfp_attacksets.cfg
file? If yes, then this model needs to be added to your new attackset fix. To do this, take this file and put it in
the folder you created on the desktop; /My Fix/bfp_attacksets.cfg. If you see a bfp_weapon.cfg or a bfp_weapon2.cfg
then you will also need that. If you dont see either of these files, then its okay, it just means this particular model
uses a standard attackset. Now go into the character's models folder, and then into the players folder. Take note
of the models name in this folder, and recreate the exactly same folder in your fix's folder. For example, if the model was
my Trunks model, it would be RYO1-Rtrunks. And so a folder in the new fix would need to be made like so:
/My Fix/models/players/RYO1-RTrunks. Now copy over the icon files to the new folder of the fix. These are usually called
icon_default.tga, but may have other skins such as red and blue which will also need to be copied over.
Now that you've added one model, you should be getting the idea. Repeat this method for all your models, creating a new folder for
each model, and copying over their icons. If you encouter more bfp_attacksets.cfg, or the bfp_weapon.cfgs, then you
will need to open these in notepad, and find the relevant attackset information and copy and paste it into the corresponding file
in your fix. For example, for my Trunks model, you'd need to copy over the following, into your new bfp_attacksets.cfg:
attackset 30
attack 0 21
attack 1 10
attack 2 25
attack 3 12
attack 4 17
modelPrefix ryo1-
defaultModel ryo1-rtrunks
It is important that you make the attackset ID, in this case 30, the next available slot in your list. If two models are accidently
given the same attackset ID, one, or both of them, will not work.
Once you've sorted through all of your models, you're ready to re-package your fix. Goto your My Fix folder, and simply right-click,
and choose New, and then Zip Archive. Name this something like zzzzmyfix.zip. We use alot of Z's in order to ensure the fix is the last
item loaded by BFP. This prevents models which still have a bfp_attacksets.cfg from over-writing your fix's version of the same file.
Now drag and drop all the files and folders in the My Fix folder, into the newly created .zip file. Once done, rename it to a .pk3, and
copy this into your bfpq3 installation folder.
If you run into any difficuilties, feel free to ask for help in our forums. :)
Converting An RC Model To BFP1.2
This tutorial will help you convert RC Models for use with BFP1.2. The Release Candidates, or RCs, used a differnt
attackset structure, meaning that most of them will not work with BFP1.2 out of the box. To get them to work, you have
two options. You can either use the RC/O Fix, available from this website. Or you can use this tutorial to help you
convert it to the BFP1.2 attackset structure.
Before we start, theres one important thing you need to do. That is to turn on file extentions. To do this, open
My Documents, or any other folder, and choose Tools from the menu. Go into Folder Options, and click on the View
tab. Untick Hide File Extentions For Known Types. This allows us to open the .pk3 files that you download
by renaming them to .zip instead.
First create a new folder on your desktop with a relevant name, such as RCVegetto. Then rename the RC Model's extention
to .zip from .pk3, to allow us to open the model. Now simply copy all the conents of the .zip into the new folder you
created. Usually consisting of two folders, models, and scripts.
To make the RC model work, you need to alter which attackset it uses. The RC models, use one of the following attacksets:
freeza, gohan, goku, krillin, piccolo, vegeta. This is quite a confusing system,
resulting in certain models being named like vegetavegetto, this means it uses the vegeta attackset, despite being
a vegetto model. In BFP1.2 this has changed to a more simpler naming scheme, bfp1-, bfp2-, bfp3-, bfp4-,
bfp5-, bfp6-, and so we have to alter the RC attackset name to the new format used in BFP1.2
To do this, go into the models folder, and then into the players folder. Now change the name appropiately. For
example, the vegetavegetto model, would need to have its folder renamed to bfp6-vegetto. Now that we've altered
the folder name, we need to alter every file that references it. So now go into the newly renamed bfp6-vegetto folder,
and open all the .skin files in notepad, changing each reference from vegetavegetto, to bfp6-vegetto. Go back
up to the RCVegetto folder, and then into the Scripts if the model has one. Perform the same modifications to the
.shader file in there, as you did to the .skin files earlier.
You need to add one more file to the RC model before its ready to be re-packaged. Thats a default.cfg file, in the
/RCVegetto/models/players/bfp6-vegetto folder. Simply copy the default.cfg from the corresponding BFP1.2 model.
For example, bfp6- indicates we need the default.cfg from Shilo, because his model name starts with bfp6-.
So go unzip the bfp0.pk3 file, like how you unzipped the RC model's .pk3 file. Enter the models folder, then the
players folder, and then the corresponding character folder, in this case bfp6-shilo, and copy the default.cfg
into the bfp6-vegetto folder. Don't forget to rename your bfp0.pk3 file back to a .pk3 once you've finished using it
as a .zip!
Now we just need to make the RC model's folders back into a .pk3 file, for BFP to be able to read it. Simply right-click in the folder,
and choose New, and then Zip Archive. Name this something like bfp6-vegetto.zip, although this isnt important,
and then drag and drop the models folder, into the .zip file. Next drag the scripts folder into the .zip as well, if
you have one. Finally rename the .zip file into a .pk3, and put this .pk3 file into your bfpq3 installation folder.
If you run into any difficuilties, feel free to ask for help in our forums. :)