

This tab holds the individual parameters of one character. db_font_pad_PS3_s.zpak located in st_pack_boot_pt_ps3.afs (Raging Blast 2).operate_resident_param.zpak located in st_pack_battle_others_pt_ps3.afs (Raging Blast 2).In order to use this tab, and deppeding on what you need to edit, you have to open one of the following files: This tab holds the general parameters of the characters, like transformations, glow, lightnings, health, aura size, etc.

This tool is divided in three tabs: General Parameters

Inserted into the unpacked files before repacking everything. When saving, it will ask you if the modified values from character parameters editor will be also If you have doubts about what parameter is modifying, leaving the pointer of your mouse in the name of the parameter, it will pop up a description of that parameter. The Pak Explorer will be activated too, and show you all the sub-files that the main. Character Parameters EditorĬharacter Parameters Editor is a tool that will edit the parameters of the characters, like glow, lightnings, aura size and more. You can export the files, import a new one, export all the files or open the folder where those files are located.
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When the algorithm finishes, the tool will show the full path of the sub-files. pak file, it will store all the sub-files in disk, in order to write the files propertly. It uses a Depth-first search since the information in those files are stored as a tree graph structure. Pak Explorer is a tool that will unpack the files that has the extension. This selection is important since will make the vram more accurate to the game selected, avoiding crashes in console. Lastly, when saving the spr and vram, it will ask you which format for the vram output would you like to generate. WARNING: if there is a 3D model part that doesn't have any material assigned, the game will crash so be aware of removing materials! Moreover, you can add a new material to the spr, remove the current one, export and import their values (and children if any).Īt the bottom of the material section, there is another section where you can assing to a 3D model part, what material will be used. You can select the material and change the layers, type, effect, the texture to being used, and the values of the material children. However, for images that are originally swizzled, the tool won't let you import a texture that has those differences because the swizzle algorithm needs the width and height from the original texture.Īt the bottom of the tool, there is a material section where you can edit the properties of the material. If they have differences in resolution, mipmaps or/and encoding, it will tell you those differences and ask you if you want to import the new texture. When a texture is imported over a original one, the tool will check the new texture file and compare it with the original one. You can export the textures, import over the original, export all the textures, import all the textures from a folder (for this feature, the folder should have the exact filenames of the original textures), remove textures or add a brand new texture. It will show you for each texture, the Resolution, Mipmaps and Encoding. Vram Explorer is a tool that will help you to edit the textures of the game.

( Program files for example) Vram Explorer
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Windows has a limit for the path name, so run the tool in a place where the path is not too long If the path in Windows is very long, the tool will crash! It is highly recomended to place the tool in Program files because when using Pak Explorer,
