EPIC playable Beta Yamanose, sort of.. not exactly
I found the GZ/PKS containing Yamanose in the PC disk.tad (by finding its Dreamcast Duplicate file size)
I found the MT5 for Beta Yamanose (Its a big MT5 and Shenmunity confirmed file size)
I opened the GZ with 7Zip, Extracted the PKS
Opened the PKS with IPAC Browser
Renamed Beta Yamanose (872.mt5) to MAP.MAP and replaced the existing map.map(normal yama)
Re-saved the PKS, Re-saved the GZ
Replaced the GZ with ShenmueHDModtools
Exported mini BetaYama.tad/tac to mods folder (Really Epic BTW)
Played game and this happened
The BetaYama Textures are contained within the BetaYama MT5 file, the game is looking for textures in a PKF file, the original yama textures are named differently and so dont work here. Even if I extracted the PVR textures from the MT5
1) Its unlikely to have the correct file name
2)There is no tool to repack PKF texture archives
A PKF texture Tool might be essential for texture mods,
The BetaYama model is a complete Model, the Normal Yama model seperates building/trees/windows .maps
It still uses the original level collision the 'MapInfo.BIN/SCN' (map collision+charater commands) I should be able to find and replace it, but theres not much point to that right now. MapInfo modification is possible (objects and characters can be placed) but for a true level editor a MapInfo tool will be essentail
I did something similar to this for the Dreamcast version, In the Lan Di Game Intro, the House is slightly different (windows opposite dojo) and the Gates that Ryo walks through have round posts, in the main game they are square (just to save game memory) I replaced the INTRO house map with the Game house map and It worked like this too, also an important note is that the Game also loads Multiple Maps in 1 scene, the House map will be the same but the ground will swap depending on the weather (eg snow floor map/Summer floor map)
If an MT5 model exporter is ever created we could totally change the look of the game :).. could set it in Paris or something
I found the GZ/PKS containing Yamanose in the PC disk.tad (by finding its Dreamcast Duplicate file size)
I found the MT5 for Beta Yamanose (Its a big MT5 and Shenmunity confirmed file size)
I opened the GZ with 7Zip, Extracted the PKS
Opened the PKS with IPAC Browser
Renamed Beta Yamanose (872.mt5) to MAP.MAP and replaced the existing map.map(normal yama)
Re-saved the PKS, Re-saved the GZ
Replaced the GZ with ShenmueHDModtools
Exported mini BetaYama.tad/tac to mods folder (Really Epic BTW)
Played game and this happened
The BetaYama Textures are contained within the BetaYama MT5 file, the game is looking for textures in a PKF file, the original yama textures are named differently and so dont work here. Even if I extracted the PVR textures from the MT5
1) Its unlikely to have the correct file name
2)There is no tool to repack PKF texture archives
A PKF texture Tool might be essential for texture mods,
The BetaYama model is a complete Model, the Normal Yama model seperates building/trees/windows .maps
It still uses the original level collision the 'MapInfo.BIN/SCN' (map collision+charater commands) I should be able to find and replace it, but theres not much point to that right now. MapInfo modification is possible (objects and characters can be placed) but for a true level editor a MapInfo tool will be essentail
I did something similar to this for the Dreamcast version, In the Lan Di Game Intro, the House is slightly different (windows opposite dojo) and the Gates that Ryo walks through have round posts, in the main game they are square (just to save game memory) I replaced the INTRO house map with the Game house map and It worked like this too, also an important note is that the Game also loads Multiple Maps in 1 scene, the House map will be the same but the ground will swap depending on the weather (eg snow floor map/Summer floor map)
If an MT5 model exporter is ever created we could totally change the look of the game :).. could set it in Paris or something
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