Aww yeh! That is boss!
Nice work man! The second video has one of my favorite songs in it :) Just a quick question: do you use Xplorer and FTP to access and manipulate the files on the xbox? Also, reckon sooner or later we could make our own levels? That'd be sick but that's just me. Great work!
Thanks =)Yeah I have the game installed on the HDD, I replace the modded ones by FTP, doesn't matter which dashboard you use (XBMC,Unleashed,Evox...)as long as they have ftp its fine :PI also have to clear the cache in partition X so the game reloads the files.As for making levels maybe, though there's some models types I can't read properly yet..But most important, textures and models are in the .dat files, then there is the .bin file for each level and that one I didn't research much about it yet, it contains materials(sometimes) probably rigging, animation and game settings, for a level positions of objects, characters, light settings and such things but I am just guessing.So it would be a lot of work to first figure out the .bin then rebuilding it from scratch is another matter too.
Is there an email you can be contacted through?
Check my blogger profile, AIM.
I don't typically enforce gravedigging of this magnitude, but I honestly must know. Is it possible to alter the graffiti tags you can use by injecting custom textures or does that run off of something else? I haven't honestly took the time to really dig that deep into JSRF's filesystem and my only previous experience with texture modding's been through N64 Emulators.
Hey no worries, glad to see other people are interested =)And yes its very much so possible, the graffitis are in TGA format in the directory "/Mark/TEX/", the extension is ".grf" but you just need to change it to .tga to be able to view it, there's also a .prs file for each grf, not sure what the prs is for, might be another texture or just how its supposed to "projected" into the walls in the game.If you wanted to mod the game, you would need a modded xbox, in which you can copy the game to the hard drive, by extracting the iso files or connecting by FTP to the xbox and while having your JSRF disc in you can access the dvd drive (D:\) and copy the files as well then you could launch it from the hard drive with a modded dashboard.You'd just have to send the modded files by FTP, delete the cache to make sure it reloads with the new files, so delete the cache contents in the partitions (X Y Z) and then load the game.
cant replace the graffitis that are in TGA format....... after change the art, rename the files with the original .grf and put the files in the xbox the game just keeps crashing.... another way to get the graffiti texture mod working?
Make sure you saved with the same settings, for instance did the original graffiti have an alpha channel? if so save in 32bits etc.
Also make sure you keep the same resolution.
maybe that can make the trick ;) i didnt save in 32bit format, thanks for the help
it works :3
but only at the graffiti selection screen in the garage, when you are playing the graffitis ares just the same than the original, gonna try more harder
Hey men, i have this question, i was thinking about change de bgm of the game for my custom songs or some new material, is it posible? and what do i need to do it
Didn't try but I know some people did, I think you have to convert the audio files to ADX format or so, its definitely possible.
I may try it, thanks again
HI, love this tool! been messing around with this for a couple of mods now but this time i'm stuck!I've successfully changed some things about but have a problem. the new ad boards seem to only show when you approach them and remain standard from afar. the same with the pinball machine too.any ideas?thanks again!
basically i mean the new textures work when close to the object, the originals show when at distance.
Hey glad to hear you're having fun modding :PYou need to export the texture with the "mipmaps" which are lower level detail versions of the texture for when you distance yourself from the texture in the game.https://en.wikipedia.org/wiki/Mipmap
Thanks for the super fast response! 8_)Added rhe mipmaps and all's well! :D For some reason the box was left unchecked. Just need to reconvert everything again now, but no real issue as i have the templates still.I should take this time to introduce my self as i can only message anonymously! I go by "ElektroDog" and have had a couple of mods around the webs.My mod is full new audio and character textures (those that didnt break the game!) and I've decided to do a bit more to it (vers3)It'll most;y be avertisments and signs this time around.Again thanks for such a great tool!
Hello there! I've been modding the game for a charity event, but I'm having a couple difficulties with some character textures. I export the textures from the program, throw it into Photoshop, edit it and convert it to .dds (with mipmaps). Tried it on Bis/Rhyth and she seems to be perfectly fine. However, when importing the textures onto Beat, they don't save properly. Like, the first imported texture (639628702, the head texture) will save to the .dat file, but all of the other textures will disappear from the file? It's extremely odd because in that case, the only thing I can "edit" on him is his skate trail color. I don't know if it's because one of Beat's textures requires an alpha channel dxt1 or not (since there are two types of dxt1) or if the JSRF Tool has its limits? Or is Beat just one of the broken characters? Thank you so much for the tool though, it's been a blast to use so far.
Hey, since you're trying to inject textures, I made a new post and released a new tool, should make it a whole lot easier to edit and save textures ;)
BLESS YOUR SOUL, SERIOUSLY. Going to check it out immediately. Thank you so much! <3
No worries! I am happy it helps and glad to see you did your research and know your stuff about the textures :D and yes the older tool had some trouble with some textures/files, new tool should be much better :)
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