DBZ BUDOKAI 3 HD COLLECTION - MODDING KIT (v1.4.2 EX)
=====================================================

Every modding tool of the port, now with its own window (DBZ3 HD Mod Kit):
create and import new characters (Budokai 1, Budokai 2, Infinite World, Shin Budokai and
community models), custom capsules, voices and yells, textures, model swap and the rest of
the converters. No console needed.

WHAT YOU NEED
- DBZ Budokai 3 HD Collection v1.4.2 EX or newer, with the game data in a FOLDER.
- Nothing else: the kit ships its own Python ("python" folder, with numpy, Pillow and scipy).
  No Python install and nothing to run beforehand.

INSTALL (3 steps)
1. Close the game.
2. Copy EVERYTHING in this ZIP into the game folder (where dbz3.exe and the us folder are).
   "mod center hd", "awo_tools" and "python" must end up next to dbz3.exe.
3. Double-click "DBZ3_ModKit.bat": the kit window opens.
   (The launcher also uses that Python for textures and new characters.)

EASY TEXTURES (in the launcher, Mods tab; uses this kit's Python)
1. Turn on "Capture textures while playing" and play until you see what you want to change.
2. Press "Prepare PNGs" and edit any PNG without renaming it (it can be 2, 3 or 4 times
   bigger).
3. Save it in "My texture pack" (or drag it onto the launcher window).
4. Play: it applies automatically.

THE KIT WINDOW (DBZ3_ModKit.bat)
- BASIC mode: big guided cards. Start with "Check installation" (all green), then pick:
  My mods, Import a character, New characters, Create from my models, Textures, Model swap
  or Help & community.
- ADVANCED mode (top right): tabs with EVERY option of each tool, the full log, the paths
  and the "Tools" tab with every script in the kit.
- Language: ES / EN, top right.
- It does the same as the launcher's modding tabs (same tools, same arguments): you can
  use both. New characters are added when you press PLAY.
- Before a mod file is edited, a copy is saved in "modkit_backups".
- Aura and ki colors: in Characters, every character has an "Aura and ki colors" card
  with ready-made colors (red, gold, green, blue, purple...) or one of your choice. It changes
  the hue of its aura and of its techniques' effects; white stays white.
  In personaje.toml: aura_color = "morado" / ki_color = "#ff3030" (or a hue 0-359).
- HEX tab (advanced mode, for expert modders): a byte editor like HxD that understands the
  game formats: tree of #AMB blocks (PS2 little endian / HD big endian), value inspector in
  both endians, go to offset, find. On #AMO models it lists every part with its vtype and
  "Hide / show part" (vtype/vflags = FF FF FF 00 FF FF 00 00, the usual trick for alternate
  costumes without a halo, tail...). Hidden parts are skipped when the model is converted.
  Saving always keeps a .bak copy next to the file.

IMPORTING CHARACTERS FROM OTHER GAMES
- Put YOUR copies of the PS2/PSP games in the "ps2_games" folder (read ps2_games\LEEME_EN.txt).
- In the kit window: "Import a character": pick the game, find the character, check the
  name and press Import (or in the launcher: "New characters" > "Import a character from
  another game"). It is added when you press PLAY.
- Community models (.amb or .amo + .amt) are looked up in "modding resources".

CONTENTS
- DBZ3_ModKit.bat  opens the kit window (double-click)
- python\          portable Python (python.org) with numpy, Pillow and scipy; licenses in
                   python\LEEME_LICENCIAS.txt
- mod center hd\   tools (roster_build, importar, capsulas, voces, gritos, textures,
                   modkit_gui...) and tools\ (Xbox 360 LZX compression)
- awo_tools\       format converters (PS2 -> HD, Budokai 1, heights, banners, portraits...)
- modding resources\  community lists (capsules, IDs, voices) used by the importer
- docs\            guides (how to make mods, textures, model swap) and docs\formatos

No game files are included: always use the ones from your own copies.
