Title: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: Eternal Yoshi on April 07, 2012, 07:15:51 AM What you need
Brawlbox v0.65c PSA 1.2 A Hex Editor A model and Textures to import(Derp) Fit(Insert Character Here).pac Before you bother with this, answer these questions: Does the character you are adding have anal memory limits like Samus? If the answer is a yes, then don't try adding any External Graphic Effect models at all. :srs: Are you competent in using hex editors? If not, then learn elsewhere before trying this. -_- Anyway, I'll demonstrate by putting a Cypher in Marth's effect file. First, Open BB, get your model and put it in a nice .brres file, then get the textures. Be sure to make or nab an animation as well. Then, put the textures in the TextureData of Fit(Insert character Here).pac. In my example, I'm gonna put the Cypher textures in FitMarth.pac as shown in the pic, palletes and all. (http://i.imgur.com/TspyN.png) Then get your model's .brres file and import that, then change the File ID to the value after the highest value of the last .brres file in there. In my Example, I changed it to 3 because 2 was the previous value. (http://i.imgur.com/HrEwn.png) Now that that's outta the way, let's go to the EFLS file. Note how many entries there are - we want to add more a certain way so the game will read from the new ModelData we made. (http://i.imgur.com/vCHGh.png) Now, export it, and open it in a hex editor. You'll probably something like this I labeled some key areas for you. (http://i.imgur.com/ACevz.png) Cyan = Total # of ExtGFX in file Light Red = Total # of ExtGFX models(ModelData.Brres) in file Since I'm only adding one effect, I'm adding 1 to both those numbers. (http://i.imgur.com/Y7KAJ.png) Now there's something else that must be done - adding the data to the EFLS file. But before that can happen, we must understand how the format of the EFLS file works so look in this pic. (http://i.imgur.com/TUvwa.png) See the Purple? Those are the data entries for each GFX. Offset 0x05 of each of the Purple lines also points to the offset of Each GFX name if it has one. Offset 0x01 and 0x03 have the Brres ID that the GFX summons. FFFF means it doesn't use a .brres file to load up. Since I'm adding one GFX, I gotta add it's line to the bottom of the purple section but above the Yellow section. Use the .brres ID we put in before. In my example, I'm putting in 03. (http://i.imgur.com/JP4wl.png) Now the fun part - name your External GFX. Put in the name at the end of the file, but be sure that there is a byte of 00 in between names and at the end or else...... For the sake of Consistency, I'm naming it PtcMarthCypher. (http://i.imgur.com/7CmHX.png) Before we close this thing, we gotta redirect the offsets of the names of the purple section and our new data line above the yellow section to the new locations. Since I added only one, I just have to add 10 to the existing ExtGfx offsets and locate our new offset for our new GFX like so. (http://i.imgur.com/YgqM1.png) Now we may save and put our new EFLS file back in. When you got it right, it should look like this. (http://i.imgur.com/QyFM1.png) You may notice a null or 2 missing, but don't worry. Just save and close and reopen. (http://i.imgur.com/RyYc3.png) Now close it again since we are done here. Open PSA and reference the new GFX in a move to test. Since we added a new ID, it should be an ID after the last ID of The external GFX. Here's a reference list of External GFX IDs that exist in VBrawl's characters. Old Reference list of External GFX Code: File #1 01 MARIO_FB 02 MARIO_FB_SHOOT 03 MARIO_FB_BOUND 04 MARIO_S_MANT1 (Stars from cape) 05 MARIO_S_MANT2 06 MARIO_S_JUMP 07 MARIO_PUMP_SHOOT 08 MARIO_PUMP_HIT 09 MARIO_PUMP_FADE 0A MARIO_PUMP 0B MARIO_PUMP_MAX File #2 01 DONKEY_HEADBAT 02 DONKEY_GIANTPUNCH 03 DONKEY_GIANTPUNCH_MAX 04 DONKEY_GIANTPUNCH_SMOKE 05 DONKEY_HANDSLAP 06 DONKEY_ENTRY File #3 01 LINK_SWORD 02 LINK_ARROW 03 LINK_ARROW_MAX 04 LINK_BOOMERANG 05 LINK_BOOMERANG_T 06 LINK_KAITEN 07 LINK_KAITEN_S 08 LINK_KAITEN_AIR 09 LINK_KAITEN_AIR_S 0A LINK_BOOMERANG_W 0B LINK_BOOMERANG_H 0C LINK_BOOMERANG_WS 0E LINK_NAVY 0F LINK_ENTRY 10 LINK_BOMB_SPARK File #4 01 SAMUS_JUMP_JET 02 SAMUS_ATK_BOMB 03 SAMUS_CSHOT_BULLET 04 SAMUS_CSHOT_HOLD 05 SAMUS_CSHOT_SHOT 06 SAMUS_CSHOT_MAX 07 SAMUS_MISSILE_STRAIGHT 08 SAMUS_MISSILE_HOMING 09 SAMUS_MISSILE_SHOT 0A SAMUS_SCREWATTACK 0B SAMUS_APPEAL_S 0C SAMUS_GBEAM File #5 01 YOSHI_TAMAGO_KAKERA_A 02 YOSHI_TAMAGO_KAKERA_B 03 YOSHI_TAMAGO_KAKERA_C 04 YOSHI_GOROGOROTAMAGO 05 YOSHI_TAMAGONAGE 06 YOSHI_HIPDROP_STAR 07 YOSHI_TAMAGOUMI File #6 01 KIRBY_ATK100 02 KIRBY_SUIKOMI 03 KIRBY_HAMMER 04 KIRBY_HANMMER_A 05 KIRBY_FCUT_A1 06 KIRBY_FCUT_B1 07 KIRBY_FCUT 08 KIRBY_STONE_S 09 KIRBY_STONE_E 0A KIRBY_FCUT_B2 0B KIRBY_FCUT_B3 0C KIRBY_FCUT_B4 0D KIRBY_STAR 0E KIRBY_FCUT_A2 File #7 01 FOX_ILLUSION_START 02 FOX_ILLUSION_M 03 FOX_ILLUSION_P 04 FOX_ILLUSION_END 05 FOX_REF_FLASH 06 FOX_REF_START 07 FOX_REF_LOOP 08 FOX_FIREFOX_START 09 FOX_FIREFOX 0A FOX_BLASTER_BULLET 0B FOX_BLASTER_SHOT 0C FOX_REF_REF 0D FOX_APPEAL_S File #8 01 PIKACHU_ATK_S41 02 PIKACHU_ATK_S42 03 PIKACHU_DENGEKI 04 PIKACHU_DENGEKI_BOUND 05 PIKACHU_DENGEKI_LOOP 06 PIKACHU_KAMINARI_HIT 07 PIKACHU_KAMINARI_GR 08 PIKACHU_KAMINARI_START 09 PIKACHU_KAMINARI_END 0A PIKACHU_KAMINARI_CLOUD 0B PIKACHU_ZUTSUKI_HOLD 0C PIKACHU_ZUTSUKI_BOMB 0D PIKACHU_ZUTSUKI_SMOKE File #9 01 LUIGI_FB 02 LUIGI_FB_SHOOT (Green fire) 03 LUIGI_FB_BOUND 04 LUIGI_ROCKET 05 LUIGI_CYCLONE File #A 01 CAPTAIN_FP 02 CAPTAIN_FP_HOLD 03 CAPTAIN_FN_H_FIRE 04 CAPTAIN_FN 05 CAPTAIN_FN_AIR 06 CAPTAIN_FK_FLASH 07 CAPTAIN_FK 08 CAPTAIN_FP_FLASH 09 CAPTAIN_ENTRY 0A CAPTAIN_APPEAL_HI File #B 01 NESS_PSI_ATK 02 NESS_PKT_BULLET 03 NESS_PKT_TAIL_A 04 NESS_PKT_TAIL_B 05 NESS_PKT_HOLD 06 NESS_PKT_ATTACK 07 NESS_PKFI_BULLET 08 NESS_PKFI_BOMB 09 NESS_PKFL_BULLET 0A NESS_PKFL_BULLET_ED 0B NESS_PKFL_BOMB 0C NESS_PSIMAGNET 0D NESS_ENTRY File #C 01 KOOPA_BREATH 02 KOOPA_BREATH_M_FIRE 03 KOOPA_SHELL 04 KOOPA_DROP 05 KOOPA_WAIT_BREATH 06 KOOPA_GK_FREEZE 07 KOOPA_GK_SHIEN 08 KOOPA_GK_SMOKE 09 KOOPA_APPEAL_S 0A KOOPA_ENTRY 0B KOOPA_CHANGE_FLASH_A 0C KOOPA_CHANGE_FLASH_B 0D KOOPA_CHANGE_START_A 0E KOOPA_CHANGE_STRAT_B File #D 01 PEACH_BOMBER 02 PEACH_KINOPIO_HIT 03 PEACH_KINOPIO_BULLET 04 PEACH_HIKKONUKI 05 PEACH_ENTRY 06 PEACH_ATTACK_HI3 07 PEACH_APPEAL_S File #E 01 ZELDA_ATK_A 02 ZELDA_ATK_B 03 ZELDA_ATK_HI4_A 04 ZELDA_ATK_HI4_B 05 ZELDA_ATK_S4 06 ZELDA_FLOR_START 07 ZELDA_FLOR_END 08 ZELDA_NAYRU 09 ZELDA_NAYRU_FLASH 0A ZELDA_DIN_START 0B ZELDA_DIN_TAMA 0C ZELDA_DIN_BOMB 0D ZELDA_CHANGE_START 0E ZELDA_CHANGE_END 0F ZELDA_SHIKOMIBARI 10 ZELDA_FUSHIN_START 11 ZELDA_FUSHIN_END 12 ZELDA_ENTRY 13 ZELDA_CHANGE_FLASH_A 14 ZELDA_CHANGE_FLASH_B File #? 01 POPO_ICESHOT_SMASH 02 POPO_ICESHOT_APPEAR 03 POPO_ICESHOT_COLD_A 04 POPO_ICESHOT_COLD_B 05 POPO_GOMJUMP 06 POPO_BLIZZERD_SHOOT 07 POPO_BLIZZERD_BULLET 08 POPO_THAMMER File #? 01 MARTH_SWORD 02 MARTH_S_BREAKER 03 MARTH_COUNTER 04 MARTH_ENTRY File #? 01 FALCO_VISION_START 02 FALCO_VISION_M 03 FALCO_VISION_P 04 FALCO_VISION_END 05 FALCO_REF_FLASH 06 FALCO_REF_START 07 FALCO_REF_LOOP 08 FALCO_FIREBIRD_START 09 FALCO_FIREBIRD 0A FALCO_BLASTER_BULLET 0B FALCO_BLASTER_SHOT 0C FALCO_REF_REF File #15 01 GANON_MAJINKEN 02 GANON_MAJINKEN_HOLD 03 GANON_MAJINKEN_FLASH 04 GANON_REKKIKYAKU 05 GANON_ENGOKUA_FLASH 06 GANON_ENGOKUA_G 07 GANON_ENGOKUA_A 08 GANON_ENGOKUA 09 GANON_ENTRY 0A GANON_ENTRY_AURA 0B GANON_APPEAL_S File #16 01 WARIO_PPE_S 02 WARIO_PPE_M 03 WARIO_PPE_L 04 WARIO_PPE_L_2 05 WARIO_PPE_FLY 06 WARIO_PPE_FLY_2 07 WARIO_KAMITSUKI_OPEN 08 WARIO_KAMITSUKI_BOMB 09 WARIO_KAMITSUKI_BITE 0A WARIO_CORKSCREW 0B WARIO_BIKE_SMOKE 0C WARIO_BIKE_BREAK 0D WARIO_KAMITSUKI_END 0E WARIO_BIKE_SMOKE_S 0F WARIO_02 10 WARIO_03 11 WARIO_04 12 WARIO_05 13 WARIO_06 14 WARIO_07 15 WARIO_CHANGE_FLASH_A 16 WARIO_CHANGE_FLASH_B File #17 01 META_K_ATK100 02 META_K_ATKS3S1 03 META_K_ATKS3S2 04 META_K_ATKS3S3 05 META_K_ATKS4S 06 META_K_ATK_HI4 07 META_K_ATK_LW4 08 META_K_ATK_AIR_B 09 META_K_ATK_AIR_F 0A META_K_ATK_AIR_HI 0B META_K_ATK_AIR_LW 0C META_K_DOWN_ATK 0D META_K_SWORD 0E META_K_DOWN_ATK_D 0F META_K_CLIFF_ATK_Q 10 META_K_CLIFF_ATK_S 11 META_K_GLIDE_ATK 12 META_K_SLIP_ATK 13 META_K_THROW_B 14 META_TORNADO 15 META_DRILL 16 META_MANTLE_START 17 META_MANTLE_END 18 META_SHUTTLELOOP 19 META_DM_ATTACK 1A META_DM_ATTACK_AIR 1B META_DM_ATTACK_F 1C META_DM_ATTACK_B File #18 01 PIT_SWORD 02 PIT_ATK_AIR_N 03 PIT_ATK_AIR_HI 04 PIT_ATK100 05 PIT_FEATHER 06 PIT_PA_HOLD_ARROW 07 PIT_PA_HOLD_BOW 08 PIT_PA_FLY_ARROW 09 PIT_PA_STICK_ARROW 0A PIT_IKAROS_GOKOU 0B PIT_IKAROS_FLARE 0C PIT_IKAROS_WING_FLARE 0D PIT_PA_FLY_ARROW_FLASH 0E PIT_ANGERING 0F PIT_KAGAMI 10 PIT_KAGAMI_REF 11 PIT_ANGERING_START 12 PIT_ANGERING_END 13 PIT_ENTRY File #19 01 SZERO_ATK_LW4 02 SZERO_MUZZULE 03 SZERO_BULLET_S 04 SZERO_BULLET_L 05 SZERO_PL_HOLD 06 SZERO_PL_SHOT 07 SZERO_PL_HIT 08 SZERO_ATK_AIRN 09 SZERO_WHIP_A 0A SZERO_WHIP_B 0B SZERO_ATK_S4S 0C SZERO_PWHIP 0D SZERO_ENTRY_FLASH 0E SZERO_ENTRY_SMOKE 0F SZERO_ENTRY_END File #? 01 PIKMIN_SEIRETSU 02 PIKMIN_HIKKONUKI 03 PIKMIN_ORDER 04 PIKMIN_DEAD_RED 05 PIKMIN_DEAD_BLUE 06 PIKMIN_DEAD_YELLOW 07 PIKMIN_DEAD_WHITE 08 PIKMIN_DEAD_PURPLE 09 PIKMIN_HIT_RED 0A PIKMIN_HIT_BLUE 0B PIKMIN_HIT_YELLOW 0C PIKMIN_HIT_WHITE 0D PIKMIN_HIT_PURPLE 0E PIKMIN_ANTENNA 0F PIKMIN_ANTENNA_01 10 PIKMIN_ANTENNA_02 11 PIKMIN_ANTENNA_03 12 PIKMIN_ANTENNA_04 13 PIKMIN_ANTENNA_05 14 PIKMIN_ANTENNA_06 File #? 01 LUCAS_HOLD 02 LUCAS_PSI_ATK 03 LUCAS_ATK_LW4 04 LUCAS_ATK_HI4 05 LUCAS_PKT_BULLET 06 LUCAS_PKT_TAIL_A 07 LUCAS_PKT_TAIL_B 08 LUCAS_PKT_HOLD 09 LUCAS_PKT_ATTACK 0A LUCAS_PKFI_BULLET 0B LUCAS_PKFI_BOMB 0C LUCAS_PKFR_BULLET 0D LUCAS_PKFR_BULLET_ED 0E LUCAS_PKFR_BOMB 0F LUCAS_PSIMAGNET File #? 01 DIDDY_ATTACKLW3 02 DIDDY_BJET 03 DIDDY_POPGUN 04 DIDDY_POPGUN_BREAK 05 DIDDY_MFLIP_CHOP 06 DIDDY_POPGUN_BREAK_A 07 DIDDY_POPGUN_BREAK_B 08 DIDDY_ENTRY File #? 01 POKETRAINER_CHANGE_THROW 02 POKETRAINER_CHANGE_CATCH 03 POKETRAINER_CHANGE_IN 04 POKETRAINER_CHANGE_OUT 05 POKETRAINER_CHANGE_MBALL 06 POKETRAINER_CHANGE_RETURN File #? 01 POKELIZARDON_TAIL_FIRE 02 POKELIZARDON_ATK_FIRE 03 POKELIZARDON_ATK_HI3 04 POKELIZARDON_MOUTH_FIRE 05 POKELIZARDON_STANDBY_FIRE 06 POKELIZARDON_KAENHOUSYA 07 POKELIZARDON_IWAKUDAKI 08 POKELIZARDON_SORAWOTOBU 09 POKELIZARDON_ATK_LW4 0A POKELIZARDON_ATK_AIRF File #? 01 POKEZENIGAME_ATK_HI4 02 POKEZENIGAME_ATK_WATER_A 03 POKEZENIGAME_ATK_WATER_B 04 POKEZENIGAME_TAKINOBORI 05 POKEZENIGAME_TAKINOBORI_END 06 POKEZENIGAME_MIZUTEPPO_SHOOT 07 POKEZENIGAME_MIZUTEPPO_LIGHT 08 POKEZENIGAME_MIZUTEPPO_FADE 09 POKEZENIGAME_MIZUTEPPO_HIT 0A POKEZENIGAME_MIZUTEPPO 0B POKEZENIGAME_KARANIKOMORU 0C POKEZENIGAME_MIZUTEPPO_MAX File #? 01 POKEFUSHIGISOU_ATK_HI4 02 POKEFUSHIGISOU_ATK_AIR_HI 03 POKEFUSHIGISOU_ATK_AIR_LW 04 POKEFUSHIGISOU_LEAF 05 POKEFUSHIGISOU_ATK11 06 POKEFUSHIGISOU_ATK12 07 POKEFUSHIGISOU_ATK100 08 POKEFUSHIGISOU_ATKS3S 09 POKEFUSHIGISOU_TANEMG 0A POKEFUSHIGISOU_TANEMG_TAMA 0B POKEFUSHIGISOU_TANEMG_HIT 0C POKEFUSHIGISOU_H_CUTTER 0D POKEFUSHIGISOU_TMUCHI_TRACE 0E POKEFUSHIGISOU_TMUCHI_FLASH 0F POKEFUSHIGISOU_H_CUTTER_HA File #? 01 DEDEDE_HAMMER 02 DEDEDE_HAMMER_SPIN 03 DEDEDE_JETHAMMER_HOLD 04 DEDEDE_JETHAMMER_HOLD_MAX 05 DEDEDE_JETHAMMER 06 DEDEDE_JETHAMMER_MAX 07 DEDEDE_SUPERJUMP_RISE 08 DEDEDE_SUPERJUMP_STAR 09 DEDEDE_SUIKOMI 0A DEDEDE_WAD_DEAD 0B DEDEDE_WAD_THUNDER 0C DEDEDE_JETHAMMER_HOLD2 0D DEDEDE_JETHAMMER_HOLD_MAX2 0E DEDEDE_JETHAMMER2 0F DEDEDE_JETHAMMER_MAX2 File #22 01 LUCARIO_HADOU 02 LUCARIO_BFLASH_L 03 LUCARIO_BFLASH_R 04 LUCARIO_HATTACK_A 05 LUCARIO_HATTACK_B 06 LUCARIO_HATTACK_C 07 LUCARIO_HADOUDAN 08 LUCARIO_HADOUDAN_MAX_L 09 LUCARIO_HADOUDAN_MAX_R 0A LUCARIO_SINSOKU 0B LUCARIO_HAKKEI_NEAR 0C LUCARIO_HAKKEI_FAR 0D LUCARIO_KAGEBUNSHIN 0E LUCARIO_KAGEBUNSHIN_SPLIT 0F LUCARIO_KAGEBUNSHIN_APPEAR 10 LUCARIO_HADOUDAN_TAIL 11 LUCARIO_AURA 12 LUCARIO_HAKKEI File #? 01 IKE_SWORD 02 IKE_HUNKA_HOLD 03 IKE_HUNKA 04 IKE_HUNKA_MAX 05 IKE_IAIGIRI 06 IKE_COUNTER 07 IKE_ENTRY 08 IKE_APPEAL_LW 09 IKE_HUNKA_SPIN File #? 01 ROBOT_FOOTMARK 02 ROBOT_NOZZLE_LOOP 03 ROBOT_NOZZLE_END 04 ROBOT_JUMP_JET 05 ROBOT_ATK_JET 06 ROBOT_ATK_N_JET 07 ROBOT_ATK_LW_JET 08 ROBOT_EYE_FLASH 09 ROBOT_ATTACK_S4S 0A ROBOT_ROBOBURNER 0B ROBOT_ROBOBEAM 0C ROBOT_LAMP_S 0D ROBOT_LAMP_M 0E ROBOT_LAMP_L 0F FINROBOT_MAIN 10 FINROBOT_ENDFINROBOT_MAIN2 11 FINROBOT_MAIN3 12 ROBOT_ARMSPINROBOT_ARMSPIN_01 13 ROBOT_ARMSPIN_02 14 ROBOT_ARMSPIN_03 15 ROBOT_ARMSPIN_04 16 ROBOT_ARMSPIN_05 17 ROBOT_ARMSPIN_06 File #26 01 PURIN_UTAU 02 PURIN_KOROGARU 03 PURIN_APPEAL_LW File #? 01 TOONLINK_SWORD 02 TOONLINK_ARROW_MAX 03 TOONLINK_BOOMERANG 04 TOONLINK_BOOMERANG_T 05 TOONLINK_KAITEN_S 06 TOONLINK_KAITEN_AIR_S 07 TOONLINK_BOMB 08 TOONLINK_BOMB_SPARK 09 TOONLINK_ENTRY File #? 01 WOLF_REF_FLASH 02 WOLF_REF_START 03 WOLF_REF_LOOP 04 WOLF_BLASTER_BULLET 05 WOLF_BLASTER_SHOT 06 WOLF_REF_REF 07 WOLF_SCRATCH 08 WOLF_SLASH 09 WOLF_SHOOT File #? 01 SNAKE_ATK_S4S 02 SNAKE_ATK_HI4 03 SNAKE_MORTER_SMOKE 04 SNAKE_ATK_LW4_S 05 SNAKE_ATK_LW4_H 06 SNAKE_ATK_LW4 07 SNAKE_ATK_LW4_BOMB 08 SNAKE_MISSILE_SMOKE 09 SNAKE_REMOTE_MISSILE 0A SNAKE_CYPHER 0B SNAKE_C4 0C SNAKE_ENTRY 0D SNAKE_ENTRY_THUNDER 0E SNAKE_R1 0F SNAKE_R2 10 SNAKE_R3 11 SNAKE_R4 12 SNAKE_R5 File #? 01 SONIC_SPINWIND 02 SONIC_PUNCHTRACE 03 SONIC_ATK_LW 04 SONIC_SPINTRACE 05 SONIC_SPINWIND_L 06 SONIC_SPINTRACE_L 07 SONIC_IDLING 08 SONIC_HOMINGTRACE 09 SONIC_GIMMCKJUMP 0A SONIC_RUNTRACE 0B SONIC_RUNTRACE_01 0C SONIC_RUNTRACE_02 0D SONIC_RUNTRACE_03 0E SONIC_RUNTRACE_04 0F SONIC_RUNTRACE_05 Sooo yeah good luck. In my example, the ID is 00120005 since the last VBrawl GFX was 00120004. If you got questions let me know. This is how my example came out. Yes it's supposed to be like that. (http://i.imgur.com/arMcU.jpg) Credit goes to Magus for him teaching me about adding to the EFLS file and etc. and Sdoom for his original tutorial for replacing External GFX with GFX models. I just combined the two. Also Shadic for taking the last pic. Post Merge: April 07, 2012, 11:53:38 AM Now you may post your thoughts. Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: SiLeNtDo0m on April 07, 2012, 02:27:57 PM Bookmarking this tutorial cuz it's so awesome. Hopefully this can open up a world of possibilities for PSA hackers!
Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: BlackJax96 on April 07, 2012, 03:05:28 PM Bookmarked for future reference. :D
Is there no add entry button for EFLS? This is madness! :srs: Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: Eternal Yoshi on April 07, 2012, 04:35:29 PM Here's another comical example.
(http://i.imgur.com/XPeIZ.jpg) Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: diedhammer98 on April 07, 2012, 09:36:04 PM It works on Mario too!
Example: (http://i1138.photobucket.com/albums/n528/Diedhammer98/al_110523_0302binout.jpg) Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: JOEYSX5 on April 08, 2012, 06:50:26 AM Wait, so technically we can add articles O:
Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: SiLeNtDo0m on April 08, 2012, 07:17:15 AM Wait, so technically we can add articles O: Nope. Completely different. Firstly, most models (though not all) for articles are in the FitCharacterMotionEtc.pac not the FitCharacter.pac and the FitCharacterMotionEtc.pac doesn't have an EFLS file. Second, articles require more than just a model. They require floating points and assigned bones. This method allows us to add graphic models. It's still a big deal though, as it opens up a realm of possibilities for characters that don't have/have very few graphic models and a good file size limit on their FitCharacter.pac file (e.g. Snake, Marth, Ike maybe Bowser etc) Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: Solar99 on April 08, 2012, 07:41:43 AM So let me get this straight: this hacking method allows you to give characters more models in their MotionEtc.pac than they originally had?
Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: Sky Grounder on April 08, 2012, 08:00:32 AM So let me get this straight: this hacking method allows you to give characters more models in their In FitCharacter.pac, yes. And with PSA, you can make them load as if they're part of the external GFX.Also, I'm amazed that you (EternalYoshi or Magus) figured out what the EFLS's (EFfect LiSt?) purpose was. Now we just need to figure out REFF, then I guess GFX editing as a whole is covered? EDIT: Hey EY, do you know what RE3D lists do? They're located within certain EFLS files. http://www.mediafire.com/?7ayfxkpb7imfc37 (http://www.mediafire.com/?7ayfxkpb7imfc37) Open the .efls files with a hex editor and you'll see what I mean. Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: SiLeNtDo0m on April 08, 2012, 05:20:55 PM Made some videos to go alongside this:
Brawl Hack Tutorials - How to ADD New Graphic Effects (Part 1) (http://www.youtube.com/watch?v=63GF_IOcwAU#ws) Brawl Hack Tutorials - How to ADD New Graphic Effects (Part 2) (http://www.youtube.com/watch?v=4bdCRm_08SY#ws) Brawl Hack Tutorials - How to ADD New Graphic Effects DEMONSTRATION (http://www.youtube.com/watch?v=EdMtpoXFWKw#ws) Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: Eternal Yoshi on April 09, 2012, 07:12:39 PM EDIT: Hey EY, do you know what RE3D lists do? They're located within certain EFLS files. [url]http://www.mediafire.com/?7ayfxkpb7imfc37[/url] ([url]http://www.mediafire.com/?7ayfxkpb7imfc37[/url]) Open the .efls files with a hex editor and you'll see what I mean. Already talked to BJ about those formats and he had them parsed for months. Thanks for the videos, SDoom. Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: BlackJax96 on April 09, 2012, 07:15:18 PM Already talked to BJ about those formats and he had them parsed for months. Thanks for the videos, SDoom. I haven't gotten around to making an actual node to display the data yet, though. Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: JOEYSX5 on April 12, 2012, 04:23:52 PM Here's another comical example. ([url]http://i.imgur.com/XPeIZ.jpg[/url]) Sorry for the off-topic question, but what SMI stage texture is that? O_o Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: Eternal Yoshi on April 12, 2012, 07:11:07 PM It was meant to be old Shadow Moses Island, but I never got around to finishing it.
I already desaturated the building and added appropriate rust effects to it(I even made the towers very flimsy, but respawn quicker), but I never got around to adding the snow. Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: JOEYSX5 on April 13, 2012, 03:21:01 PM I learned that the cloud effect in Paint.net works good for snowy textures.
Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: KnightMario on April 13, 2012, 06:29:18 PM I can use these instead of articles!
(smbz mario's cape article: graphic effect! but the feather would need one too...) just use a bone for hitboxes! Post Merge: April 13, 2012, 07:00:45 PM I feel stupid, how do you change what bone it's attached to? Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: Eternal Yoshi on April 14, 2012, 10:07:56 PM Use the External Graphic Effect command and change the bone index.
Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: KnightMario on April 15, 2012, 06:26:56 AM huh?
Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: Eternal Yoshi on April 15, 2012, 09:23:12 AM lrn2psa
http://opensa.dantarion.com/wiki/Events_%28Brawl%29/Group_II#Module_11:_Graphics (http://anonym.to/?http://opensa.dantarion.com/wiki/Events_%28Brawl%29/Group_II#Module_11:_Graphics) Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: KnightMario on April 15, 2012, 09:51:59 AM ummm, I knew that? :P
thanks And this SO should be stickied Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: Sky Grounder on April 15, 2012, 12:09:57 PM And this SO should be stickied I agree, this is useful as heck.Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: KnightMario on April 15, 2012, 12:23:22 PM I mean, cape luigi can be made using this. (without using visibility bones) (I call dibs)
Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: Naruto200Man on April 20, 2012, 01:40:53 PM So essentially I could use this method to give a character that doesn't have a sword glow model a sword glow effect? =3
Because that would be outright awesome sauce :D Gonna bookmark this because having Rock lee's original wind graphics over links wind graphics would be [censored]ing awesome! Also, that hex edditing doesn't look TOO complex, you just gotta be really careful how you edit it right? Would I be able to import things like CHR0 and Texture animations as well like this? Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: Eternal Yoshi on April 30, 2012, 05:31:07 PM I'm working on getting Sword glows to work correctly but no dice so far.
All I can do are pseudo glows like Sonic's fair in Project M. Please bear with me. Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: KnightMario on April 30, 2012, 08:27:33 PM how do you do those?
I thought it was cool Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: Eternal Yoshi on May 01, 2012, 04:58:32 PM I came soooo close to adding in Sword Glows. Sooo. Cloooose.
BUT IN THE END IT DOESNT EVEN MAAATERRRR :( Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: KnightMario on May 01, 2012, 04:59:36 PM psedou glows again?
nice song ref, I have it. Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: Eternal Yoshi on May 01, 2012, 05:01:07 PM No, I meant the real deal.
Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: KnightMario on May 01, 2012, 05:01:58 PM how do you make psedou glows?
Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: Eternal Yoshi on May 01, 2012, 05:07:52 PM Just follow my tutorial but use the Sonic fair GFX from PM's sonic. Color it how you like.
Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: KnightMario on May 01, 2012, 05:11:05 PM what tutorial?
Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: Eternal Yoshi on May 01, 2012, 05:30:55 PM The one in the OP. -_-
Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: KnightMario on May 01, 2012, 05:44:42 PM so the glow you did was an added graphic?
how did you make the model, or was it sonic's running model? Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: Eternal Yoshi on May 01, 2012, 05:54:52 PM The pseudo glow was an added GFX based off of a GFX from Kirby's final cutter. Look in the files yourself.
Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: KnightMario on May 01, 2012, 05:55:45 PM okay, thanks.
sorry for being stupid. Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: Allbait on May 27, 2012, 07:49:32 PM So.. Nothing in the thread lately about sword glow progress. Hope there has been some though D: What's been going on lately?
Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: Eternal Yoshi on May 27, 2012, 08:20:17 PM A lot of failures... that came very close to being successes.
I have no idea how the game determines whose sword glow belongs to what, but it's not the effect.pac. What I DO know is that the color command changes the glow somehow.... Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: Mortimer on July 09, 2012, 09:04:46 PM I've got a question. I saw that some characters have a lot more external graphics ids than graphics and models. Like Ganondorf, for example. He has 11 ids but only have 2 graphic files inside his .pac, even though the reff file has a lot of things related to graphics.
So, my question here is if it is possible to extract, for example, his entry graphic effect and use it on someone else, since this one doesn't even have an animation data. And if this is not possible, then how it works? Where those graphics come from? I even thought it could be a combination of graphics following some script to spawn like they do in the game, but I also looked at Ness' pac and didn't find any graphic that resembles his entry effect. Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: Iwvi on July 18, 2012, 01:20:12 AM I'm here just to ask a simple question. Does this work with the new brawlbox "add new entry" or do we still need to hex them in?
Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: Eternal Yoshi on July 29, 2012, 03:08:58 AM I haven't had good experiences with the new BB as of now (crashes galore), so I am..... extremely cautious about using it.
Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: Supreme Dirt on July 29, 2012, 07:30:43 AM Just curious: Any idea what Yoshi's file size limit is?
How well would this work with multiple models for the same character? Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: Eternal Yoshi on July 29, 2012, 10:15:41 AM No I do not as no one back there has reached the memory limits for the character.
Multiple models for the same character? Depends on character and memory limits for said character. Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: Supreme Dirt on July 29, 2012, 11:32:45 AM Yeah I'd figured.
Nothing to do but make the models and try them Worst case I have a bunch of pretty yoshi transformation models Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: Albafika on August 14, 2012, 11:54:05 AM Nice, indeed. :)
Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: ABloodyCanadian on September 02, 2012, 11:14:59 AM Could be helpful...
Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: SiLeNtDo0m on September 02, 2012, 01:26:29 PM Could be helpful... I don't blame you, it's tedious as hell. Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: ABloodyCanadian on September 03, 2012, 11:15:53 PM The External GFX in action... for 2% of the video... lol
Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: Omniscient X on November 04, 2012, 12:10:16 AM Sorry for "necroing" but I need a solution to my problem because I've used this method countless times on Ganondorf PSA's but it WILL NOT work for Ike. I keep trying and I either get a freeze or I can't even call up the GFX! Can I please get some help here?
-Omni Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: Eternal Yoshi on November 04, 2012, 10:32:44 AM Sorry, but I STILL have no power in my area so ALL OF MY REPLIES WILL BE SIGNIFICANTLY DELAYED.
Hurricane Sandy did significant long term damage to my town and such. Anyway, if you are getting a freeze or can't call up the GFX, you need to check the GFX you are using. Sometimes, even when ported, GFX models from other games won't always work, like when I tried to port Whip Kirby's GFX over Simon. The game's frame rate skipped the time frame the GFX was supposed to be out or crashes. Anyway, if you are getting problems, it may be possible that Ike, like Sonic, may need slightly different numbers to input. My time is limited so the best thing for you to do is to open a hex editor of Ike's .EFLS and screencap that, cause you may have to do what I did for Sonic's fair GFX for PM 2.1. Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: ABloodyCanadian on October 16, 2013, 11:05:11 AM I think this Tutorial is outdated now... I'm using newer versions of BrawlBox, and I tried doing a method that does not involve Hexing out everything. I think you can just go into the ELFS, and simply add in a new entry. Then, you have to fill in Values on the right side that determines which BRRES is read. It's much easier now, and it works fine.
Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: Eternal Yoshi on October 16, 2013, 11:26:33 AM I'm aware, but this tut served as reference for that feature in Brawlbox.
Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: TokoyamiTheDark on October 17, 2013, 03:14:15 AM Just a question...can this tutorial be remade for the newer versions of BrawlBox?
Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: supermetalsonic84 on November 18, 2013, 10:59:43 PM Why is it that every time I try this it messes up my PSA? (It doesn't
freeze, but the game won't load the .pac file at at all). So what am I doing wrong? Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: Eternal Yoshi on November 18, 2013, 11:17:15 PM Most of the time if you get crashes, the problem lies in wrong math in Hexing or messing up the names. Other times it could crash when the article spawns.
In your situation, it sounds like your PSA is too large to add an External GFX as it will exceed memory limits.... Just to confirm, what character is the base for your PSA and what's the size BEFORE you inserted GFX? Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: supermetalsonic84 on November 23, 2013, 04:21:35 AM The character is Sonic, and the file size was around 542 kb.
Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: Nebulon on February 12, 2014, 06:35:58 AM This looks easy enough :) But say I have a moveset for a new character (a PSA) and it's gfx conflicted with one of the same module (Like if I had Shadow and it was conflicting with Sonic) How would I set it up so that they wouldn't share? Shadow comes with his own gfx, so should I put them somewhere else in the game to be loaded?
Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: Rosetta-Hime on February 21, 2014, 06:02:12 PM I think I'll try this using a newer version of BB and see if the add function works, instead of hexing.
[Edit]: Nope. It doesn't work. Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: theniftytable on January 20, 2016, 10:16:14 PM Hi, I'm trying to get add a hammer to Project M Mario's .pac and I can't figure out how to get the model and an animation for it into a .brres for the life of me.
Any advice on how to do this? |