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Help & Tutorials => General Tutorials => Topic started by: Nebulon on March 13, 2014, 10:12:43 PM



Title: Nebulon's GFX Porting Tutorial (Brawl EX Pack makers, this is essential for you)
Post by: Nebulon on March 13, 2014, 10:12:43 PM
Hello.

The following tutorial will cover porting External Models to an enemy/assist trophy’s Effect File (Abbreviated ef_file). By doing so, you can ensure that a created character will not have conflicting “GFX” files during play with the original character it’s based on. This is a useful skill to learn if you plan on making a character roster with at least one character who shares the same ef_file as another.

For this example we will be working on Sephiroth, made by: DivineOverlord, Tasty Pumpkin Clock, _Data_Drain_, Albafika, Aafyre, Hollow, Hackingstar, BigBadBooya, Tormod

Let’s have a look. :)

Section 1: Identifying

SO, we want to include Sephiroth in our roster, but we want to make sure that in doing so we keep his GFX (a general term for External Models and Textures) from conflicting with any other characters that may use the same ef_file as him. First we need to survey the .pac for Sephiroth. Let’s crack him open using the latest BrawlBox v.71.

(http://i.imgur.com/4rRKs09.png)


(I personally keep all .pacs that I’m working on inside the BrawlBox folder that contain the Brawlbox program I’m using. So I’d put him in the BB v.71 folder. I don’t think this is always necessary, but I’ve been told it is for PSA)
 
(http://i.imgur.com/qG2vMfj.png)

Opening up the .pac file included with Sephiroth reveals that his ef_file is a modified version of Marth’s (See above image. We know it’s Marth because of the Marth name). It is common for created characters to use the same ef_file as the character they have been built on top of. So we now know that Sephiroth will potentially have issues with Marth while they’re both in play. (Note it is good practice to test it first as not all .pacs will conflict. I will explain why they do soon.) Let’s open up the ef_file by clicking the plus sign on the left of the tab (Or you can push the right key on your keyboard)

(http://i.imgur.com/GrfLakp.png)

Opening the tab reveals several other tabs. These tabs could consist of:
“EFLS-Misc Data[0]”
“REFF-Marth (Or just the character’s name)”
“REFT-Marth (Or just the character’s name)”
“BRES-TextureData[0]”
“BRES-ModelData[0]”

But we’re only going to be focusing on the EFLS and our BRES for Textures and ModelData (As outlined in the image above).

Let’s go over what the purpose of each is=

A. BRES-ModelData[0-X] (X representing any number above 0) are the external graphics that your character loads for certain attacks. Examples include=Ike’s entry symbol, Link’s Tornado for his boomerang, etc. All of these are packed in here because they are character specific, as opposed to common graphics which can be shared by all and loadd from the disc. So Link’s external graphics will be in his ef_file, and only Link will be able to use them because of what his moveset tells him (We’ll get to that later). Each modeldata has a value in []s. This value is important and I’ll show you how to use it further down. As for TextureData, it essentially houses textures that color the external models. Without them, a model won’t show up correctly, or at all.

B. The EFLS could be viewed as the rerouting station for a character’s GFX. Within the character’s .pac are “external graphic tabs” that load the external graphics for every animation a character has. The ID they load is NOT the model ID in the ef_file, but rather it’s an EFLSEntryIndex number (And will be labeled as such in the Brawl Box 68b). This is important to understand as there is a misconception that the external graphic IDs are modeldata numbers like [ 0 ] or [1] and so forth, but they ARE NOT. When you open the EFLS in the ef_file (In our case ef_Marth) you will see entries (In our case five as depicted in the image below).

(http://i.imgur.com/YJOvstD.png)

These entries are what the EFLSEntryIndex refers to. IMPORTANT: These entries are given a number as their ID (The EFLSEntryIndex) and are listed in the EFLS in the order of their ID. The first EFLS entry will ALWAYS be 0. DO NOT FORGET THAT :) And they will ascend in value the further you go down. So in this case, we have entries 0-4.

So now what do we do? Well we know that Sephiroth has 3 models (starting at 0) and several textures for those models. So now we need to take a few notes in order to prepare for exporting. First we’ll take a look at the EFLS IDs. These give us nearly all of our information. So open up the EFLS tab to reveal the entries (As depicted in the image above we have 5). Let’s talk about what we’re looking at when we have an entry highlighted.

(http://i.imgur.com/m5995HG.png[img][/spoiler]In the image above us we have a table of three lines. On the left we have the titles: Use BRRES, BRRES ID, Unkown. We are worried about “Use BRRES” and “BRRES”. Sound familiar? A BRRES is what our models are called. So what it’s telling us is if it USES a BRRES (“Use BRRES”) and if so, which one (Which is put in the line as the “BRRES”.)At this point I hope that this is all starting to appear connected. According to the above image, it doesn’t use a BRRES (Or model). We know this because of the “False” input in to the same line. We will not have to worry about this entry. What I recommend is that you pull up a notepad and write down all of the EFLS entries numbers (starting from 0). Since entry 0 doesn’t have use a BRRES (Because it’s set to false) we do not have to worry about it, so delete it from the notepad. Or just remember that we aren’t using 0. Let’s look into the next one and see if there’s anything different:[spoiler][img]http://i.imgur.com/dW6CjxF.png)

According to the above image, there is a difference. Our “Use BRRES” now says “True”. So, we now know that this entry uses a model (BRRES. Yes, I know it’s strange that almost everything has two names. Just try to bear with me.) ANYWAY, this entry is important. So what do we do? Well, let’s jot down somewhere that EFLS Entry index 1 uses BRRES (Model) 0. This means that every animation in the .pac that uses and External Graphic with an EFLSEntryIndex of 1 as it’s value, will use Model 0. In our case, Model 0 is a black and purple sphere. We know this because when we scroll down to our models and open up Model 0 we’ll see it on the right.


(http://i.imgur.com/quSDcQc.png)

At this point, repeat the process until you have jotted down ALL of the EFLS entries that use a BRRES (Model). In the case of Sephiroth, it’s 1,2, and 4, since these entries all have their BRRES set to true.

(http://i.imgur.com/1B2tIMj.png)

So with that in mind we can go to step two…


Section 2: Porting

So, we know what EFLS Entry IDS are tied to Models. So, now what do we do? We can port now :) Well sort of. For this part of the tutorial I’m going to pick another ef_file to port our GFX to. You can download ef_files in the Resource Pack on Brawl Vault. For this tutorial I downloaded ef_Deathpod.pac in the Effect/Enemy section. Let’s open it up and see what we have to work with:  

(http://i.imgur.com/ChvrSfY.png)

In order for GFX porting to work our ef_file NEEDS to have a tab for everything we’re putting in. So according to the above image we have an EFLS, BRRES Texture Data, and BRRES Model Data. If you download an enemy or assist ef_file and it doesn’t have these three things, then it will not work. Pick another until you find one like this.

Moving along, now comes the fun part… putting the models in. to do this, I recommend you export the models you’re using with BB V.71. (Despite what my images tell you lol). So let’s go back to Sephiroth:

(http://i.imgur.com/4buTzWb.png)

What you need to do is highlight Models 0-X (In our case 2) and export them. Do NOT open them and export individual components, export the ENTIRE thing. After exporting Models 0-X (In our case 2) then open up the Textures tab and export every texture used for models. There are 6 for Sephirtoh. Take note of what Format each is in. For many textures, the format MUST stay the same when exported, or else the texture will appear differently then it was intended to appear in game.

So we now have 3 models and  textures exported somewhere safe (hopefully). Now let’s go back to ef_deathpod and start putting them in. How do we do this?

(http://i.imgur.com/aB1EvLF.png)

According to the above image, we right click our tab (In this case Texture) then scroll over Import, then select texture. It will then look for the texture. Guide it to wherever you saved the texture and when adding it in make sure the format is the same.

For models the process is different. Models are entire tabs, so rather than opening anything up you’ll need to Right click the top tab “ef_deathpod” and slide over “import” and then click “BRRESresource pack”.

(http://i.imgur.com/kM24l8Q.png)

Do this for all of your models (In the case of Sephiroth, it’s 3 models).

(http://i.imgur.com/vklLqHl.png)

So now we’ve got 3 Misc Data[0] tabs inserted here… even though they were models in the previous ef_file. So now we’ll need to make sure the ef_file knows that these are models. So, let’s change a few things:

(http://i.imgur.com/4u0ZgE7.png)

With a misc data highlighted, take a look at the table on the right. You’ll see a few lines. The first line should be “File type” and will read “Misc Data” further down the line. This is what dictates what the tab is. We’ll chance the File type from “Misc Data” to “Model Data” (Which will in turn change the tab’s name from Misc Data [ 0 ] to Model data [ 0 ]).

After this we go to the next line which reads “File Index”. File type changed the… file type, so the index will change the index, or the number that would be in the brackets. What I’m about to mention is important: Change the File Index to a number that isn’t already in use by any other Model Data. In my case, Models with the numbers 0-20 are in use. So, I’m going to pick a number not in use. Let’s go with 21 (I’m not positive, but you may be required to pick a number that follows the last number in sequential order). So, my first Model Data should read ModelData[21] after I change the 0 in the File Index line to 21. Repeat this process for the next models, and make sure the index number rises 1 in value each time.

If understood it should look like this:

(http://i.imgur.com/DNj1SeM.png)

MAKE SURE you open up your models to see if they were ported properly. Expand the Model Data tabs and  then expand the 3D models folder. If you see your model on the right then it was ported successfully. If it’s colored correctly, then you ported the textures successfully. If, you see a red X instead of your model, then it was corrupted. This can happen for a number of reasons, but I’ve found that BB v.71 does a good job at preventing that.

So now we have our textures and models in this enemy ef_file. But as we learned above, every BRRES(Model) needs an EFLS entry.

So let’s open our EFLS:

(http://i.imgur.com/PKcgrlQ.png)

Yes, the amount of entries you’re seeing is normal. This part can REALLY mess you up so pay extra attention. Just like before, we need to have an EFLS entry for our models, and we need to know their sequential number. So, start with the first entry (In our case “<null>”) And start counting from 0. Recount if you’re not confident with the number you got. So, in our case we counted from 0-46. Since we have 3 BRRES (models) that means we’ll have 3 more EFLS entries to add. So let’s right click on EFLS MiscData[0] and hit Add new entry:

(http://i.imgur.com/oxrygbL.png)

Do this for as many models as you’re adding. Then, go down to your first additional entry. We need to modify it.

(http://i.imgur.com/r8AVrl6.png)

Looking at the image above we can see that our new entry is named <null> and that according to it’s table, it’s “USE BRRES” is set to “true” but it’s “BRRES ID” is set to “0”.  The name <null> is fine, in fact, don’t change it. These entries will use BRRES so keep the first line at “true”. And finally, the BRRES ID needs to have the same value as the models we added. So your first new EFLS entry (entry 47 in my case) will load BRRES 21 (Since that’s the value my first ModelData has). So change the 0 to 21. Do this for the remaining new entries.

How do you feel? You just set up your ef_file! :) Great job! We have 3 new models all named as Model Data, with not repeated IDs in their brackets, along with imported textures to color them in, and we’ve got 3 EFLS entries to help out .pac load them. Hit save. Now we’ll move on to section 3.

Section 3: .pac modding.

Okay, so you’re super cool now and you’ve got the ef_file all squared away. So now what? Before you go insane, jot down what the new EFLS IDS are, next to your olds ones:


(http://i.imgur.com/UmIF9yF.png)

So in our case, we know that EFLS Entry index 1=47, 2=48, and 4=49. This is very important for this step. But first thing’s first: We need to replace the ef_file for out character’s .pac to the new one. So let’s open up our character (In my case Sephiroth’s) .pac:

(http://i.imgur.com/zecEesn.png)

And replace ef_Marth with our new one:

(http://i.imgur.com/ibvijKY.png)

(http://i.imgur.com/k6y6e1v.png)

Okay, so now everything’s where it’s supposed to be. Be sure to check all of the models again since they’re now in a different spot. If there are any Red Xes than they’re corrupt.

Now save the .pac. We’re doing the final modification now, so don’t fall asleep on me just yet. You now need to open the .pac in the program it was made in. If you do not know what program it was made in, you can ask the developers of the character. Most of the time, winging it is okay. I’ve found PSA and BrawlBox v68b to be the most reliable. For this tutorial, we’ll use v68b. So save your .pac in v71 and reopen it in 68b:

(http://i.imgur.com/QA2c0IH.png)

You’ll notice that a previously white misc data has transformed into a MDef tab labeled MoveDef_Fit[Your character] (In our case Marth). These are our moves. Or at least part of them, and thankfully the only part we need to know for the tutorial.

So, we’re going to expand the tab revealing 3 folders. You’ll expand “sections” and then “data”. After expanding data you’ll be greeted with a long list of folders.

(http://i.imgur.com/neTFG69.png)

Look around until you see a folder with “Subaction Scripts” as it’s name, and expand that to reveal:

(http://i.imgur.com/wiCVjo6.png)

(http://i.imgur.com/6uSqtcn.png)

Yep, that’s right, a folder for every animation the character can perform. You see, sub actions are essentially the pizazz that comes with an animation. And by pizazz I mean, Offensive collisions, Sword Glows, SFX, etc, it’s all here. So, your next task will be the longest task you’ll have: You need to expand every folder, and then expand GFX (If the animation folder has a GFX folder to expand). And then, look for tabs that read “External Graphic Effect” since that’s what models are.

(http://i.imgur.com/76T5n7E.png)

And then expand that tab too. You’ll see that the first entry it has should be “graphic” which will come with a table to look at on the right. See image below.

(http://i.imgur.com/NiunfhE.png)

What we have in my example are two lines: a GFXFile line that reads “Marth” and EFLSEntryIndex that reads “4”. (Note that the GFXFile will normally be whatever the character is built over. So you could expect Viewtiful Joe to have “Captain Falcon” here, or for Vegeta to have “Wolf”).

Remember that notepad file we made?


(http://i.imgur.com/fVUubA1.png)

It’s going to be our best friend. To put it bluntly, you’re going to spend the next 30-60 minutes going through this . pac’s moveset, finding every external Graphic effect tab and changing the GFXFile to Deathpod, and the EFLSEntry Index to the new number according to out notepad. So in our case I would do this:

(http://i.imgur.com/XrUqCMj.png)

Now you’re probably thinking “Okay, I get that in Nebulon’s case 4=49, but why was Marth changed to 162?” Well… let me explain. Marth needs to be changed to Deathpod, but enemy EF names aren’t found in the pull down next to Marth, and not even are al of the Assist Trophies. Instead you need to know their ID. To do that, use this link:

http://anonym.to/?http://opensa.dantarion.com/wiki/Effect.pac_IDs (http://anonym.to/?http://opensa.dantarion.com/wiki/Effect.pac_IDs)

Find your enemy/assist name and get it’s ID (For me it was A2). Then open up calculator, hit view, and turn on the programming function. Then activate the “hex” option on the calculator, and input A2. Then activate the dec option instead and it will convert your hex ID into the decimal (or just normal) ID that BB 68b uses. And that’s how we get our number.

So, to make this clear, go through every animation, open up every GFX folder, look for External Graphic Effect, and change the GFXFile to the name of the ef_file you’re using and the EFLSEntryIndex to the new value that the model is associated with according to that handy notepad file that I really hope you made.

IF you know your character well enough, you don’t have to look inside every folder. For instance, if you’re using Viewtiful Joe, then you’ll know that his SpecialS (Special Side, or Forward/backward+B move in gameplay) will have him throw his Voomerang, which is an External Graphic. So you’ll look for every file that animation folder that has “SpecialS” on it and change look for the “External Graphic Effect” tab that way. You ALSO need to look out for “Terminate Graphic Effect”. When/ if you find them (They aren't always there) you’ll expand the tab like before, and you’ll replace the values just as you did in “External Graphic Effect”. These are important for removing the External graphics when they’re supposed to be removed from gameplay. Otherwise you’ll have meteors and Voomerangs just hanging around for lols.

When you feel you’ve gone through enough folders and fixed all of the tabs, then it’s time for you to hit save, and give it a test. If done correctly, you should find that your character loads their GFX correctly.

Congratulations, you’ve made it to the end of the tutorial. Here are a few things that could go horribly wrong:, but are still potentially fixable:

-If after completing everything you still have some GFX glitches no matter who is in play, then you didn’t set up everything correctly. In this case, you need to go back into these animation folders and check inside “Main” and “Other” for External Graphic Effect tabs, and “Terminate Graphic Effect” tabs. Creators sometimes like to hide them in here. Do the same as you did before.

-If your character freezes upon loading a stage then the .pac file size is too big. Big ef_files can cause a file to be too big to load. Make sure the ef_file you pick isn’t too big. To get an estimate as to how big you character may be once you export the ef_file, export all of the models and textures, and add up their files sizes, then temporarily replace your .pac’s ef_file with the new one and check it’s size. If it’s over 530 kB, then it’ll normally freeze. This is my standard, there are exceptions both good and bad. You’ve been warned.

-If your character just freezes at certain points that it didn’t before, then it’s corrupted. This means you’ll have to start over using a different BB or PSA.

Ask me how I know all of these… go ahead, ask… yep…


In closing, YES it’s tedious, and YES it’s frustrating, but it when it comes down to it, if it’s worth it, then this is nothing compared to the hours of enjoyment you could get out of the game once having done this. :)

One last disclaimer for people using my pack: I use enemy ef_files and assist ef_files on some of my characters. If you’re going to port your GFX to and enemy ef_file, then please pick one that I’m not using. If you pick one that I’m already using then it’ll be just as glitch as it would be if you had the original character and the replacement character fight.

And there you have it. I hope I helped at least one of you out there. DO NOT pm me on how to do REFFs, I don’t really know how to do those. Try to keep questions in the forum as much as possible for others to help, especially if it’s a general question like “what’s X in hexadecimal” or “what BB can get the MoveDef_FitXXXXX to show up?”

I’m not an expert, just a one trick pony with a well renowned pack. I hope you all survived this epic. Go forth and have fun :)




Title: Re: Nebulon's GFX Porting Tutorial (Brawl EX Pack makers, this is essential for you)
Post by: ShinF on March 13, 2014, 10:20:23 PM
Very nice! Definitely bookmarking this for when I get the chance to go through it. It's pretty awesome how much effort you've put into this.


Title: Re: Nebulon's GFX Porting Tutorial (Brawl EX Pack makers, this is essential for you)
Post by: KingImpris on March 13, 2014, 10:24:44 PM
Im wondering is the gfx a glitch? or is it normally shared?


Title: Re: Nebulon's GFX Porting Tutorial (Brawl EX Pack makers, this is essential for you)
Post by: Nebulon on March 13, 2014, 10:25:55 PM
Very nice! Definitely bookmarking this for when I get the chance to go through it. It's pretty awesome how much effort you've put into this.

I tired :) But as it's my first I'm willing to accept criticism. Thank you though! I hope this makes an impact :)

Post Merge: March 13, 2014, 10:30:35 PM
Im wondering is the gfx a glitch? or is it normally shared?

The GFX errors that occur in Brawl Ex between characters that share an ef_file are also sharing GFX. To outline it further, let's say Sephiroth has a EFLS entry that loads wings during an attack and the EFLS entry happens to be entry 1. What happens when Marth is in play is that every sub action animation folder that uses an External Graphic Effect with a EFLSEntry Index ID of 1 will also have wings, instead of whatever it was supposed to have. This typically happens when Sephirtoh is loaded before Marth, because Marth has Sephirtoh's GFX and not the other way around. Loading Marth does the same thing, except Sephirth's wings are now replaced with whatever Marth has on his EFLSEntry Index 1.

I hope that answers your question. :)


Title: Re: Nebulon's GFX Porting Tutorial (Brawl EX Pack makers, this is essential for you)
Post by: Large Leader on March 13, 2014, 10:30:52 PM
As a note, I'd add that Ext Graphics aren't always placed in GFX (which is the case in my PSA's and possibly with some others).

Otherwise, it seems fine.

Although I probably won't be doing it for my hacks, too many on my plate already :V


Title: Re: Nebulon's GFX Porting Tutorial (Brawl EX Pack makers, this is essential for you)
Post by: HaloFanODST on March 13, 2014, 10:34:36 PM
Woah, too much.
This might take a while.


Title: Re: Nebulon's GFX Porting Tutorial (Brawl EX Pack makers, this is essential for you)
Post by: Nebulon on March 13, 2014, 10:36:14 PM
As a note, I'd add that Ext Graphics aren't always placed in GFX (which is the case in my PSA's and possibly with some others).

Otherwise, it seems fine.

Although I probably won't be doing it for my hacks, too many on my plate already :V


I mention it further down :) But thanks for that anyway.



Post Merge: March 13, 2014, 10:37:44 PM
Woah, too much.
This might take a while.

Once you get it down you can do it really quick :) I wanted it to leave no open ends and answer everything. So I made it detailed and more hand-holding than vague. It's intimidating, but it's worth it :)


Title: Re: Nebulon's GFX Porting Tutorial (Brawl EX Pack makers, this is essential for you)
Post by: Large Leader on March 13, 2014, 10:40:32 PM
I mention it further down :) But thanks for that anyway.

Indeed you did

I wouldn't say "hide", I'd say lazy :P


Title: Re: Nebulon's GFX Porting Tutorial (Brawl EX Pack makers, this is essential for you)
Post by: Rosetta-Hime on March 13, 2014, 10:45:02 PM
Amazing tutorial! Definitely using this! Amazing job, Nebulon!


Title: Re: Nebulon's GFX Porting Tutorial (Brawl EX Pack makers, this is essential for you)
Post by: KingImpris on March 13, 2014, 10:55:15 PM
I tired :) But as it's my first I'm willing to accept criticism. Thank you though! I hope this makes an impact :)

Post Merge: March 13, 2014, 10:30:35 PM
The GFX errors that occur in Brawl Ex between characters that share an ef_file are also sharing GFX. To outline it further, let's say Sephiroth has a EFLS entry that loads wings during an attack and the EFLS entry happens to be entry 1. What happens when Marth is in play is that every sub action animation folder that uses an External Graphic Effect with a EFLSEntry Index ID of 1 will also have wings, instead of whatever it was supposed to have. This typically happens when Sephirtoh is loaded before Marth, because Marth has Sephirtoh's GFX and not the other way around. Loading Marth does the same thing, except Sephirth's wings are now replaced with whatever Marth has on his EFLSEntry Index 1.

I hope that answers your question. :)

Good job Ill be using this alot
Have you noticed Luigi,King DDD,Peach.Donkey kong etc don't have sounds for their final smash


Title: Re: Nebulon's GFX Porting Tutorial (Brawl EX Pack makers, this is essential for you)
Post by: Lillith on March 14, 2014, 12:06:57 AM
Oh wow, this would have helped when I was giving Master Hand's GFX to a Link clone, especially that list. XD
Although, I found out you don't need to export the files from the GFX 'donor' at all, you can just rename the GFX for the character.


Title: Re: Nebulon's GFX Porting Tutorial (Brawl EX Pack makers, this is essential for you)
Post by: Sammi Husky on March 14, 2014, 12:35:22 AM
Nice tut man! Glad to see this out in the open! you may want to add spoiler tags around the images, just to make the post a bit smaller. other then that, great job! definitely gonna help alot of people out!


Title: Re: Nebulon's GFX Porting Tutorial (Brawl EX Pack makers, this is essential for you)
Post by: Nebulon on March 14, 2014, 09:18:33 AM
Oh wow, this would have helped when I was giving Master Hand's GFX to a Link clone, especially that list. XD
Although, I found out you don't need to export the files from the GFX 'donor' at all, you can just rename the GFX for the character.

That's definately a faster way :) But if you make your characters share an ef_file with an enemy or assist trophy, then it won't cause conflicts when they spawn in battle. If you just rename it without applying the models and whatnot to the enemy/ assist Ef_file, then one of them won't load their gfx because there'll be two different ef_files and the game only knows how to load one.

Post Merge: March 14, 2014, 09:22:54 AM
Nice tut man! Glad to see this out in the open! you may want to add spoiler tags around the images, just to make the post a bit smaller. other then that, great job! definitely gonna help alot of people out!

Good idea, I'll do that during lunch. :)


Title: Re: Nebulon's GFX Porting Tutorial (Brawl EX Pack makers, this is essential for you)
Post by: ASF1nk on April 12, 2014, 01:24:47 PM

Great tutorial, but half of it can be avoided by simply renaming the ef_file to that of the ID you want.

Suerte


Title: Re: Nebulon's GFX Porting Tutorial (Brawl EX Pack makers, this is essential for you)
Post by: KingJigglypuff on April 12, 2014, 01:38:20 PM
So I take it sword glows won't be possible to port?


Great tutorial, but half of it can be avoided by simply renaming the ef_file to that of the ID you want.

Suerte
So you could rename the ID of Marth's ef_file (or any other sword glow character) and have sword glows for our Brawl Ex port?


Title: Re: Nebulon's GFX Porting Tutorial (Brawl EX Pack makers, this is essential for you)
Post by: ASF1nk on April 12, 2014, 02:05:20 PM

From the little testing I've done, you need to give the clone the ef_ ID another character with sword trace, and then specify the trace ID in the parameter of each sword glow entry in the PSA.


Title: Re: Nebulon's GFX Porting Tutorial (Brawl EX Pack makers, this is essential for you)
Post by: KingJigglypuff on April 12, 2014, 02:12:48 PM
From the little testing I've done, you need to give the clone the ef_ ID another character with sword trace, and then specify the trace ID in the parameter of each sword glow entry in the PSA.
Could you specify a bit more in detail? I haven't heard of these terms for GFX usage/porting. :x


Title: Re: Nebulon's GFX Porting Tutorial (Brawl EX Pack makers, this is essential for you)
Post by: ASF1nk on April 12, 2014, 03:25:49 PM

Basically if your clone has sword traces, you change his effect ID to that of another AT/Enemy/etc. who also has Traces. From there, you have to change the name of your sword trace texture to one of the trace textures names from the new effect ID you're using. Now each trace has its own ID which needs to be specified in a parameter on each sword glow instruction on the PSA.

I found the above to work, but I was kept wondering if merely renaming the texture and and changing the trace ID in the PSA be enough to work?

I never posted these:
Effect IDs.
Code:
Effect.pac
External GFX IDs

-System-
00 = ef_common(common GFX)
103 = ef_advcommon [SYS_ADV] (adventure common)
104 = ef_pokemon[SYS_Pokémon] (Pokeball Pokemon)

-Fighters-
01 = ef_mario
02 = ef_donkey
03 = ef_link
04 = ef_samus
05 = ef_yoshi
06 = ef_kirby
07 = ef_fox
08 = ef_pikachu
09 = ef_luigi
0A = ef_captain
0B = ef_ness
0C = ef_koopa [Bowser]
0D = ef_peach
0E = ef_zelda
0F = ef_sheik
10 = ef_popo
11 = ef_nana (nulled)
12 = ef_marth
13 = ef_gamewatch
14 = ef_falco
15 = ef_ganon
16 = ef_wario
17 = ef_metaknight
18 = ef_pit
19 = ef_szerosuit
1A = ef_pikmin
1B = ef_lucas
1C = ef_diddy
1D = ef_poketrainer
1E = ef_pokelizardon [Charizard]
1F = ef_pokezenigame [Squirtle]
20 = ef_pokefushigisou [Ivysaur]
21 = ef_dedede
22 = ef_lucario
23 = ef_ike
24 = ef_robot
25 = ef_pra_mai( nulled)
26 = ef_purin [Jigglypuff]
27 = ef_mewtwo (nulled)
28 = ef_roy (nulled)
29 = ef_dr_mario (nulled)
2A = ef_toonlink
2B = ef_toon_zelda (nulled)
2C = ef_toon_sheik (nulled)
2D = ef_wolf
2E = ef_dixie (nulled)
2F = ef_snake
30 = ef_sonic
31 = ef_gkoopa [Giga Bowser]
12C = ef_warioman (unused)
12D = ef_zakoboy [Red Alloy](unused)
12E = ef_zakogirl [Blue Alloy](unused)
12F = ef_zakochild [Yellow Alloy](unused)
130 = ef_zakoball [Green Alloy](unused)

-Stages Rantou-
32 = ef_StgBattleField [Battlefield]
33 = ef_StgFinal [Final Destination]
34 = ef_StgDolpic [Delfino Plaza]
35 = ef_StgMansion [Luigi's Mansion]
36 = ef_StgMarioPast [Mushroomy Kingdom]
37 = ef_StgKart [Mario Circuit]
38 = ef_StgDonkey [75m]
39 = ef_StgJungle [Rumble Falls]
3A = ef_StgPirates [Pirate Ship]
3B = -(nulled)
3C = ef_StgNorfair [Norfair]
3D = ef_StgOrpheon [Frigate Orpheon]
3F = ef_StgCrayon [Yoshi's Island (Brawl)]
3F = ef_StgHalberd [Halberd]
40 = -(nulled)
41 = -(nulled)
42 = -(nulled)
43 = -(nulled)
44 = ef_StgStarfox [Lylat Cruise]
45 = ef_StgStadium [Pokèmon Stadium 2]
46 = ef_StgTengan [Spear Pillar]
47 = ef_StgFzero [Port Town Aero Dive]
48 = ef_StgIce [Summit]
49 = ef_StgGw[Flat Zone 2]
4A = ef_StgEmblem [Castle Siege]
4B = ef_StgEmblem00 [Castle Siege_00]
4C = ef_StgEmblem01 [Castle Siege_01]
4D = ef_StgMadein [WarioWare Inc.]
4E = ef_StgEarth [Distant Planet]
4F = ef_StgPalutena[Skyworld]
50 = ef_StgFamicom [Mario Bros.]
51 = ef_StgNewpork [New Pork City]
52 = ef_StgVillage [Smashville]
53 = ef_StgMetalgear [Shadow Moses Island]
54 = ef_StgGreenhill [Green Hill Zone]
55 = ef_StgPictchat [Pictochat]
56 = ef_StgPlankton [Hanenbow]
57 = -(nulled)
58 = -(nulled)
59 = -(nulled)
5A = ef_StgDxShrine [Temple]
5B = ef_StgDxYorster [Yoshi's Island (Melee)]
5C = ef_StgDxGarden [Jungle Japes]
5D = ef_StgDxOnett [Onett]
5E = ef_StgDxGreens [Green Greens]
5F = ef_StgDxPStadium [Pokèmon Stadium]
60 = ef_StgDxRCruise [Rainbow Cruise]
61 = ef_StgDxCorneria [Corneria]
62 = ef_StgDxBigBlue [Big Blue]
63 = ef_StgDxZebes [Brinstar]
64 = ef_StgOldin [Bridge of Eldin]
65 = ef_StgHomerun [Homerun]
66 = ef_StgStageedit [Stage Edit]
12B = ef_StgTarget [Target Smash]

-Stages Adventure-
67 = ef_AdvCloud [AdvCloud]
68 = ef_AdvJungle [AdvJungle]
69 = ef_AdvRiver [AdvRiver]
6A = ef_AdvGrass [AdvGrass]
6B = ef_AdvZoo [AdvZoo]
6C = ef_AdvFortress [AdvFortress]
6D = ef_AdvLakeside [AdvLakeside]
6E = ef_AdvCave [AdvCave]
6F = ef_AdvRuinfront [AdvRuinfront]
70 = ef_AdvRuin [AdvRuin]
71 = ef_AdvWild [AdvWild]
72 = ef_AdvCliff [AdvCliff]
73 = ef_AdvHalberdOut [AdvHalberdOut]
74 = ef_AdvHalberdIn [AdvHalberdIn]
75 = ef_AdvAncientOut [AdvAncientOut]
76 = ef_AdvFactory [AdvFactory]
77 = ef_AdvDimension [AdvDimension]
78 = ef_AdvStadium [AdvStadium]
79 = ef_AdvHalberdSide [AdvHalberdSide]
7A = ef_AdvStore [AdvStore]
7B = ef_AdvFlyingPlate[AdvFlyingPlate]
7C = ef_AdvEscape [AdvEscape]

-Enemies-
7D = ef_kuribo [Goomba]
7E = ef_patapata [Paratroopa]
7F = ef_hammerbros [Hammer Bros.]
80 = ef_killer [Bullet Bill]
81 = ef_met [Met]
82 = ef_karon [Dry Bones]
83 = ef_dekakuribo [Giant Goomba]
84 = ef_blowm [Blown]
85 = ef_ploum [Ploum]
86 = ef_gal [Gal]
87 = ef_galthunder [Galthunder]
88 = ef_galfire [Galfire]
89 = ef_galice [Galice]
8A = ef_melorin [Melorin]
8B = ef_popperam [Popperam]
8C = ef_whauel [Whauel]
8D = ef_bitan [Bitan]
8E = ef_mechcannon [Mechcannon]
8F = ef_mizuo [Mizuo]
90 = ef_roada [Roada]
91 = ef_bombhead [Bombhead]
92 = ef_b[img]http://i0.kym-cdn.com/photos/images/newsfeed/000/143/193/cad-20080602-358b1.jpg?1309710446[/img]a [B[img]http://i0.kym-cdn.com/photos/images/newsfeed/000/143/193/cad-20080602-358b1.jpg?1309710446[/img]a]
93 = ef_gyraan [Gyraan]
94 = ef_bucyulus [Bucyulus]
95 = ef_tautau [Tautau]
96 = ef_bubot [Bubot]
97 = ef_flows [Flows]
98 = ef_aroaros [Aroaros]
99 = ef_botron [Botron]
9A = ef_jyakeel [Jyakeel]
9B = ef_dyeburn [Dyeburn]
9C = ef_torista [Torista]
9D = ef_wiiems [Wiiems]
9E = ef_ghamgha [Ghamgha]
9F = ef_kyan [Kyan]
A0 = ef_pacci [Pacci]
A1 = ef_faulong [Faulong]
A2 = ef_deathpod [Deathpod]
A3 = ef_byushi [Byushi]
A4 = ef_spar [Spar]
A5 = ef_kokkon [Konkon]
A6 = ef_jdus [Jdus]
A7 = ef_arrians [Arrians]
A8 = ef_mite [Mite]
A9 = ef_shelly [Shelly]
AA = ef_ngagog [Ngagog]
AB = ef_gunnatter [Gunnatter]
AC = ef_cymal [Cymal]
AD = ef_teckin [Teckin]
AE = ef_cataguard [Cataguard]
AF = ef_siralamos [Siralamos]
B0 = ef_boobas [Boobas]
B1 = ef_arman [Arman]
B2 = ef_prim [Prim]
B3 = ef_waddledee [Waddle Dee]
B4 = ef_waddledoo [Waddle Doo]
B5 = ef_bladeknight [Blade Knight]
B6 = ef_brontoburt [Bronto Burt]
B7 = ef_robo [Robo]
B8 = ef_bonkers [Bonkers]
B9 = ef_bosspackun [Petey Piranha]
BA = ef_rayquaza [Rayquaza]
BB = ef_porkystatue [Porkystatue]
BC = ef_porky [Porky]
BD = ef_galleom [Galleom]
BE = ef_ridley [Ridley]
BF = ef_duon [Duon]
C0 = ef_metaridley [Meta Ridley]
C1 = ef_taboo [Tabuu]
C2 = ef_masterhand [Masterhand]
C3 = ef_crazyhand [Crazyhand]
C4 = ef_falconflyer [Falconflyer]

-Assist Trophies-
C5 = ef_jugem [Lakitu]
C6 = ef_goroh [Samurai Goroh]
C7 = ef_joe [Knuckle Joe]
C8 = ef_waluigi [Waluigi]
C9 = ef_resetsan [Mr. Resetti]
CA = ef_nintendogs [Nintendog]
CB = ef_cyborg [Gray Fox]
CC = ef_shadow [Shadow]
CD = ef_excitebike [Excitebike]
CE = ef_devil[Devil]
CF = ef_hmbros [Hammer Bros.]
D0 = ef_metroid [Metroid]
D1 = ef_ast_ridley [Ridley](nulled)
D2 = ef_wright [Dr. Wright]
D3 = ef_stafy [Starfy]
D4 = ef_tingle [Tingle]
D5 = ef_katana [Kat & Ana]
D6 = ef_lin [Lyn]
D7 = ef_customrobo [Custom Robo]
D8 = ef_littlemac [Little Mac]
D9 = ef_tank [Advc. Wars]
DA = ef_jeff [Jeff]
DB = ef_heririn [Helirin]
DC = ef_barbara [Barbara]
DD = ef_robin [Isaac]
DE = ef_saki [Saki]
DF = ef_kururi [Kururi]

-Final Smashes-
E0 = ef_FinMario [Mario FS]
E1 = ef_FinDonkey [DK FS]
E2 = ef_FinLink [Link FS]
E3 = ef_FinToonLink [ToonLink FS]
E4 = ef_FinSamus [Samus FS]
E5 = ef_FinYoshi [Yoshi FS]
E6 = ef_FinKirby [Kirby FS]
E7 = ef_FinFox [Fox/Falco FS]
E8 = ef_FinPikachu [Pikachu FS]
E9 = ef_FinLuigi [Luigi FS]
EA = ef_FinCaptain [Falcon FS]
EB = ef_FinNess [Ness FS]
EC = ef_FinKoopa [Bowser FS]
ED = ef_FinPeach [Peach FS]
EE = ef_FinZelda [Zelda/Sheik FS]
EF = ef_FinIceclimber [Popo/Nana FS]
F0 = ef_FinMarth [Marth FS]
F1 = ef_FinGamewatch [Game&Watch FS]
F2 = ef_FinGanon [Ganondorf FS]
F3 = ef_FinWario [Wario FS]
F4 = ef_FinMetaknight [Meta Knight's FS]
F5 = ef_FinPit [Pit's FS]
F6 = ef_FinSZerosuit [Zamus FS]
F7 = ef_FinPikmin [Olimar's FS]
F8 = ef_FinLucas [Lucas FS]
F9 = ef_FinDiddy [Diddy FS]
FA = ef_FinPokeTrainer [Pokemon Trainer FS]
FB = ef_FinDedede [Dedede FS]
FC = ef_FinLucario [Lucario FS]
FD = ef_FinIke [Ike FS]
FE = ef_FinRobot [Rob FS]
FF = ef_FinPurin [Jigglypuff FS]
100 = ef_FinWolf [Wolf FS]
101 = ef_FinSnake [Snake FS]
102 = ef_FinSonic [Sonic FS]

-Kirby Copy-
105 = ef_KbMario [Kirby Mario]
106 = ef_KbDonkey [Kirby DK]
107 = ef_KbLink [Kirby Link]
108 = ef_KbSamus [Kirby Samus]
109 = ef_KbYoshi [Kirby Yoshi]
10A = ef_KbFox [Kirby Fox]
10B = ef_KbPikachu [Kirby Pikachu]
10C = ef_KbLuigi [Kirby Luigi]
10D = ef_KbCaptain [Kirby Falcon]
10E = ef_KbNess [Kirby Ness]
10F = ef_KbKoopa [Kirby Bowser]
110 = ef_KbPeach [Kirby Peach]
111 = ef_KbZelda [Kirby Zelda]
112 = ef_KbSheik [Kirby Sheik]
113 = ef_KbPopo [Kirby Popo]
114 = ef_KbMarth [Kirby Marth]
115 = ef_KbGamewatch [Kirby Game&Watch]
116 = ef_KbFalco [Kirby Falco]
117 = ef_KbGanon [Kirby Ganondorf]
118 = ef_KbWario [Kirby Wario]
119 = ef_KbMetaknight [Kirby MetaKnight]
11A = ef_KbPit [Kirby Pit]
11B = ef_KbSzerosuit [Kirby Zamus]
11C = ef_KbPikmin [Kirby Olimar]
11D = ef_KbLucas [Kirby Lucas]
11E = ef_KbDiddy [Kirby Diddy]
11F = ef_KbPokelizardon [Kirby Charizard]
120 = ef_KbPokezenigame [Kirby Squirtle]
121 = ef_KbPokefushigisou [Kirby Ivysaur]
122 = ef_KbDedede [Kirby Dedede]
123 = ef_KbLucario [Kirby Lucario]
124 = ef_KbIke [Kirby Ike]
125 = ef_KbRobot [Kirby R.O.B.]
126 = ef_KbPurin [Kirby Jigglypuff]
127 = ef_KbToonlink [Kirby ToonLink]
128 = ef_KbWolf [Kirby Wolf]
129 = ef_KbSnake [Kirby Snake]
12A = ef_KbSonic [Kirby Sonic]

-Minigame-
131 = ef_coinshooter [Coinshooter]
132 = ef_cleargetter [ClearGetter]
133 = ef_chararoll [Solo Mode Shooter]

Modified and fixed from the one on openSA credit to the original contributors.  -ASF1nk

Trace & Zanzou IDs
Code:
0x80452C8C Trace/Zanzou IDs

01:TexLinkSwordTrace
02:TexLinkArrowTrace
03:TexPitSwordTrace
04:TexIkeSwordTrace
05:TexDededeHammerTrace
06:TexCommonHammerTrace
07:TexCommonSwoadTrace
08:TexCommonBeamswoadTrace
09:TexMarthSwoadTrace
0A:TexPitArrowTrace
0B:TexLucarioShinsokuTrace
0C:TexRobotBeamSTrace
0D:TexRobotBeamLTrace
0E:TexCyborgEye01_ADD
0F:TexCyborgSword01_ADD
10:TexCyborgSword01_MOD
11:TexCyborgSword02_ADD
12:TexSakiGun01_ADD
13:TexSakiSword01_ADD
14:TexSakiSword02_ADD
15:eff_assi_MA_Lin_ZANZOU01_ADD
16:eff_enem_MA_Arman_ZANZOU01_ADD
17:eff_enem_MA_Kokkon_ZANZOU01_ADD
18:eff_enem_MA_e063_ZANZOU01_ADD
19:TexMarthCombiHi
1A:TexMarthCombiMid
1B:TexMarthCombiLow
1C:TexMarthShieldBreaker
1D:eff_assi_MA_Lin_ZANZOU02_ADD
1E:eff_assi_MA_Lin_ZANZOU03_MOD
1F:eff_assi_MA_Lin_ZANZOU04_MOD
20:eff_enem_MA_Arman_ZANZOU02_MOD
21:eff_enem_MA_Kokkon_ZANZOU02_ADD
22:eff_enem_MA_Kokkon_ZANZOU03_MOD
23:eff_enem_MA_e063_ZANZOU02_MOD
24:eff_enem_MA_Gyraan_ZANZOU01_ADD
25:eff_enem_MA_Gyraan_ZANZOU02_MOD
26:eff_fin_MI_donkey_zanzo01
27:eff_fin_MI_donkey_zanzo02
28:eff_fin_MI_donkey_zanzo03
29:eff_fin_MI_marth_zanzo01
2A:eff_fin_MI_marth_zanzo02
2B:eff_fin_MI_marth_zanzo03
2C:eff_enem_MI_crazyhand_zanzo01
2D:eff_enem_MI_crazyhand_zanzo02
2E:eff_enem_MI_crazyhand_zanzo03
2F:eff_enem_MI_masterhand_zanzo01
30:eff_enem_MI_masterhand_zanzo02
31:eff_enem_MI_masterhand_zanzo03
32:eff_enem_MI_galleom_zanzo01
33:eff_enem_MI_galleom_zanzo02
34:eff_enem_MI_galleom_zanzo03
35:eff_enem_MI_porky_zanzo01
36:eff_enem_MI_porky_zanzo02
37:eff_enem_MI_porky_zanzo03
38:eff_enem_MI_rayquaza_zanzo01
39:eff_enem_MI_rayquaza_zanzo02
3A:eff_enem_MI_rayquaza_zanzo03
3B:eff_enem_MI_taboo_zanzo01
3C:eff_enem_MI_taboo_zanzo02
3D:eff_enem_MI_taboo_zanzo03
3E:eff_enem_MI_cataguard_zanzo01
3F:eff_enem_MI_cataguard_zanzo02
40:eff_enem_MI_cataguard_zanzo03
41:eff_enem_MI_cymal_zanzo01
42:eff_enem_MI_cymal_zanzo02
43:eff_enem_MI_cymal_zanzo03
44:eff_enem_MI_jdus_zanzo01
45:eff_enem_MI_jdus_zanzo02
46:eff_enem_MI_jdus_zanzo03
47:eff_enem_MI_pacci_zanzo01
48:eff_enem_MI_pacci_zanzo02
49:eff_enem_MI_pacci_zanzo03
4A:eff_enem_MI_siralamos_zanzo01
4B:eff_enem_MI_siralamos_zanzo02
4C:eff_enem_MI_siralamos_zanzo03
4D:eff_assi_MI_goroh_zanzo01
4E:eff_assi_MI_goroh_zanzo02
4F:eff_assi_MI_goroh_zanzo03
50:eff_enem_MA_Bosspackun_ZANZOU01_ADD
51:eff_enem_MA_Bosspackun_ZANZOU02_ADD
52:eff_enem_MA_Bosspackun_ZANZOU03_ADD
53:eff_enem_MA_Bosspackun_ZANZOU04_ADD
54:eff_enem_MA_Bosspackun_ZANZOU05_ADD
55:eff_enem_MA_Bosspackun_ZANZOU06_MOD
56:eff_enem_MA_Bosspackun_ZANZOU07_MOD
57:eff_enem_MA_Bosspackun_ZANZOU08_MOD
58:eff_enem_MA_Bosspackun_ZANZOU09_MOD
59:eff_enem_MA_Bosspackun_ZANZOU10_MOD
5A:eff_enem_MA_Duon_ZANZOU01_ADD
5B:eff_enem_MA_Duon_ZANZOU02_ADD
5C:eff_enem_MA_Duon_ZANZOU03_ADD
5D:eff_enem_MA_Duon_ZANZOU04_ADD
5E:eff_enem_MA_Duon_ZANZOU05_ADD
5F:eff_enem_MA_Duon_ZANZOU06_MOD
60:eff_enem_MA_Duon_ZANZOU07_MOD
61:eff_enem_MA_Duon_ZANZOU08_MOD
62:eff_enem_MA_Duon_ZANZOU09_MOD
63:eff_enem_MA_Duon_ZANZOU10_MOD
64:eff_enem_MA_Ridley_ZANZOU01_ADD
65:eff_enem_MA_Ridley_ZANZOU02_ADD
66:eff_enem_MA_Ridley_ZANZOU03_ADD
67:eff_enem_MA_Ridley_ZANZOU04_ADD
68:eff_enem_MA_Ridley_ZANZOU05_ADD
69:eff_enem_MA_Ridley_ZANZOU06_MOD
6A:eff_enem_MA_Ridley_ZANZOU07_MOD
6B:eff_enem_MA_Ridley_ZANZOU08_MOD
6C:eff_enem_MA_Ridley_ZANZOU09_MOD
6D:eff_enem_MA_Ridley_ZANZOU10_MOD
6E:eff_enem_MA_Metaridley_ZANZOU01_ADD
6F:eff_enem_MA_Metaridley_ZANZOU02_ADD
70:eff_enem_MA_Metaridley_ZANZOU03_ADD
71:eff_enem_MA_Metaridley_ZANZOU04_ADD
72:eff_enem_MA_Metaridley_ZANZOU05_ADD
73:eff_enem_MA_Metaridley_ZANZOU06_MOD
74:eff_enem_MA_Metaridley_ZANZOU07_MOD
75:eff_enem_MA_Metaridley_ZANZOU08_MOD
76:eff_enem_MA_Metaridley_ZANZOU09_MOD
77:eff_enem_MA_Metaridley_ZANZOU10_MOD
78:eff_enem_MA_e063_ZANZOU03_ADD
79:eff_enem_MA_e063_ZANZOU04_ADD
7A:eff_enem_MA_e063_ZANZOU05_ADD
7B:eff_enem_MA_e063_ZANZOU06_MOD
7C:TexToonlinkSwordTrace
7D:TexToonlinkArrowTrace
7E:TexFinIkeSwoadTraceA
7F:TexFinIkeSwoadTraceB
80:TexKbLinkArrowTrace
81:TexKbToonlinkArrowTrace
82:TexKbPitArrowTrace
83:TexKbRobotBeamSTrace
84:TexKbRobotBeamLTrace
85:TexKbMarthShieldBreaker
86:TexCommonTraceTest

-ASF1nk


Title: Re: Nebulon's GFX Porting Tutorial (Brawl EX Pack makers, this is essential for you)
Post by: mickbrown on May 09, 2014, 12:31:05 PM
Excellent tutorial!! Clear my doubt regardomg Nebulon's GFX Porting. Thanks


Title: Re: Nebulon's GFX Porting Tutorial (Brawl EX Pack makers, this is essential for you)
Post by: Ultraxwing on May 18, 2014, 08:50:39 PM
Thanks to Nebulon/ASf1nk's tutorial, i have deglitched most clones.

the only problem i'm running into right now is the Sword trails on sworded characters, i've been avoiding the characters with sword trails, i'm not exactly comfortable with sword trails right now.

which enemies do have sword trails? and what are their sword trail ids? i dont' want to mess something up to be honest.


Title: Re: Nebulon's GFX Porting Tutorial (Brawl EX Pack makers, this is essential for you)
Post by: Lillith on May 19, 2014, 01:01:53 AM
Thanks to Nebulon/ASf1nk's tutorial, i have deglitched most clones.

the only problem i'm running into right now is the Sword trails on sworded characters, i've been avoiding the characters with sword trails, i'm not exactly comfortable with sword trails right now.

which enemies do have sword trails? and what are their sword trail ids? i dont' want to mess something up to be honest.
For blue sword trails, just use the common sword trail, which is 7.
That should bump down your list by a lot.

Sword trail list is in ASF's post up there.


Title: Re: Nebulon's GFX Porting Tutorial (Brawl EX Pack makers, this is essential for you)
Post by: Ultraxwing on May 19, 2014, 02:36:44 AM
For blue sword trails, just use the common sword trail, which is 7.
That should bump down your list by a lot.

Sword trail list is in ASF's post up there.
actually, this give me a good idea, just change the Sword Trail to silver it'll be standard, but some of those say "zanzou" i have no idea what this is lol. either way, this fixes a lot of the characters i was having problems with.


Title: Re: Nebulon's GFX Porting Tutorial (Brawl EX Pack makers, this is essential for you)
Post by: Lillith on May 19, 2014, 02:58:01 AM
actually, this give me a good idea, just change the Sword Trail to silver it'll be standard, but some of those say "zanzou" i have no idea what this is lol. either way, this fixes a lot of the characters i was having problems with.
'Zanzou' are all usable sword trail IDs.


Title: Re: Nebulon's GFX Porting Tutorial (Brawl EX Pack makers, this is essential for you)
Post by: Caporai on May 19, 2014, 06:14:37 AM
Wait... is this post recently? O.o

I'm trying to put a new EFLS + ModelData for both SwordFlare and ShieldBreak on Roy in attempt to make an ice-effect version for him on color costume slot. (Like how Shadow Queen Peach has her darkness effect)

For Roy, he uses both trace (his orange one and the fiery one.)
*His regular is Sword Glow (which i guess it is his orange sword trace, by calling DE0001 which is his SwordFlare.)
*His ShieldBreak is "External Graphic Effect - File:222 ID:2", which is DE0002. They are called in SpecialN and SpecialHi, which both of them calls the fiery trace. However he also calls it on SpecialS in the 4th move and on his D-smash (AttackLw4) even though there's no External Graphic Effect that is calling the Shield Break.

so as i read on ID effect. DE belongs to Saki, which Roy is using on Project Melee. Is there a way to create more sword trace on a character?

This is Roy stuffs on his FitRoy.pac:
*TexSakiSword02_ADD (Fiery trace for Neutral B or Up B)
*TexSakiSword01_ADD (Orange trace as his sword glow)
*eff_roy_shieldbreak_flare (looks like marths shieldbreak which i've never seen in action)
*eff_roy_sword_flare (the red glow when he charges his B, mainly it will be called through DE0001)

*ModelData[0]=EffRoySwordFlare (eff_roy_sword_flare is the model texture)
*ModelData[1]=EffRoyShieldBreak (eff_roy_shieldbreak_flare is the model texture)


As far i have done, I just copy/pasted ModelData[0] and ModelData[1] into ModelData[3] and ModelData[4]. Is there a trick for the new ModelDatas to call a new sword trace?


Post Merge: May 19, 2014, 06:36:06 AM
Wait a minute... Sword Glow on PSA. Is Hue the ID of calling different sword trace texture? O.o
Seeing 13 and 14 representing:
*TexSakiSword02_ADD (Fiery trace for Neutral B or Up B)
*TexSakiSword01_ADD (Orange trace as his sword glow)

If it is... then putting these two texture on FitRoy.pac:
*TexMarthShieldBreaker
*TexMarthSwoadTrace
(representing 1C and 09)
Will it call the new trace if Sword Glow Hue is 9 for calling TexMarthSwoadTrace for example?


Title: Re: Nebulon's GFX Porting Tutorial (Brawl EX Pack makers, this is essential for you)
Post by: Lillith on May 20, 2014, 04:57:03 PM
Saki only has 3 glows naturally, although, if it's an ice version you're talking about you CAN just use the common trail for his normal sword trails, since the common trails are blue anyway, and use Saki's 3rd glow for the special ice trail.

12:TexSakiGun01_ADD

That texture right there can be used for the special ice trail.

You can only make a trail attached to a characters effect file work for that character, if you were to use Marth's trails you'd need Marth in the match to make them work, and even then they would just be his trails.

For the sword GLOWS, though, you can use as many as filesize will allow you.
(http://i41.photobucket.com/albums/e289/Kitsu-chan8/glows_zps60a48199.jpg)
Just rename the texture there to whatever the name of your new texture is.


Title: Re: Nebulon's GFX Porting Tutorial (Brawl EX Pack makers, this is essential for you)
Post by: Caporai on May 20, 2014, 05:22:17 PM
So Roy in PM who got ef_saki on his .pac file can only use 12 13 and 14 since that belongs to saki?

But since FitRoy.pac got hue 13 and 14, but doesn't have 12 TexSakiGun01_ADD in there, can i just import a sword-trace texture in there and rename it to TexSakiGun01_ADD ?


Title: Re: Nebulon's GFX Porting Tutorial (Brawl EX Pack makers, this is essential for you)
Post by: Lillith on May 20, 2014, 06:33:32 PM
So Roy in PM who got ef_saki on his .pac file can only use 12 13 and 14 since that belongs to saki?
Yep!
But since FitRoy.pac got hue 13 and 14, but doesn't have 12 TexSakiGun01_ADD in there, can i just import a sword-trace texture in there and rename it to TexSakiGun01_ADD ?
Exactly~ Make sure it's the same format as Roy's fire trail when you import it over, though.


Title: Re: Nebulon's GFX Porting Tutorial (Brawl EX Pack makers, this is essential for you)
Post by: Akeno/Archer on May 21, 2014, 11:21:24 AM
2long4me, butwhenillneedillreadlol. I like how much you wrote to detail every single detail in your tut. Really nice man! I'll read it more carefully when I'll have time... Lol.

ASF, I just have a question for you: in your effect IDs you posted, there are some that are null. Would it be possible to add a GFX model for these effects?


Title: Re: Nebulon's GFX Porting Tutorial (Brawl EX Pack makers, this is essential for you)
Post by: Lillith on May 21, 2014, 03:18:29 PM
2long4me, butwhenillneedillreadlol. I like how much you wrote to detail every single detail in your tut. Really nice man! I'll read it more carefully when I'll have time... Lol. ASF, I just have a question for you: in your effect IDs you posted, there are some that are null. Would it be possible to add a GFX model for these effects?
Nulled effect files can't work.
You can still used them for characters that don't use any GFX at all though, I guess?


Title: Re: Nebulon's GFX Porting Tutorial (Brawl EX Pack makers, this is essential for you)
Post by: Akeno/Archer on May 21, 2014, 05:21:09 PM
Nulled effect files can't work.
You can still used them for characters that don't use any GFX at all though, I guess?
2 bad...
Well, it's not really a problem though, there are plenty of GFX in Brawl.... So yea. But if a character doesn't use GFX, then he doesn't need to have a nulled effect, right?


Title: Re: Nebulon's GFX Porting Tutorial (Brawl EX Pack makers, this is essential for you)
Post by: Lillith on May 21, 2014, 05:22:34 PM
But if a character doesn't use GFX, then he doesn't need to have a nulled effect, right?
I would keep the effect file just to be safe.


Title: Re: Nebulon's GFX Porting Tutorial (Brawl EX Pack makers, this is essential for you)
Post by: Caporai on May 22, 2014, 07:10:47 AM
Here's another question:

Lets say I open FitGanon.pac and I have ef_ganon with all of his content in there. but I want to add ef_saki stuffs as well.
If I import ef_saki on FitGanon.pac next to ef_ganon, can I call saki's effect (DEXXXX) on FitGanon.pac?


Title: Re: Nebulon's GFX Porting Tutorial (Brawl EX Pack makers, this is essential for you)
Post by: Akeno/Archer on May 22, 2014, 08:12:17 AM
I would keep the effect file just to be safe.
Yea, that's obvious. I just meant the GFX in PSA though... lol

Here's another question:

Lets say I open FitGanon.pac and I have ef_ganon with all of his content in there. but I want to add ef_saki stuffs as well.
If I import ef_saki on FitGanon.pac next to ef_ganon, can I call saki's effect (DEXXXX) on FitGanon.pac?
I seriously don't know what would happen. Most likely, the moveset file would read Ganon's GFX... But maybe if you change the IDs of Saki's GFX, you may be able to use them. Your question deserves testing.


Title: Re: Nebulon's GFX Porting Tutorial (Brawl EX Pack makers, this is essential for you)
Post by: Caporai on May 22, 2014, 08:21:43 AM
Very well. gonna add ef_cyborg.pac into FitGanon.pac next to ef_ganon, since PM Roy has taken ef_saki.

Post Merge: May 22, 2014, 09:06:57 AM
well I tested for sword glow when importing ef_cyborg on Sword Ganon (which had Sword Glow active on Hue=7) and calling cyborgs swordtrace hue "E F 10 and 11" on sword glow for each of his sword attacks with sword glow, Turns It was blanked white and no sword trace texture came. :(


Title: Re: Nebulon's GFX Porting Tutorial (Brawl EX Pack makers, this is essential for you)
Post by: Akeno/Archer on May 22, 2014, 09:20:05 AM
Very well. gonna add ef_cyborg.pac into FitGanon.pac next to ef_ganon, since PM Roy has taken ef_saki.

Post Merge: May 22, 2014, 09:06:57 AM
well I tested for sword glow when importing ef_cyborg on Sword Ganon (which had Sword Glow active on Hue=7) and calling cyborgs swordtrace hue "E F 10 and 11" on sword glow for each of his sword attacks with sword glow, Turns It was blanked white and no sword trace texture came. :(
That was to be expected though... It searched in Ganon's file effect references...
Maybe you can change the location of the effect in PSA, but I'm not sure about this either...


Title: Re: Nebulon's GFX Porting Tutorial (Brawl EX Pack makers, this is essential for you)
Post by: Caporai on May 22, 2014, 09:29:59 AM
Guess that would make him a cyborg then, getting the trace, but loses all of his ef_ganon.


Title: Re: Nebulon's GFX Porting Tutorial (Brawl EX Pack makers, this is essential for you)
Post by: Ultraxwing on May 22, 2014, 09:49:49 AM
Sucks being a noob to PSA/Brawlbox PSA'ng, how do i change the Sword trail's ID?

Also is it 100% necessary to have the new ID that has an Sword trail?

and do i have to change the Sword trail's texture name  to the new one, or do i just change the ID. hopefully it is the latter.


Title: Re: Nebulon's GFX Porting Tutorial (Brawl EX Pack makers, this is essential for you)
Post by: Caporai on May 22, 2014, 10:07:29 AM
Sucks being a noob to PSA/Brawlbox PSA'ng, how do i change the Sword trail's ID?

Also is it 100% necessary to have the new ID that has an Sword trail?

and do i have to change the Sword trail's texture name  to the new one, or do i just change the ID. hopefully it is the latter.
Well, the list we saw from ASF1nk, has list of ef_"character" and a list of trace ID below it.

We go for marth:
Marth Graphic ID is 12 (12 = ef_marth)
Marth has five trails which he can use (also the 6th one which is the default one for everyone can use)
9 is his Dolphin Blow trace (usual Light blue trail)
19 is his Sword Dance Hi move (Blue trail)
1A is his Sword Dance Mid move (Red trail)
1B is his Sword Dance Low move (Green Trail)
1C is his Shield Breaker move (purple/blue swirl trace)

Only Marth (who has ef_marth on his FitMarth.pac) can use 9 19 1A 1B and 1C.
These hex values can be called on Sword Glow in PSA where Hue = (hex value). Only Marth or character with ef_marth.pac on the top can call these five Hex Values.


Title: Re: Nebulon's GFX Porting Tutorial (Brawl EX Pack makers, this is essential for you)
Post by: Akeno/Archer on May 22, 2014, 10:14:18 AM
Sucks being a noob to PSA/Brawlbox PSA'ng, how do i change the Sword trail's ID?

Also is it 100% necessary to have the new ID that has an Sword trail?

and do i have to change the Sword trail's texture name  to the new one, or do i just change the ID. hopefully it is the latter.
Go to the GFX Tab, double click on Sword Glow, go to ID, and change the number you see to 7 or the one you want.


Title: Re: Nebulon's GFX Porting Tutorial (Brawl EX Pack makers, this is essential for you)
Post by: Caporai on May 22, 2014, 10:26:25 AM
Anyway here you can see I did a code for Endless Sword Glow/Trail for Marth in Project M 3.02
Since he isn't using 19 1A and 1B which is his sword dance moves, they only flash colored his body instead. these three sword traces:
"19 - TexMarthCombiHi for Blue"
"1A - TexMarthCombiMid for Red" and
"1B - TexMarthCombiLow for Green"
got their sword trace for their resp.color
Marth01.pac got Red trace 1A
Marth02.pac got Green trace 1B
Marth03.pac got Blue trace 19
while rest of Marth costume slot got "09 - TexMarthSwoadTrace"
But they all have 1C on their Neutral B: Shield Breaker.

File link: https://www.dropbox.com/s/cc2fgx2baacl0pq/FitMarth%20PM%20Endless.pac (https://www.dropbox.com/s/cc2fgx2baacl0pq/FitMarth%20PM%20Endless.pac)


Title: Re: Nebulon's GFX Porting Tutorial (Brawl EX Pack makers, this is essential for you)
Post by: Ultraxwing on May 24, 2014, 12:32:56 AM
Okay, when i changed Shulk'd ID to ef_blowm (84) and went inside of Shulk'd PSA file, and changed everysingle External Graphic effect which numbers which were 35 (23 ike) to (84 blowm) and every single Sword trail to 07, because blue works for him, i am not seeing any of his special effect files, for example the Nuetral B is a ranged weapon beam move, and if it is invisible, it is extremely spammable. what did i do wrong?


Title: Re: Nebulon's GFX Porting Tutorial (Brawl EX Pack makers, this is essential for you)
Post by: Lillith on May 24, 2014, 01:31:51 AM
If you're using Brawlbox to do this you need to convert from hex to decimal, in this case use 132 and not 84.


Title: Re: Nebulon's GFX Porting Tutorial (Brawl EX Pack makers, this is essential for you)
Post by: Ultraxwing on May 24, 2014, 01:39:31 AM
If you're using Brawlbox to do this you need to convert from hex to decimal, in this case use 132 and not 84.
I'm using Smashattacks, and that is what the Dec number is, but it is still not showing up. not sure, could it be the SSE enemy ID i've decided to choose?


Title: Re: Nebulon's GFX Porting Tutorial (Brawl EX Pack makers, this is essential for you)
Post by: Lillith on May 24, 2014, 01:41:54 AM
I'm using Smashattacks, and that is what the Dec number is, but it is still not showing up. not sure, could it be the SSE enemy ID i've decided to choose?
What version of Smash Attacks are you using?
You may still need to use 132 depending on this.


Title: Re: Nebulon's GFX Porting Tutorial (Brawl EX Pack makers, this is essential for you)
Post by: Ultraxwing on May 24, 2014, 01:44:57 AM
What version of Smash Attacks are you using?
You may still need to use 132 depending on this.
Version 1.3, and when i decide to edit the value, before i double click it, it says 35, when i want to edit the value, it shows 23. so logically change the actual ID of Ike into the non decimal converted ID to blowm. this same method worked on Cloud, when i used the Giant Kuribo's ID

if need be, i can upload the edited PSA and you can see for yourself.

technically 2.65


Title: Re: Nebulon's GFX Porting Tutorial (Brawl EX Pack makers, this is essential for you)
Post by: Lillith on May 24, 2014, 01:49:21 AM
Ah, I see... No idea of why it isn't working, then.


Title: Re: Nebulon's GFX Porting Tutorial (Brawl EX Pack makers, this is essential for you)
Post by: Ultraxwing on May 24, 2014, 07:17:33 AM
Ah, I see... No idea of why it isn't working, then.
It is extremely strange. maybe i'll try a different ID

EDIT:

So even changing to a BOSS, or an Assist trophy persists into this strange glitch. i have no idea how to fix this.

EDIT II:
Here is the basics, if others are having the same problem. if not then it must be my end.
http://www.mediafire.com/download/yzdehccram5ar4q/Shulk+Glitchy.rar (http://www.mediafire.com/download/yzdehccram5ar4q/Shulk+Glitchy.rar)


Title: Re: Nebulon's GFX Porting Tutorial (Brawl EX Pack makers, this is essential for you)
Post by: Sammi Husky on May 30, 2014, 01:35:55 PM
Just got finished doing Roy for the Brawl - update that just came out. Now i really have some free time, so i'll upload a really simple video tutorial soon about gfx fixes and sword traces. It's really easy :) But first things first, you guys don't need to import or replace an ef_files for clones. Just rename the ef_XXXX to a new one whose ID you will use like ASF said.

So, ef_marth -> ef_saki, Then go in PSA and change all external gfx to call from 12 to DE.

Sword traces are a bit trickier but as simply as i can put it for marth, the first thing you do is rename the textures to the trace textures in saki's ef file

TexMarthCombiMid -> TexSakiSword01_ADD
TexMarthShieldBreaker ->TexSakiSword02_ADD

After that, save it and open your moveset in BBox or PSA, and go through changing ALL of the sword glow parameters so that the graphical ID (same as external gfx ID) is changed from 00120001 to 00DE0001. Then at the very top parameter of the sword glow (labled hue), change that value to the ID's of the sword traces. Marth's normal traces are 1A and 1C, well now 1A=13 and 1C=14.

After all that everything should work. It's easier to explain in video, so if this doesn't suffice you'll have to way im afraid


Title: Re: Nebulon's GFX Porting Tutorial (Brawl EX Pack makers, this is essential for you)
Post by: HaloFanODST on May 30, 2014, 07:46:58 PM
Has someone made a pack with ASF1nk's method?


Title: Re: Nebulon's GFX Porting Tutorial (Brawl EX Pack makers, this is essential for you)
Post by: Lillith on May 30, 2014, 07:50:25 PM
Has someone made a pack with ASF1nk's method?
Do you mean a whole pack without GFX glitches? Or one that's not quite finished yet?
The one I'm doing will have no GFX glitches at some point using the renaming thing.


Title: Re: Nebulon's GFX Porting Tutorial (Brawl EX Pack makers, this is essential for you)
Post by: arnypalmy on June 01, 2014, 11:56:53 PM
Changing the ef file name and then renaming them doesn't seem to work for me, I still get the gfx switching between characters and their clones.


Title: Re: Nebulon's GFX Porting Tutorial (Brawl EX Pack makers, this is essential for you)
Post by: Nebulon on June 05, 2014, 10:30:27 AM
Has someone made a pack with ASF1nk's method?

Every GFX I fix now is fixed his way.


Title: Re: Nebulon's GFX Porting Tutorial (Brawl EX Pack makers, this is essential for you)
Post by: HaloFanODST on June 05, 2014, 10:54:58 AM
Every GFX I fix now is fixed his way.

So, now the whole pack is like that?


Title: Re: Nebulon's GFX Porting Tutorial (Brawl EX Pack makers, this is essential for you)
Post by: Nebulon on June 05, 2014, 11:09:47 AM
So, now the whole pack is like that?

No, I can't. Because I want the Links, Sora, Lucina, Hector, Goku, Cloud, Sephiroth, Naruto, Monster Hunter, and several others to have sword trails. I don't want to give everyone the generic Duon common ID 8 sword tails. So I haven't done that. But all of my newest GFX fixes, my last... 10 additions are done like this.


Title: Re: Nebulon's GFX Porting Tutorial (Brawl EX Pack makers, this is essential for you)
Post by: HaloFanODST on June 05, 2014, 11:26:31 AM
No, I can't. Because I want the Links, Sora, Lucina, Hector, Goku, Cloud, Sephiroth, Naruto, Monster Hunter, and several others to have sword trails. I don't want to give everyone the generic Duon common ID 8 sword tails. So I haven't done that. But all of my newest GFX fixes, my last... 10 additions are done like this.

Let me guess. Sephiroth, Lucina, Roy, and others based on Marth have exactly the same ef_file as Marth?
If I change Sephiroth to another one (like daniel's, the one with SFX), what'll happen?


Title: Re: Nebulon's GFX Porting Tutorial (Brawl EX Pack makers, this is essential for you)
Post by: Nebulon on June 05, 2014, 11:46:02 AM
Let me guess. Sephiroth, Lucina, Roy, and others based on Marth have exactly the same ef_file as Marth?
If I change Sephiroth to another one (like daniel's, the one with SFX), what'll happen?

They'll share GFX, since the Marth ef_file that they all share incorporates all of their external GFX without clashing.

What is Daniel's Sephiroth? You mean JRush's?


Title: Re: Nebulon's GFX Porting Tutorial (Brawl EX Pack makers, this is essential for you)
Post by: SonicBrawler on June 05, 2014, 12:01:51 PM
i have had trouble with this. i could not get it. then KJP tried with my psa and it didnt work still


Title: Re: Nebulon's GFX Porting Tutorial (Brawl EX Pack makers, this is essential for you)
Post by: Nebulon on June 05, 2014, 12:03:29 PM
i have had trouble with this. i could not get it. then KJP tried with my psa and it didnt work still

I could try :)


Title: Re: Nebulon's GFX Porting Tutorial (Brawl EX Pack makers, this is essential for you)
Post by: HaloFanODST on June 05, 2014, 12:04:36 PM
They'll share GFX, since the Marth ef_file that they all share incorporates all of their external GFX without clashing.

What is Daniel's Sephiroth? You mean JRush's?

The one from Project Dan.


Title: Re: Nebulon's GFX Porting Tutorial (Brawl EX Pack makers, this is essential for you)
Post by: Nebulon on June 05, 2014, 12:32:53 PM
The one from Project Dan.

Oh. Well, if he uses sword glows, then he uses a Marth ef_file more than likely. But that doesn't mean he split up the external gfx the way I did with the other characters based on Marth. I could have a look at him. I do like characters having their own sfx I just have a tough time making them work.


Title: Re: Nebulon's GFX Porting Tutorial (Brawl EX Pack makers, this is essential for you)
Post by: JPW62490 on June 06, 2014, 07:32:40 AM
Amazing tutorial. Helped me an amazing deal. I also appreciate the time it must have taken you from trial & error to know this much.

The sword trace thing is still a little confusing. But it just may be the character I'm GFX porting. Here's the rundown.

I'm porting Roy Minus (Thany's Melee-y Roy) to Brawl Minus Max. Roy's GFX are ported over Arman. Judging from the tutorial and the following comments, the ID's I have to work with are (in hex)

-ef_arman (B1)
-ef_marth (12)
-Arman's sword trace (20)
and the External Graphic Effects I ported to ef_arman, which are
-EffRoySwordFlare (2A) formerly 1
-EffMarthShieldBrake (2B) formerly 2
-EffMarth Shield Entry (2C) formerly 4

Since Brawlbox 0.68b still read the moveset file as misc data, I used PSA 2.35.
Roy's known bugs thus far are...
-Roy's entry shows the fire emblem circle, but the sparkles accompanying it are missing.
-All of Roy's Sword traces show white. All his A-move sword traces still share Marth's if he    fights Marth.
Everything else works fine. So, my main question is, in PSA, what ID's go where, exactly?


Title: Re: Nebulon's GFX Porting Tutorial (Brawl EX Pack makers, this is essential for you)
Post by: superluigi220 on June 15, 2014, 01:29:35 PM
lets all hope that someone makes a tool to do this for us...


Title: Re: Nebulon's GFX Porting Tutorial (Brawl EX Pack makers, this is essential for you)
Post by: secretchaos1 on June 26, 2014, 10:09:26 PM
Hey man thanks for the awesome tutorial!
Between it and some of the comments here I was able to port the effects for calikingz's zero over a subspace enemy, and since he's a pretty graphic heavy psa I think I've got a good idea of how the whole thing works now.
I can only imagine how much time it takes you to go through all the characters in your pack and fix em up, it's a shame we don't have a tool that can search for and find all the instances of an external graphic effect and all the terminations so that we can just pop in the new variables without hunting them all down. Especially when some people like to be sneaky and slip them in other folders than just the GFX one.


Title: Re: Nebulon's GFX Porting Tutorial (Brawl EX Pack makers, this is essential for you)
Post by: Caporai on July 11, 2014, 07:17:28 AM
Question here:

I saw a Zelda PSA (ahri) that she got luigi green flame effect or ganon entry effects  (since this isn't a ModelData, but on REFF, how can I call it on EFLS entry?)


Title: Re: Nebulon's GFX Porting Tutorial (Brawl EX Pack makers, this is essential for you)
Post by: KarefyrmSix on August 28, 2015, 02:41:21 PM
would like some help if possible. im trying to fix GFX for Buu over Lucario and im on the last step where i have to open all those files. some External GFX are indexed as numbers besides what i have on my notepad and im confused about it. i have 3. 4. and 8 as EFLS but the first External GFX i was finally able to find has an index as 27.

i stopped there because i dont wanna mess anything up trying to change something i dont understand