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Super Smash Bros. Brawl Hacking => Portraits, Menus, (etc...) => Topic started by: Tiberious on April 26, 2016, 06:38:04 PM



Title: Custom Marks? Sure!
Post by: Tiberious on April 26, 2016, 06:38:04 PM
This is a fairly little-appreciated facet of Brawl hacking, but it's very possible to add new marks (also called franchise icons, but they're called marks internally, so I use that term instead) into the game, even modeled ones like used on the results screen.

Now, keeping with BrawlEx's theme of 'easily-aligned slots', best practices say start with mark 24. This is because 21 to 23 are spoken for by sc_selmap.pac (I've actually got 21 assigned in one of these packs, but that's because it matches 21 in sc_selmap.pac).

Just click a mark below to download the pack that has everything you need and instructions to add them.


(http://i554.photobucket.com/albums/jj431/Tiberious_N/MenSelchrMark.21_zpstnsjfug0.png) (http://www.mediafire.com/download/hfpzesheyb5yke0/Mark_AnimalCrossing.zip) (http://i554.photobucket.com/albums/jj431/Tiberious_N/MenSelchrMark.WF_zpsbg605s4d.png) (http://www.mediafire.com/download/vl2wcigaw3byngu/Mark_WiiFit.zip) (http://i554.photobucket.com/albums/jj431/Tiberious_N/MenSelchrMark.RM_zpsckpeluhc.png) (http://www.mediafire.com/download/v1mjsc2mmu8elcc/Mark_MegaMan.zip)
(http://i554.photobucket.com/albums/jj431/Tiberious_N/MenSelchrMark.SF_zps0bkjv8am.png) (http://www.mediafire.com/download/arg9tj68sc6ccpl/Mark_StreetFighter.zip) (http://i554.photobucket.com/albums/jj431/Tiberious_N/MenSelchrMark.PO_zps2etziw4p.png) (http://www.mediafire.com/download/l7k7xw6ci91ec3n/Mark_PunchOut.zip) (http://i554.photobucket.com/albums/jj431/Tiberious_N/MenSelchrMark.NT_zpsmuv2nixs.png) (http://www.mediafire.com/download/4o6b9oobma2z35o/Mark_Nintendo.zip)


As you can see, the last one is actually custom, a 'generic Nintendo' mark that might fit for more traditional Miis and maybe R.O.B., being that he's actually hardware, and not from any game.

Now, because of space limitations, you may need some room made in the various info files. Don't worry. I've got you covered. Get your reduced-size info files here (http://www.mediafire.com/download/v83c5t7inhf0gy4/info_base.zip).

If there's any questions or issues not covered by the troubleshooter, or requests for custom marks, post up.


Title: Re: Custom Marks? Sure!
Post by: Dustinvgmaster on April 28, 2016, 10:23:41 PM
Implemented the Street Fighter mark and it works swell. Good work.


Title: Re: Custom Marks? Sure!
Post by: Tiberious on April 29, 2016, 06:45:16 PM
Well, since I got half of 'em, why not finish up the rest of the Smash 4 marks? Like usual, just click the image to download it:

(http://i554.photobucket.com/albums/jj431/Tiberious_N/MenSelchrMark.FF_zpselo6hzwc.png) (http://www.mediafire.com/download/3jvzmpldo660txs/Mark_FinalFantasy.zip) (http://i554.photobucket.com/albums/jj431/Tiberious_N/MenSelchrMark.PM_zpsnt0swbqa.png) (http://www.mediafire.com/download/kydad8ki7jc1a0f/Mark_Pac-Man.zip) (http://i554.photobucket.com/albums/jj431/Tiberious_N/MenSelchrMark.BN_zpsmttmxmpz.png) (http://www.mediafire.com/download/dkb2ckx2rjlp3nh/Mark_Bayonetta.zip)
(http://i554.photobucket.com/albums/jj431/Tiberious_N/MenSelchrMark.XB_zps1acfvnvo.png) (http://www.mediafire.com/download/rb8sm9a2mem6p5a/Mark_Xenoblade.zip) (http://i554.photobucket.com/albums/jj431/Tiberious_N/MenSelchrMark.DH_zpskhdrdcww.png) (http://www.mediafire.com/download/14n3p7levo834mh/Mark_DuckHunt.zip) (http://i554.photobucket.com/albums/jj431/Tiberious_N/MenSelchrMark.DB_zpsx8yxh3ht.png) (http://www.mediafire.com/download/oo3uc3diow9999q/Mark_DragonBall.zip)

Edit: Since there were 5 imports and an original, have an original to complement this set and make it an even dozen.


Title: Re: Custom Marks? Sure!
Post by: Ebola16 on June 04, 2016, 05:34:27 PM
I support this, commenting to follow!

Post Merge: June 04, 2016, 09:52:17 PM
Also, is the process for making these simple? I may try a few.


Title: Re: Custom Marks? Sure!
Post by: Tiberious on June 04, 2016, 11:33:40 PM
I've managed to get a workable 'flow' going, so I could probably write up a tutorial, but it's a bit goofy and uses Blender (as I'm more familiar with it) to create the geometry, and then 3DS Max to import the geometry and the bones you need to rig to. It also uses Photoshop (again, 'cause I have it handy) to make the texture from Blender's viewport (again, simply because I find that pretty easy to work with for doing this).

After that, it's a matter of messing with it in BrawlBox until it shows properly in there, where it'll show properly in Brawl itself.


Title: Re: Custom Marks? Sure!
Post by: Ebola16 on June 05, 2016, 12:26:58 AM
Oh wow, sounds like that tutorial may be somewhat difficult to write then! If you did decide to make one I'd be interested in reading it but feel free to take your time with it.


Title: Re: Custom Marks? Sure!
Post by: Tiberious on June 05, 2016, 06:37:35 PM
Well, it seems complicated, but it really isn't. I really only use 3DS Max to 'rig' to the mark skeleton and export a .dae that BrawlBox will import properly.

One thing I do do, however, is work on the new mark in its own .brres until it works, so I can export a proper .mdl0. It's a little goofy, but it works.

The idea is for me to expose my flow, even if it's inefficient, so that maybe it could be streamlined for a better tutorial.

Edit: I forgot to mention that this flow I came up with gets everything necessary for the mark, including creation of textures (in both sizes, no less), so you don't have to go back and make them later.

Post Merge: June 07, 2016, 08:00:33 AM
So, I've gotten all the images I need to make the full tutorial. The main question now, is should this go into the Tutorials forum, or in this thread?


Title: Re: Custom Marks? Sure!
Post by: Crystal Ranger Danny on January 12, 2017, 02:44:17 PM
i have a question,i did every step on your tutorial (it's great btw) and then i saw i need cosmicconfig.dat file and i dont have that file because i dont use brawlex and dont want to is there a other way to set the icon to a character?


Title: Re: Custom Marks? Sure!
Post by: Tiberious on January 16, 2017, 03:43:51 AM
Well, the tutorial is designed with BrawlEx in mind. Otherwise, you'll have to just replace one, and there are few marks that aren't assigned to multiple characters.


Title: Re: Custom Marks? Sure!
Post by: Crystal Ranger Danny on January 17, 2017, 02:45:55 PM
well project m gave bowser his own icon mark without brawlex (it even works in the iso version of 3.6).
how did they do it?


Title: Re: Custom Marks? Sure!
Post by: Lillith on January 17, 2017, 03:33:39 PM
It was done via code, I've no idea what code though.


Title: Re: Custom Marks? Sure!
Post by: Crystal Ranger Danny on January 18, 2017, 05:46:21 AM
is the code some where on reddit or on the internet? because i tried to look for it but i cant find it (i need that code so badly).
before you go write:"stop with everything and use brawlex or pmex" here is a reason why i dont use them.
the reason is that my modpack is going to be on an iso file and im using wit to make it happen,now it works really nice like almost the entire game is customized.


Title: Re: Custom Marks? Sure!
Post by: CraptainFalcon on January 18, 2017, 09:57:46 PM
No such code exists


Title: Re: Custom Marks? Sure!
Post by: Tiberious on January 28, 2017, 09:38:57 PM
They added a InfResultMark21_TopN model into STGRESULT.pac, and edited Bowser's information to point to mark 21.

Essentially the exact same way as BrawlEx's fighterconfig.dat files paired with this method.


Title: Re: Custom Marks? Sure!
Post by: jammer506 on February 12, 2017, 12:17:31 PM
Following your step by step was the ONLY way I could get this to work.

Thank you.

As a side note-Whatever symbol was last added now shows up as the one of the symbols for the Random Slot, is there anyway to avoid that?


Title: Re: Custom Marks? Sure!
Post by: Sylv on February 12, 2017, 04:17:45 PM
Following your step by step was the ONLY way I could get this to work.

Thank you.

As a side note-Whatever symbol was last added now shows up as the one of the symbols for the Random Slot, is there anyway to avoid that?
Random uses Cosmetic ID 30, so simply changing the ID number of your mark to something like 31 will fix it

Post Merge: February 12, 2017, 04:17:50 PM
Following your step by step was the ONLY way I could get this to work.

Thank you.

As a side note-Whatever symbol was last added now shows up as the one of the symbols for the Random Slot, is there anyway to avoid that?
Random uses Cosmetic ID 30, so simply changing the ID number of your mark to something like 31 will fix it


Title: Re: Custom Marks? Sure!
Post by: Crystal Ranger Danny on March 28, 2017, 12:39:12 PM
Is the code for custom icon mark (the same way that PM did it) found yet?
I really really want it ;-;


Title: Re: Custom Marks? Sure!
Post by: Sir Ethan on January 08, 2020, 11:45:37 AM
I'd like to see you do new ones for Splatoon, Castlevania, Persona, Dragon Quest/Warrior, Banjo-Kazooie and Fatal Fury/King of Fighters


Title: Re: Custom Marks? Sure!
Post by: Ebola16 on April 18, 2021, 02:34:35 AM
I think I found a way to quickly get decent looking custom franchise icons for the results screen, even for complex shapes. This method uses Brawlbox, 3ds Max and Photoshop / Illustrator to convert an image to vectors. I will also assume you have basic understanding on how to use the mentioned programs. It's fairly simple once you get the hang of it. I think the example shown below took 10 minutes to make. This method is a compromise between making optimized vectors and the simplicity of images.

(https://i.imgur.com/B1RUxtl.png)

In Brawlbox (this part only needs to be done once to obtain reference files):
1. Export a stock franchise icon model from STGRESULT.pac as .dae to use as a reference.
2. Export the material, shader, and color sequence (CLR) of that stock franchise icon.

In Adobe Photoshop (Skip this section if you have a .svg file and Adobe Illustrator):
1. Import your new franchise icon image (easiest with a mono-color franchise icon on a mono-color or transparent background).
2. Select the relevant parts of the franchise icon to identify it from the background. One method is to use the quick selection tool. Refine edges if needed.
3. Right-click selection -> Make work path -> set the tolerance to 1.0 (adjust if needed) -> OK
4. File -> Export -> Paths to Illustrator -> Save the resultant .ai file

If you have Adobe Illustrator and a .svg file:
1. Open your .svg
2. Save as a .ai file.
3. Set the version to Illustrator 8. This is the latest version compatible with 3ds Max, as far as I can tell.

In 3ds Max:
1. Import the reference .dae
2. Import the .ai file. It will become an editable spline.
3. Rotate and move the spline so it overlaps the reference and is centered on all axes.
4. Scale the spline to match the size of the reference. May need to be larger, see asterisk at the end.
5. Add a "Turn to poly" modifier to the spline and limit the polygon size to 3 for triangulated polygons.
6. (Optional) Add a "ProOptimizer" modifier to reduce the number of vertices if needed. Keep in mind that this can oversimplify the shape of your franchise icon if overdone.
7. Use the compact material editor to apply the material of the reference to the new franchise icon.
8. Add a "Skin" modifier that includes all bones. Weigh all vertices completely to "mark4".
9. Select your new finished franchise icon and export the selection as .dae

In Brawlbox:
1. Use the existing MDLO and CLR filename structure to import/replace your created .dae. If adding a franchise icon rather than replacing one, import the CLR file and give it the same name.
2. Replace the material and shader of the imported .dae with the reference material and shader.
3. Set the imported .dae object's Draw Pass to XLU, Draw Priority to 251, and uncheck "Doesn't matter" for Draw Priority.
4. Save and test in game.

*If your icon is too small, I manually scaled mine to the proper size. If you need to rescale, unfortunately you must delete the skin modifer, rescale, then return to step 8 of the 3ds Max portion. The resultant file can be used as the new reference in the future for properly sizing the franchise icon.

Examples: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=220285 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=220285)