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Help & Tutorials => A/A Tutorials => Topic started by: Lawliet on November 19, 2016, 04:23:42 PM



Title: Particle Editing
Post by: Lawliet on November 19, 2016, 04:23:42 PM
Wondered how to made Smash 4 Cloud's particle effects in BrawlBox? This tutorial is made just for that.

Note: This is recommended for the newer BrawlBox(v0.75b or higher is what I used)
         This tutorial will only show how to get these set up, not how to load the external graphic effect or loading them ingame.

Step 1
Open up a file(character/subspace/common effect(ef) file in BrawlBox. An easy way to do this is to find an effect file in pf/effect. Go down to ef_(insert name) and expand. I used an effect from the common3.pac
(http://i.imgur.com/MRDwcJl.png)

Step 2
Expand the red REFF and you'll find this
(http://i.imgur.com/CMzZIbY.png)

Step 3
You can choose a particle effect to export from here, so I chose this:

(http://i.imgur.com/7E4Brly.png)
Then right click and press export.

Step 4
Open up your character pac file in BrawlBox and go to the same red REFF.

(http://i.imgur.com/U0O60cg.png)
Right click it and press "New Entry"

Step 5
The name will end up being <null> so replace it with your particle and rename it into something suitable.

(http://i.imgur.com/uMNuM48.png)

Step 6
Now expand your particle:

(http://i.imgur.com/rd9Xxth.png)
You will see three items. Emitter, Particle and Animations. I have no idea what goes on in Emitter, but the other two are explainable:

Click on particle and you will see various stuff:

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

Red-Color values. These can be edited.
Blue-Transformation values. These are self-explanatory.
Black-Texture names. For the particle I'm editing, it doesn't really use these. They could be edited.

Step 7
Now expand the Animations folder and you will see some stuff:

(http://i.imgur.com/8fcIuLx.png)

Green-Texture names. Can't be edited from my experience. Even if they are edited, they will stay the same after you save and reload it.

Pink-Actually, I have no idea what these are. The only one I know is the TEXTUREROTATE which functions like a PAT0 animation.

Step 8
Now go back up and you will notice this

(http://i.imgur.com/5gzb1Xd.png)
Expand it and add a new entry.

Afterwards, rename that new entry the SAME name as your particle:

(http://i.imgur.com/AisBt7c.png)

Make sure the parameters look like this unless you have a model with it too

(http://i.imgur.com/9NcDjzD.png)

Finished Product
(http://i.imgur.com/Zhanhje.jpg)

I hope this tutorial was helpful for better looking graphics!


Title: Re: Particle Editing
Post by: KingJigglypuff on November 20, 2016, 10:18:31 AM
Something to note is that depending on the REFF effect, editing the colors of the Particle entry won't work, unless you open it in a Hex editor, and edit any 8 byte strings that could look like RGBA (Red, Green, Blue, Alpha) Values, and even then, it still might not work, depending on the REFF effect.

The REFF format is still highly undocumented (that means no truly custom Particle effects as of now. We can only edit existing REFF effects at the moment), so even if the more experienced modders already know about this, any little bit of information will always help those who aren't.


Title: Re: Particle Editing
Post by: Lawliet on November 22, 2016, 06:59:27 PM
Noted. I encountered the same problem when trying to edit Lucario's Up Special line effect color. I'll see if hex editing would do the trick.