Title: [Intermediate] Adding Stock Faces to your vBrawl build Post by: Ricky (Br3) on October 19, 2017, 08:38:01 PM I decided to write this tutorial since I know I will forget how this is done as soon as I finish. Might as well write it down so people don't have to learn it on their own.
You know how P:M has stock faces instead of the usual icon? This is how you do it to your own vBrawl build. 1- Add the codes to your GCT There are two necessary codes for this: Code: Individual Stock Icons (info.pac) V2.4 ASV [ds22, wiiztec] Code: Transforming Characters Switch Stocks (FINAL) [PyotrLuzhin] Once you add these codes you can go to the step two. 2- Get P:M's info.pac You'll need a certain MiscData from their info.pac file. It's MiscData[30]. Get this file and save it on your computer as it is. 3- Open your own info.pac file in Brawlbox If you use BrawlEX and have custom names for the characters, you probably already use an info.pac of your own. Open your own info.pac and export the textures for the characters' names, as well as the PAT0 animation called "InfFace_TopN__0" (they're located inside MiscData[30]. Project M doesn't have characters' names, but you don't really have to lose them if you need custom stocks. You'll also need to export a certain texture: "InfFaceLine00", because PM also replaces this texture with a dummy. 4- Import your textures and replace PAT0 into PM's MiscData[30] Now it's a tedious, but easy part. All you gotta do is import the textures for the names, the InfFaceLine00 texture, and replace the PAT0 file you got from your own MiscData[30] into the one from Project M. Save this file again (if you want to keep a backup of PM's MiscData, just save it with a different name) 5- Replace your own MiscData[30] with your edited MiscData[30] from PM. 6- Trim for filesize As of right now, depending on how many characters you have, your file might be above the maximum filesize, making the game crash as it passes the strap screen. You're going to have to remove/resize just a bit of stuff in order for it to work. The maximum filesize for info.pac is 550kb. What I did in my case was remove the GigaBowser stock icons (I don't use him on my CSS) and it was enough. 7- That should be it! If you run into any problems, let me know and I'll help you and edit this tutorial to make it clearer, as I probably forgot something. Important - If you use cBliss or BrawlEX for extra costumes, all extra costumes above the original amount for each character will have the stock texture of the last recolor that has a stock face. You can use that to your advantage, actually. If you're running low on filesize, you can delete some of the stock faces so it will load the last one instead. I did this for Game&Watch so every recolor would use it's default stock face, so I'd gain some extra free space. However, just deleting the textures won't be enough. Go into the PAT0 animation named "InfStockface_TopN__0", and look for the InfStc that corresponds to the texture you want to delete and remove that as well. - All BrawlEX characters will have Mario's stock face. I have an idea of how to fix that, but I didn't bother messing with it yet. - If you don't care about your characters having names, then it's way easier. Just export PM's MiscData[30] and replace it with your own. Still be aware of filesize, though. |