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 1 
 on: April 18, 2021, 01:12:05 PM 
Started by Ebola16 - Last post by Ebola16
Upon request, I have been asked to make this a dedicated tutorial. Vectors scale better than rasterized images. An even simpler, although worse looking, method can be found here that uses images to display franchise icons: Textured Results Screen Franchise Icons with Improved Shader

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.



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 Photoshop (Illustrator can also be used but the process for that is not described here):
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

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.

 2 
 on: April 18, 2021, 02:40:00 AM 
Started by Ebola16 - Last post by Ebola16
Although not directly related to Brawlex, custom franchise icons are often used with it so I should update my findings here.

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.



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 Photoshop (Illustrator can also be used but the process for that is not described here):
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

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.

 3 
 on: April 18, 2021, 02:34:35 AM 
Started by Tiberious - Last post by Ebola16
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.



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 Photoshop (Illustrator can also be used but the process for that is not described here):
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

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.

 4 
 on: April 06, 2021, 08:59:53 AM 
Started by Gamer of Time - Last post by Kyouma
it can actually be done, and I have technically done it before but with brawlEX clones instead of just skins, look up the tutorial for one slot animations and apply that programming for sfx

 5 
 on: April 05, 2021, 11:09:28 PM 
Started by iwantgames - Last post by Ricky (Br3)
Digging it, fantastic job

 6 
 on: April 05, 2021, 05:37:20 PM 
Started by Gamer of Time - Last post by Lasercraft32
Ok, I see, thinking too high in the clouds. Thank you for the information, though.

It probably would be possible if somebody who actually knew what they were doing (like actually knowing how to flat out program, for example...) were to try, they could probably figure it out.

After all people have made codes for costume specific MotionEtc files, so I think it's possible.
(But most people who could have done it have probably moved on from Brawl modding, to Smash 4 or Ultimate by now...)

 7 
 on: April 05, 2021, 12:09:53 AM 
Started by iwantgames - Last post by iwantgames
Updated Return Zsamus, so here are some new screens!












 8 
 on: April 04, 2021, 10:48:30 PM 
Started by Gamer of Time - Last post by Gamer of Time
Ok, I see, thinking too high in the clouds. Thank you for the information, though.

 9 
 on: April 04, 2021, 10:04:31 PM 
Started by Gamer of Time - Last post by Lasercraft32
It's possible... but as far as I can tell the only way to do it effectively would be to put ALL of their sound files into a single sfx file, and make the PSA use the different sounds manually depending on what palette swap you use.

However this is extremely limited because it would likely use a lot of file space.

 10 
 on: April 03, 2021, 11:32:42 PM 
Started by Gamer of Time - Last post by Gamer of Time
Is it possible to have multiple sound sets for skins of characters? I'm talking about something like Bowser Jr. and how his alts were all separately voiced. For example, take Samus, but her skins consist of Mega Man X, Dark Samus, Buzz Lightyear, and of course, normal Samus. I want to see each skin voiced by their respective actors, much like with Bowser Jr. from Smash 4. What I am asking is, would this kind of thing be possible, or am I thinking too high? If it is possible and someone already made it, if you could send a link, that would be great.

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