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Author Topic: Adding Extrernal Graphic Models To Characters' Effect.pac Files  (Read 5688 times)
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Eternal Yoshi
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    « on: April 07, 2012, 07:15:51 AM »


    What you need

    Brawlbox v0.65c
    PSA 1.2
    A Hex Editor
    A model and Textures to import(Derp)
    Fit(Insert Character Here).pac

    Before you bother with this, answer these questions:

    Does the character you are adding have anal memory limits like Samus?

    If the answer is a yes, then don't try adding any External Graphic Effect models at all.  Im srs here

    Are you competent in using hex editors? If not, then learn elsewhere before trying this.  -_-

    Anyway, I'll demonstrate by putting a Cypher in Marth's effect file.

    First, Open BB, get your model and put it in a nice .brres file, then get the textures. Be sure to make or nab an animation as well.

    Then, put the textures in the TextureData of Fit(Insert character Here).pac. In my example, I'm gonna put the Cypher textures in FitMarth.pac as shown in the pic, palletes and all.



    Then get your model's .brres file and import that, then change the File ID to the value after the highest value of the last .brres file in there. In my Example, I changed it to 3 because 2 was the previous value.
     


    Now that that's outta the way, let's go to the EFLS file.

    Note how many entries there are - we want to add more a certain way so the game will read from the new ModelData we made.



    Now, export it, and open it in a hex editor.

    You'll probably something like this

    I labeled some key areas for you.

    Cyan       = Total # of ExtGFX in file
    Light Red = Total # of ExtGFX models(ModelData.Brres) in file

    Since I'm only adding one effect, I'm adding 1 to both those numbers.


    Now there's something else that must be done - adding the data to the EFLS file.

    But before that can happen, we must understand how the format of the EFLS file works so look in this pic.



    See the Purple? Those are the data entries for each GFX.
    Offset 0x05 of each of the Purple lines also points to the offset of Each GFX name if it has one.
    Offset 0x01 and 0x03 have the Brres ID that the GFX summons. FFFF means it doesn't use a .brres file to load up.

    Since I'm adding one GFX,  I gotta add it's line to the bottom of the purple section but above the Yellow section. Use the .brres ID we put in before. In my example, I'm putting in 03.



    Now the fun part - name your External GFX. Put in the name at the end of the file, but be sure that there is a byte of 00 in between names and at the end or else......

    For the sake of Consistency, I'm naming it PtcMarthCypher.



    Before we close this thing, we gotta redirect the offsets of the names of the purple section and our new data line above the yellow section to the new locations.
    Since I added only one, I just have to add 10 to the existing ExtGfx offsets and locate our new offset for our new GFX like so.



    Now we may save and put our new EFLS file back in.
    When you got it right, it should look like this.



    You may notice a null or 2 missing, but don't worry. Just save and close and reopen.



    Now close it again since we are done here.

    Open PSA and reference the new GFX in a move to test. Since we added a new ID, it should be an ID after the last ID of The external GFX. Here's a reference list of External GFX IDs that exist in VBrawl's characters.

    Old Reference list of External GFX

    Code:
    File #1
    01 MARIO_FB
    02 MARIO_FB_SHOOT
    03 MARIO_FB_BOUND
    04 MARIO_S_MANT1 (Stars from cape)
    05 MARIO_S_MANT2
    06 MARIO_S_JUMP
    07 MARIO_PUMP_SHOOT
    08 MARIO_PUMP_HIT
    09 MARIO_PUMP_FADE
    0A MARIO_PUMP
    0B MARIO_PUMP_MAX

    File #2
    01 DONKEY_HEADBAT
    02 DONKEY_GIANTPUNCH
    03 DONKEY_GIANTPUNCH_MAX
    04 DONKEY_GIANTPUNCH_SMOKE
    05 DONKEY_HANDSLAP
    06 DONKEY_ENTRY

    File #3
    01 LINK_SWORD
    02 LINK_ARROW
    03 LINK_ARROW_MAX
    04 LINK_BOOMERANG
    05 LINK_BOOMERANG_T
    06 LINK_KAITEN
    07 LINK_KAITEN_S
    08 LINK_KAITEN_AIR
    09 LINK_KAITEN_AIR_S
    0A LINK_BOOMERANG_W
    0B LINK_BOOMERANG_H
    0C LINK_BOOMERANG_WS
    0E LINK_NAVY
    0F LINK_ENTRY
    10 LINK_BOMB_SPARK

    File #4
    01 SAMUS_JUMP_JET
    02 SAMUS_ATK_BOMB
    03 SAMUS_CSHOT_BULLET
    04 SAMUS_CSHOT_HOLD
    05 SAMUS_CSHOT_SHOT
    06 SAMUS_CSHOT_MAX
    07 SAMUS_MISSILE_STRAIGHT
    08 SAMUS_MISSILE_HOMING
    09 SAMUS_MISSILE_SHOT
    0A SAMUS_SCREWATTACK
    0B SAMUS_APPEAL_S
    0C SAMUS_GBEAM


    File #5
    01 YOSHI_TAMAGO_KAKERA_A
    02 YOSHI_TAMAGO_KAKERA_B
    03 YOSHI_TAMAGO_KAKERA_C
    04 YOSHI_GOROGOROTAMAGO
    05 YOSHI_TAMAGONAGE
    06 YOSHI_HIPDROP_STAR
    07 YOSHI_TAMAGOUMI

    File #6
    01 KIRBY_ATK100
    02 KIRBY_SUIKOMI
    03 KIRBY_HAMMER
    04 KIRBY_HANMMER_A
    05 KIRBY_FCUT_A1
    06 KIRBY_FCUT_B1
    07 KIRBY_FCUT
    08 KIRBY_STONE_S
    09 KIRBY_STONE_E
    0A KIRBY_FCUT_B2
    0B KIRBY_FCUT_B3
    0C KIRBY_FCUT_B4
    0D KIRBY_STAR
    0E KIRBY_FCUT_A2

    File #7
    01 FOX_ILLUSION_START
    02 FOX_ILLUSION_M
    03 FOX_ILLUSION_P
    04 FOX_ILLUSION_END
    05 FOX_REF_FLASH
    06 FOX_REF_START
    07 FOX_REF_LOOP
    08 FOX_FIREFOX_START
    09 FOX_FIREFOX
    0A FOX_BLASTER_BULLET
    0B FOX_BLASTER_SHOT
    0C FOX_REF_REF
    0D FOX_APPEAL_S

    File #8
    01 PIKACHU_ATK_S41
    02 PIKACHU_ATK_S42
    03 PIKACHU_DENGEKI
    04 PIKACHU_DENGEKI_BOUND
    05 PIKACHU_DENGEKI_LOOP
    06 PIKACHU_KAMINARI_HIT
    07 PIKACHU_KAMINARI_GR
    08 PIKACHU_KAMINARI_START
    09 PIKACHU_KAMINARI_END
    0A PIKACHU_KAMINARI_CLOUD
    0B PIKACHU_ZUTSUKI_HOLD
    0C PIKACHU_ZUTSUKI_BOMB
    0D PIKACHU_ZUTSUKI_SMOKE

    File #9
    01 LUIGI_FB
    02 LUIGI_FB_SHOOT (Green fire)
    03 LUIGI_FB_BOUND
    04 LUIGI_ROCKET
    05 LUIGI_CYCLONE

    File #A
    01 CAPTAIN_FP
    02 CAPTAIN_FP_HOLD
    03 CAPTAIN_FN_H_FIRE
    04 CAPTAIN_FN
    05 CAPTAIN_FN_AIR
    06 CAPTAIN_FK_FLASH
    07 CAPTAIN_FK
    08 CAPTAIN_FP_FLASH
    09 CAPTAIN_ENTRY
    0A CAPTAIN_APPEAL_HI

    File #B
    01 NESS_PSI_ATK
    02 NESS_PKT_BULLET
    03 NESS_PKT_TAIL_A
    04 NESS_PKT_TAIL_B
    05 NESS_PKT_HOLD
    06 NESS_PKT_ATTACK
    07 NESS_PKFI_BULLET
    08 NESS_PKFI_BOMB
    09 NESS_PKFL_BULLET
    0A NESS_PKFL_BULLET_ED
    0B NESS_PKFL_BOMB
    0C NESS_PSIMAGNET
    0D NESS_ENTRY

    File #C
    01 KOOPA_BREATH
    02 KOOPA_BREATH_M_FIRE
    03 KOOPA_SHELL
    04 KOOPA_DROP
    05 KOOPA_WAIT_BREATH
    06 KOOPA_GK_FREEZE
    07 KOOPA_GK_SHIEN
    08 KOOPA_GK_SMOKE
    09 KOOPA_APPEAL_S
    0A KOOPA_ENTRY
    0B KOOPA_CHANGE_FLASH_A
    0C KOOPA_CHANGE_FLASH_B
    0D KOOPA_CHANGE_START_A
    0E KOOPA_CHANGE_STRAT_B

    File #D
    01 PEACH_BOMBER
    02 PEACH_KINOPIO_HIT
    03 PEACH_KINOPIO_BULLET
    04 PEACH_HIKKONUKI
    05 PEACH_ENTRY
    06 PEACH_ATTACK_HI3
    07 PEACH_APPEAL_S

    File #E
    01 ZELDA_ATK_A
    02 ZELDA_ATK_B
    03 ZELDA_ATK_HI4_A
    04 ZELDA_ATK_HI4_B
    05 ZELDA_ATK_S4
    06 ZELDA_FLOR_START
    07 ZELDA_FLOR_END
    08 ZELDA_NAYRU
    09 ZELDA_NAYRU_FLASH
    0A ZELDA_DIN_START
    0B ZELDA_DIN_TAMA
    0C ZELDA_DIN_BOMB
    0D ZELDA_CHANGE_START
    0E ZELDA_CHANGE_END
    0F ZELDA_SHIKOMIBARI
    10 ZELDA_FUSHIN_START
    11 ZELDA_FUSHIN_END
    12 ZELDA_ENTRY
    13 ZELDA_CHANGE_FLASH_A
    14 ZELDA_CHANGE_FLASH_B

    File #?
    01 POPO_ICESHOT_SMASH
    02 POPO_ICESHOT_APPEAR
    03 POPO_ICESHOT_COLD_A
    04 POPO_ICESHOT_COLD_B
    05 POPO_GOMJUMP
    06 POPO_BLIZZERD_SHOOT
    07 POPO_BLIZZERD_BULLET
    08 POPO_THAMMER

    File #?
    01 MARTH_SWORD
    02 MARTH_S_BREAKER
    03 MARTH_COUNTER
    04 MARTH_ENTRY

    File #?
    01 FALCO_VISION_START
    02 FALCO_VISION_M
    03 FALCO_VISION_P
    04 FALCO_VISION_END
    05 FALCO_REF_FLASH
    06 FALCO_REF_START
    07 FALCO_REF_LOOP
    08 FALCO_FIREBIRD_START
    09 FALCO_FIREBIRD
    0A FALCO_BLASTER_BULLET
    0B FALCO_BLASTER_SHOT
    0C FALCO_REF_REF

    File #15
    01 GANON_MAJINKEN
    02 GANON_MAJINKEN_HOLD
    03 GANON_MAJINKEN_FLASH
    04 GANON_REKKIKYAKU
    05 GANON_ENGOKUA_FLASH
    06 GANON_ENGOKUA_G
    07 GANON_ENGOKUA_A
    08 GANON_ENGOKUA
    09 GANON_ENTRY
    0A GANON_ENTRY_AURA
    0B GANON_APPEAL_S

    File #16
    01 WARIO_PPE_S
    02 WARIO_PPE_M
    03 WARIO_PPE_L
    04 WARIO_PPE_L_2
    05 WARIO_PPE_FLY
    06 WARIO_PPE_FLY_2
    07 WARIO_KAMITSUKI_OPEN
    08 WARIO_KAMITSUKI_BOMB
    09 WARIO_KAMITSUKI_BITE
    0A WARIO_CORKSCREW
    0B WARIO_BIKE_SMOKE
    0C WARIO_BIKE_BREAK
    0D WARIO_KAMITSUKI_END
    0E WARIO_BIKE_SMOKE_S
    0F WARIO_02
    10 WARIO_03
    11 WARIO_04
    12 WARIO_05
    13 WARIO_06
    14 WARIO_07
    15 WARIO_CHANGE_FLASH_A
    16 WARIO_CHANGE_FLASH_B

    File #17
    01 META_K_ATK100
    02 META_K_ATKS3S1
    03 META_K_ATKS3S2
    04 META_K_ATKS3S3
    05 META_K_ATKS4S
    06 META_K_ATK_HI4
    07 META_K_ATK_LW4
    08 META_K_ATK_AIR_B
    09 META_K_ATK_AIR_F
    0A META_K_ATK_AIR_HI
    0B META_K_ATK_AIR_LW
    0C META_K_DOWN_ATK
    0D META_K_SWORD
    0E META_K_DOWN_ATK_D
    0F META_K_CLIFF_ATK_Q
    10 META_K_CLIFF_ATK_S
    11 META_K_GLIDE_ATK
    12 META_K_SLIP_ATK
    13 META_K_THROW_B
    14 META_TORNADO
    15 META_DRILL
    16 META_MANTLE_START
    17 META_MANTLE_END
    18 META_SHUTTLELOOP
    19 META_DM_ATTACK
    1A META_DM_ATTACK_AIR
    1B META_DM_ATTACK_F
    1C META_DM_ATTACK_B

    File #18
    01 PIT_SWORD
    02 PIT_ATK_AIR_N
    03 PIT_ATK_AIR_HI
    04 PIT_ATK100
    05 PIT_FEATHER
    06 PIT_PA_HOLD_ARROW
    07 PIT_PA_HOLD_BOW
    08 PIT_PA_FLY_ARROW
    09 PIT_PA_STICK_ARROW
    0A PIT_IKAROS_GOKOU
    0B PIT_IKAROS_FLARE
    0C PIT_IKAROS_WING_FLARE
    0D PIT_PA_FLY_ARROW_FLASH
    0E PIT_ANGERING
    0F PIT_KAGAMI
    10 PIT_KAGAMI_REF
    11 PIT_ANGERING_START
    12 PIT_ANGERING_END
    13 PIT_ENTRY

    File #19
    01 SZERO_ATK_LW4
    02 SZERO_MUZZULE
    03 SZERO_BULLET_S
    04 SZERO_BULLET_L
    05 SZERO_PL_HOLD
    06 SZERO_PL_SHOT
    07 SZERO_PL_HIT
    08 SZERO_ATK_AIRN
    09 SZERO_WHIP_A
    0A SZERO_WHIP_B
    0B SZERO_ATK_S4S
    0C SZERO_PWHIP
    0D SZERO_ENTRY_FLASH
    0E SZERO_ENTRY_SMOKE
    0F SZERO_ENTRY_END

    File #?
    01 PIKMIN_SEIRETSU
    02 PIKMIN_HIKKONUKI
    03 PIKMIN_ORDER
    04 PIKMIN_DEAD_RED
    05 PIKMIN_DEAD_BLUE
    06 PIKMIN_DEAD_YELLOW
    07 PIKMIN_DEAD_WHITE
    08 PIKMIN_DEAD_PURPLE
    09 PIKMIN_HIT_RED
    0A PIKMIN_HIT_BLUE
    0B PIKMIN_HIT_YELLOW
    0C PIKMIN_HIT_WHITE
    0D PIKMIN_HIT_PURPLE
    0E PIKMIN_ANTENNA
    0F PIKMIN_ANTENNA_01
    10 PIKMIN_ANTENNA_02
    11 PIKMIN_ANTENNA_03
    12 PIKMIN_ANTENNA_04
    13 PIKMIN_ANTENNA_05
    14 PIKMIN_ANTENNA_06

    File #?
    01 LUCAS_HOLD
    02 LUCAS_PSI_ATK
    03 LUCAS_ATK_LW4
    04 LUCAS_ATK_HI4
    05 LUCAS_PKT_BULLET
    06 LUCAS_PKT_TAIL_A
    07 LUCAS_PKT_TAIL_B
    08 LUCAS_PKT_HOLD
    09 LUCAS_PKT_ATTACK
    0A LUCAS_PKFI_BULLET
    0B LUCAS_PKFI_BOMB
    0C LUCAS_PKFR_BULLET
    0D LUCAS_PKFR_BULLET_ED
    0E LUCAS_PKFR_BOMB
    0F LUCAS_PSIMAGNET

    File #?
    01 DIDDY_ATTACKLW3
    02 DIDDY_BJET
    03 DIDDY_POPGUN
    04 DIDDY_POPGUN_BREAK
    05 DIDDY_MFLIP_CHOP
    06 DIDDY_POPGUN_BREAK_A
    07 DIDDY_POPGUN_BREAK_B
    08 DIDDY_ENTRY

    File #?
    01 POKETRAINER_CHANGE_THROW
    02 POKETRAINER_CHANGE_CATCH
    03 POKETRAINER_CHANGE_IN
    04 POKETRAINER_CHANGE_OUT
    05 POKETRAINER_CHANGE_MBALL
    06 POKETRAINER_CHANGE_RETURN

    File #?
    01 POKELIZARDON_TAIL_FIRE
    02 POKELIZARDON_ATK_FIRE
    03 POKELIZARDON_ATK_HI3
    04 POKELIZARDON_MOUTH_FIRE
    05 POKELIZARDON_STANDBY_FIRE
    06 POKELIZARDON_KAENHOUSYA
    07 POKELIZARDON_IWAKUDAKI
    08 POKELIZARDON_SORAWOTOBU
    09 POKELIZARDON_ATK_LW4
    0A POKELIZARDON_ATK_AIRF

    File #?
    01 POKEZENIGAME_ATK_HI4
    02 POKEZENIGAME_ATK_WATER_A
    03 POKEZENIGAME_ATK_WATER_B
    04 POKEZENIGAME_TAKINOBORI
    05 POKEZENIGAME_TAKINOBORI_END
    06 POKEZENIGAME_MIZUTEPPO_SHOOT
    07 POKEZENIGAME_MIZUTEPPO_LIGHT
    08 POKEZENIGAME_MIZUTEPPO_FADE
    09 POKEZENIGAME_MIZUTEPPO_HIT
    0A POKEZENIGAME_MIZUTEPPO
    0B POKEZENIGAME_KARANIKOMORU
    0C POKEZENIGAME_MIZUTEPPO_MAX

    File #?
    01 POKEFUSHIGISOU_ATK_HI4
    02 POKEFUSHIGISOU_ATK_AIR_HI
    03 POKEFUSHIGISOU_ATK_AIR_LW
    04 POKEFUSHIGISOU_LEAF
    05 POKEFUSHIGISOU_ATK11
    06 POKEFUSHIGISOU_ATK12
    07 POKEFUSHIGISOU_ATK100
    08 POKEFUSHIGISOU_ATKS3S
    09 POKEFUSHIGISOU_TANEMG
    0A POKEFUSHIGISOU_TANEMG_TAMA
    0B POKEFUSHIGISOU_TANEMG_HIT
    0C POKEFUSHIGISOU_H_CUTTER
    0D POKEFUSHIGISOU_TMUCHI_TRACE
    0E POKEFUSHIGISOU_TMUCHI_FLASH
    0F POKEFUSHIGISOU_H_CUTTER_HA

    File #?
    01 DEDEDE_HAMMER
    02 DEDEDE_HAMMER_SPIN
    03 DEDEDE_JETHAMMER_HOLD
    04 DEDEDE_JETHAMMER_HOLD_MAX
    05 DEDEDE_JETHAMMER
    06 DEDEDE_JETHAMMER_MAX
    07 DEDEDE_SUPERJUMP_RISE
    08 DEDEDE_SUPERJUMP_STAR
    09 DEDEDE_SUIKOMI
    0A DEDEDE_WAD_DEAD
    0B DEDEDE_WAD_THUNDER
    0C DEDEDE_JETHAMMER_HOLD2
    0D DEDEDE_JETHAMMER_HOLD_MAX2
    0E DEDEDE_JETHAMMER2
    0F DEDEDE_JETHAMMER_MAX2

    File #22
    01 LUCARIO_HADOU
    02 LUCARIO_BFLASH_L
    03 LUCARIO_BFLASH_R
    04 LUCARIO_HATTACK_A
    05 LUCARIO_HATTACK_B
    06 LUCARIO_HATTACK_C
    07 LUCARIO_HADOUDAN
    08 LUCARIO_HADOUDAN_MAX_L
    09 LUCARIO_HADOUDAN_MAX_R
    0A LUCARIO_SINSOKU
    0B LUCARIO_HAKKEI_NEAR
    0C LUCARIO_HAKKEI_FAR
    0D LUCARIO_KAGEBUNSHIN
    0E LUCARIO_KAGEBUNSHIN_SPLIT
    0F LUCARIO_KAGEBUNSHIN_APPEAR
    10 LUCARIO_HADOUDAN_TAIL
    11 LUCARIO_AURA
    12 LUCARIO_HAKKEI

    File #?
    01 IKE_SWORD
    02 IKE_HUNKA_HOLD
    03 IKE_HUNKA
    04 IKE_HUNKA_MAX
    05 IKE_IAIGIRI
    06 IKE_COUNTER
    07 IKE_ENTRY
    08 IKE_APPEAL_LW
    09 IKE_HUNKA_SPIN

    File #?
    01 ROBOT_FOOTMARK
    02 ROBOT_NOZZLE_LOOP
    03 ROBOT_NOZZLE_END
    04 ROBOT_JUMP_JET
    05 ROBOT_ATK_JET
    06 ROBOT_ATK_N_JET
    07 ROBOT_ATK_LW_JET
    08 ROBOT_EYE_FLASH
    09 ROBOT_ATTACK_S4S
    0A ROBOT_ROBOBURNER
    0B ROBOT_ROBOBEAM
    0C ROBOT_LAMP_S
    0D ROBOT_LAMP_M
    0E ROBOT_LAMP_L
    0F FINROBOT_MAIN
    10 FINROBOT_ENDFINROBOT_MAIN2
    11 FINROBOT_MAIN3
    12 ROBOT_ARMSPINROBOT_ARMSPIN_01
    13 ROBOT_ARMSPIN_02
    14 ROBOT_ARMSPIN_03
    15 ROBOT_ARMSPIN_04
    16 ROBOT_ARMSPIN_05
    17 ROBOT_ARMSPIN_06

    File #26
    01 PURIN_UTAU
    02 PURIN_KOROGARU
    03 PURIN_APPEAL_LW

    File #?
    01 TOONLINK_SWORD
    02 TOONLINK_ARROW_MAX
    03 TOONLINK_BOOMERANG
    04 TOONLINK_BOOMERANG_T
    05 TOONLINK_KAITEN_S
    06 TOONLINK_KAITEN_AIR_S
    07 TOONLINK_BOMB
    08 TOONLINK_BOMB_SPARK
    09 TOONLINK_ENTRY

    File #?
    01 WOLF_REF_FLASH
    02 WOLF_REF_START
    03 WOLF_REF_LOOP
    04 WOLF_BLASTER_BULLET
    05 WOLF_BLASTER_SHOT
    06 WOLF_REF_REF
    07 WOLF_SCRATCH
    08 WOLF_SLASH
    09 WOLF_SHOOT

    File #?
    01 SNAKE_ATK_S4S
    02 SNAKE_ATK_HI4
    03 SNAKE_MORTER_SMOKE
    04 SNAKE_ATK_LW4_S
    05 SNAKE_ATK_LW4_H
    06 SNAKE_ATK_LW4
    07 SNAKE_ATK_LW4_BOMB
    08 SNAKE_MISSILE_SMOKE
    09 SNAKE_REMOTE_MISSILE
    0A SNAKE_CYPHER
    0B SNAKE_C4
    0C SNAKE_ENTRY
    0D SNAKE_ENTRY_THUNDER
    0E SNAKE_R1
    0F SNAKE_R2
    10 SNAKE_R3
    11 SNAKE_R4
    12 SNAKE_R5

    File #?
    01 SONIC_SPINWIND
    02 SONIC_PUNCHTRACE
    03 SONIC_ATK_LW
    04 SONIC_SPINTRACE
    05 SONIC_SPINWIND_L
    06 SONIC_SPINTRACE_L
    07 SONIC_IDLING
    08 SONIC_HOMINGTRACE
    09 SONIC_GIMMCKJUMP
    0A SONIC_RUNTRACE
    0B SONIC_RUNTRACE_01
    0C SONIC_RUNTRACE_02
    0D SONIC_RUNTRACE_03
    0E SONIC_RUNTRACE_04
    0F SONIC_RUNTRACE_05

    Sooo yeah good luck.

    In my example, the ID is 00120005 since the last VBrawl GFX was 00120004.

    If you got questions let me know.

    This is how my example came out. Yes it's supposed to be like that.


    Credit goes to Magus for him teaching me about adding to the EFLS file and etc. and Sdoom for his original tutorial for replacing External GFX with GFX models. I just combined the two.
    Also Shadic for taking the last pic.

    Post Merge: April 07, 2012, 11:53:38 AM
    Now you may post your thoughts.
    « Last Edit: April 07, 2012, 11:53:38 AM by Eternal Yoshi » Logged


    SiLeNtDo0m
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    « Reply #1 on: April 07, 2012, 02:27:57 PM »


    Bookmarking this tutorial cuz it's so awesome.  Hopefully this can open up a world of possibilities for PSA hackers!
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    « Reply #2 on: April 07, 2012, 03:05:28 PM »


    Bookmarked for future reference. Cheesy
    Is there no add entry button for EFLS? This is madness! Im srs here
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    « Reply #3 on: April 07, 2012, 04:35:29 PM »


    Here's another comical example.

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    « Reply #4 on: April 07, 2012, 09:36:04 PM »


    It works on Mario too!
    Example:
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    « Reply #5 on: April 08, 2012, 06:50:26 AM »


    Wait, so technically we can add articles O:
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    « Reply #6 on: April 08, 2012, 07:17:15 AM »


    Wait, so technically we can add articles O:

    Nope.  Completely different.  Firstly, most models (though not all) for articles are in the FitCharacterMotionEtc.pac not the FitCharacter.pac and the FitCharacterMotionEtc.pac doesn't have an EFLS file.  Second, articles require more than just a model.  They require floating points and assigned bones.

    This method allows us to add graphic models.  It's still a big deal though, as it opens up a realm of possibilities for characters that don't have/have very few graphic models and a good file size limit on their FitCharacter.pac file (e.g. Snake, Marth, Ike maybe Bowser etc)
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    « Reply #7 on: April 08, 2012, 07:41:43 AM »


    So let me get this straight: this hacking method allows you to give characters more models in their MotionEtc.pac than they originally had?
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    « Reply #8 on: April 08, 2012, 08:00:32 AM »


    So let me get this straight: this hacking method allows you to give characters more models in their MotionEtc.pac than they originally had?
    In FitCharacter.pac, yes. And with PSA, you can make them load as if they're part of the external GFX.

    Also, I'm amazed that you (EternalYoshi or Magus) figured out what the EFLS's (EFfect LiSt?) purpose was. Now we just need to figure out REFF, then I guess GFX editing as a whole is covered?

    EDIT: Hey EY, do you know what RE3D lists do? They're located within certain EFLS files.
    http://www.mediafire.com/?7ayfxkpb7imfc37 Open the .efls files with a hex editor and you'll see what I mean.
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    « Reply #9 on: April 08, 2012, 05:20:55 PM »


    Made some videos to go alongside this:

    Brawl Hack Tutorials - How to ADD New Graphic Effects (Part 1)


    Brawl Hack Tutorials - How to ADD New Graphic Effects (Part 2)


    Brawl Hack Tutorials - How to ADD New Graphic Effects DEMONSTRATION
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    « Reply #10 on: April 09, 2012, 07:12:39 PM »



    EDIT: Hey EY, do you know what RE3D lists do? They're located within certain EFLS files.
    http://www.mediafire.com/?7ayfxkpb7imfc37 Open the .efls files with a hex editor and you'll see what I mean.


    Already talked to BJ about those formats and he had them parsed for months.

    Thanks for the videos, SDoom.
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    « Reply #11 on: April 09, 2012, 07:15:18 PM »


    Already talked to BJ about those formats and he had them parsed for months.

    Thanks for the videos, SDoom.

    I haven't gotten around to making an actual node to display the data yet, though.

    Btw I made EFLS entries add-able in v0.66. Oh nvm I forgot to link the node to the wrapper. :X
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    « Reply #12 on: April 12, 2012, 04:23:52 PM »


    Here's another comical example.


    Sorry for the off-topic question, but what SMI stage texture is that?
    O_o
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    « Reply #13 on: April 12, 2012, 07:11:07 PM »


    It was meant to be old Shadow Moses Island, but I never got around to finishing it.
    I already desaturated the building and added appropriate rust effects to it(I even made the towers very flimsy, but respawn quicker), but I never got around to adding the snow.
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    « Reply #14 on: April 13, 2012, 03:21:01 PM »


    I learned that the cloud effect in Paint.net works good for snowy textures.
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