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Author Topic: How to Give Your BrawlEx Clones Their Own In-Game Names  (Read 43720 times)
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KingJigglypuff
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    « on: June 02, 2014, 04:31:26 PM »


    I haven't seen any tutorials for this, so I thought I should make one.

    The following files are safe to edit:
    -info.pac: Main Multiplayer in-game main file. File Size: 390 KB
    -info_mg.pac: I believe this is for Tourney and Rotation Modes. File Size: 415 KB
    -info_training.pac: Main Training Mode in-game file. File Size: 423 KB
    -info_training_mg.pac: I'm not sure what this does. File Size: 448 KB
    -info_boss_battle.pac: Main Boss Battles in-game file. File Size: 438 KB
    -info_boss_battle_mg.pac: I'm not sure what this does. File Size: 463 KB

    The following files are not safe to edit at this time:
    -info_corps_mg.pac: Used for Break the Targets. Will crash for Wii users.
    -info_homerun.pac: Used for Homerun Contest. Will crash for Dolphin users (but likely Wii users as well).
    -info_homerun_mg.pac: Relates to info_homerun.pac. Will crash for Dolphin users (but likely Wii users as well).

    The following files have unclear results for Wii users:
    -info_corps.pac: Main Classic/All Star Mode in-game file. File Size: 491 KB. Feedback was unclear.

    Now that we got the safe and unsafe files out of the way, let's get started.

    Things Needed:
    -BrawlBox v0.71
    -Stock files from the info2 folder
    -One or more Textures to use for your character's in-game name. For the sake of Tutorial, I'll be using a vBrawl Character's name.
    Example Texture:

    Step 1: Open your info_XX.pac with BrawlBox v0.71, and open MiscData[30]. After that, right-click, hover over Import, then select Texture. Find your Texture afterward.
    Note: Your Texture must be named "MenSelchrChrNmS.X1" under the .png format with X being the Cosmetic slot your character uses. For example, if your character uses Cosmetic ID 125, then your texture would be named "MenSelchrChrNmS.1251.png"

    Step 2: Open up the AnmTexPat(NW4R) folder and scroll to InfFace_TopN__0 and select it. Now change the Frame Count to 1 number higher than your Texture. For example: If your texture is "MenSelchrChrNmS.1251.png", then you would change the Frame Count to 1261.

    Step 3: Open up InfFace_TopN__0, open Character_Name_Mat, then right click on Texture0 and click New Entry.

    Step 4: Scroll down until you see "NewTexture". Rename it to the name of the texture you imported, then change the Frame Index to the number that your Texture uses.
    Example: MenSelchrChrNmS.1251's Frame Index would be 1251.

    Step 5: Scroll up to the info_X_en and change its Compression to ExtendedLZ77. Save afterward and test in-game.

    Notes:
    -Pay attention to File Sizes.
    -You must do this every time you add a name. But if your added names are lower than highest number added, then you can skip Step 2. Ex: If your highest Texture is 1251, then you can skip Step 2 for anything lower.
    -After saving, you must use BrawlBox v0.71 to continue editing.
    -Always make Backups before and after editing.
    -If you already saved under the ExtendedLZ77 format, then you can skip Step 5 (aside from saving).
    -These files go into your info2 folder.

    I hope this thread will help users who were having troubles with getting in-game names working.

    If you have any issues, then I will try to help.
    « Last Edit: October 28, 2014, 11:28:54 AM by KingOfDreamland » Logged

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    « Reply #1 on: June 02, 2014, 04:42:14 PM »


    sweet
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    « Reply #2 on: June 02, 2014, 09:52:25 PM »


    Gonna try it when I have time.
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    « Reply #3 on: August 19, 2014, 07:16:33 PM »


    So I don't need a .rel or any kind of CSSRoster editing? Didn't see any mention of that.
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    KingJigglypuff
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    « Reply #4 on: August 19, 2014, 07:34:03 PM »


    So I don't need a .rel or any kind of CSSRoster editing? Didn't see any mention of that.
    Why would you need to edit the CSS for in-game names?
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    « Reply #5 on: August 19, 2014, 07:38:04 PM »


    this never ended up working for me, but i probably messed up. everyone just had a blank name
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    « Reply #6 on: August 19, 2014, 07:53:34 PM »


    this never ended up working for me, but i probably messed up. everyone just had a blank name
    You must have messed up somewhere.
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    « Reply #7 on: October 28, 2014, 11:24:15 AM »


    It dosen't work to me. I did all of the tutorial EXCEPT one thing. When creating the MenSelchrChrNmS.1171 was the last image in the list and moved it next to the other MenSelchrChrNmS

    Result: The name of the clone as the same of the original.

    I did some bad?
    « Last Edit: October 28, 2014, 11:27:16 AM by AlePoke34 » Logged


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    « Reply #8 on: October 28, 2014, 11:33:16 AM »


    You need to follow every step of the tutorial.

    Though would you mind showing a few screencaps? I might be able to see what you did wrong.
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    Just a main Mewtwo from Galicia, y'know?

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    « Reply #9 on: October 28, 2014, 11:46:34 AM »


    Right now I can not, but when can I send you a picture.

    P. S. 1: I followed the tutorial step by step, the only thing different I did was move the image.

    P. S. 2: It's necessary to have the clone CSPs, BPs, etc… ?
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    « Reply #10 on: October 28, 2014, 11:49:48 AM »


    Try re-doing it without moving anything.

    CSPs, BPs, etc are completely different things.
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    Just a main Mewtwo from Galicia, y'know?

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    « Reply #11 on: October 28, 2014, 12:35:42 PM »


    Another thing, if the ID of the character is 46, the Cosmetic's ID is 117 (As if I'm wrong), right?
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