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Author Topic: Dummies Guide to Custom CSS/SSS  (Read 17840 times)
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DSX8
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    « Reply #45 on: August 03, 2010, 10:28:54 AM »


    ok... i did everything like it says.... but i ran into a problem. After i edited my SSS, the icons arnt even there, just a white box to where the stages are. Wen i move the pointer over 1 of them, every box says the name of the stage im highlighted over.

    mind helping? ^^"

    Did you mess up with the texture formats?  Pay close attention to what's listed below.

    MenSelmapIcon.## - 64x56 pixels - CI8 texture / RGB5A3 palette
    MenSelmapPrevbase.## - 176x176 pixels - CMPR texture
    MenStageSwitch.## - 128x64 pixels - CMPR texture

    Also, when editing sc_selmap.pac, the BRRES archive that contains the stage select icons and portraits will be named MiscData[80].


    hmm, yeah, i did that, i just looked in MiscData[80] data again, and i dont see a MenStageSwitch.## in there.
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    DSX8
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    « Reply #46 on: August 03, 2010, 10:48:43 AM »


    oh i figured out wat was wrong. lmao i forgot to merge the layers xD
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    « Reply #47 on: August 03, 2010, 11:26:21 AM »


    hmm, yeah, i did that, i just looked in MiscData[80] data again, and i dont see a MenStageSwitch.## in there.

    You won't find any textures named MenStageSwitch.## in sc_selmap.pac.  Those texture parts are found inside the MenuRule_en archive in mu_menumain.pac and sc_selcharacter2.pac.  They're also found in MenuRule.pac.

    I only included that information if you're also replacing the portraits for the Rules menu.
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    « Reply #48 on: August 18, 2010, 12:16:32 PM »


    Major bump, but I do have an image to show, in terms of the character color slots.  It'll help people with the texture replacing accuracy.

    Note: The following image is quite big in height, which is why it's in a spoiler box.




    Note: Mr. G&W only has one texture slot, which is FitGameWatch00.  However, his CLR0 data does work in the same manner as the texture slot numbers...

    00 - Default
    01 - Red
    02 - Green
    03 - Blue
    04 - Extra 1
    05 - Extra 2
    06 - Extra 3 (not used)
    « Last Edit: August 18, 2010, 12:21:36 PM by mnsg » Logged


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    « Reply #49 on: September 04, 2010, 07:47:43 PM »


    I can't get the icon packs from the two artists in the original post to work correctly with my sc_selcharacter.pac. They consistently turn into mushy ugly boxes of deformed colors unrecognizable at all. This seems to only happen with colored portraits (I'm talking about those icons that you put your cursor over in the actual character select screen)

    Is there something I'm doing wrong? I did exactly what it says, I replaced the MiscData 70 bress or whatever, and it simply does not look right at all. . .
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    mnsg
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    « Reply #50 on: September 05, 2010, 06:44:55 AM »


    I can't get the icon packs from the two artists in the original post to work correctly with my sc_selcharacter.pac. They consistently turn into mushy ugly boxes of deformed colors unrecognizable at all. This seems to only happen with colored portraits (I'm talking about those icons that you put your cursor over in the actual character select screen)

    Is there something I'm doing wrong? I did exactly what it says, I replaced the MiscData 70 bress or whatever, and it simply does not look right at all. . .

    The character CSS icons have to be in CMPR format.  It's possible that the CSS icons that you're using have the wrong texture format.
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    « Reply #51 on: September 05, 2010, 02:28:18 PM »


    They're all in C18, with their own palletes (marked with HasPallete=true)

    If the CMPR is what it needs to be, why did they put it in C18? That's silly. . .

    I guess I'll go and export, and reimport them as CMPRs and see what happens.
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    mnsg
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    « Reply #52 on: September 05, 2010, 06:47:17 PM »


    They're all in C18, with their own palletes (marked with HasPallete=true)

    If the CMPR is what it needs to be, why did they put it in C18? That's silly. . .

    I guess I'll go and export, and reimport them as CMPRs and see what happens.

    Well, keep the following information in mind next time.

    MenSelchrChrFace.### - 80x56 pixels - CMPR texture
    MenSelchrChrNmS.### - variable pixels - I4 texture

    P.S.: You misnamed one of the texture formats.  What you stated as C18 is actually called CI8; the "1" and "I" look completely different in BrawlBox.
    « Last Edit: September 05, 2010, 06:50:11 PM by mnsg » Logged


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    « Reply #53 on: September 06, 2010, 12:25:59 PM »


    Well it's a typo, not like I actually ported them over to C(1)8 or CI8 myself anyways. This is the creator's fault. Honestly, it should work right off the bat, and not be in an unusable format at all is what I'm saying.
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    « Reply #54 on: September 24, 2010, 08:35:42 PM »


    i am not sure of this cuestion but , how can change figter name in battle? in info change the portrites but i not sure wath .pac i change the display name in battle
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    « Reply #55 on: September 25, 2010, 05:08:04 PM »


    i am not sure of this cuestion but , how can change figter name in battle? in info change the portrites but i not sure wath .pac i change the display name in battle
    It's in info_en.pac
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    « Reply #56 on: September 25, 2010, 08:21:21 PM »



    It's in info_en.pac

    ok thank you the direction is ? RSBE/pf/info/info_en.pac......

    yes? i change the name of metaknigth to tetra but it not work.....
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    « Reply #57 on: September 25, 2010, 09:06:01 PM »



    It's in info_en.pac

    ok thank you the direction is ? RSBE/pf/info/info_en.pac......

    yes? i change the name of metaknigth to tetra but it not work.....

    You're looking for the folder info2.  If it's not there, make one.
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    « Reply #58 on: September 27, 2010, 03:55:27 PM »


    This may sound like a dumb question but I'm really at a .

    If anyone can seriously direct me to the best guide in changing character portraits, that would be absolutely wonderful.

    I'm really trying to make my hacked Brawl more authentic. So far I managed to change all the song titles so I want to change the big and small portraits next.

    Also, would I have to make my own CSS or can I use the CSS I have now and just edit it through Brawlbox?
    « Last Edit: September 27, 2010, 04:02:47 PM by AshtrayHeart » Logged

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    « Reply #59 on: September 30, 2010, 04:09:42 AM »


    Major bump, but I do have an image to show, in terms of the character color slots.  It'll help people with the texture replacing accuracy.

    Note: The following image is quite big in height, which is why it's in a spoiler box.




    Note: Mr. G&W only has one texture slot, which is FitGameWatch00.  However, his CLR0 data does work in the same manner as the texture slot numbers...

    00 - Default
    01 - Red
    02 - Green
    03 - Blue
    04 - Extra 1
    05 - Extra 2
    06 - Extra 3 (not used)


    Oh hello picture version of my list
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