Title: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: Eternal Yoshi 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. :srs: 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. (http://i.imgur.com/TspyN.png) 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. (http://i.imgur.com/HrEwn.png) 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. (http://i.imgur.com/vCHGh.png) Now, export it, and open it in a hex editor. You'll probably something like this I labeled some key areas for you. (http://i.imgur.com/ACevz.png) 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. (http://i.imgur.com/Y7KAJ.png) 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. (http://i.imgur.com/TUvwa.png) 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. (http://i.imgur.com/JP4wl.png) 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. (http://i.imgur.com/7CmHX.png) 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. (http://i.imgur.com/YgqM1.png) Now we may save and put our new EFLS file back in. When you got it right, it should look like this. (http://i.imgur.com/QyFM1.png) You may notice a null or 2 missing, but don't worry. Just save and close and reopen. (http://i.imgur.com/RyYc3.png) 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 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. (http://i.imgur.com/arMcU.jpg) 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. Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: SiLeNtDo0m 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!
Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: BlackJax96 on April 07, 2012, 03:05:28 PM Bookmarked for future reference. :D
Is there no add entry button for EFLS? This is madness! :srs: Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: Eternal Yoshi on April 07, 2012, 04:35:29 PM Here's another comical example.
(http://i.imgur.com/XPeIZ.jpg) Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: diedhammer98 on April 07, 2012, 09:36:04 PM It works on Mario too!
Example: (http://i1138.photobucket.com/albums/n528/Diedhammer98/al_110523_0302binout.jpg) Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: JOEYSX5 on April 08, 2012, 06:50:26 AM Wait, so technically we can add articles O:
Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: SiLeNtDo0m 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) Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: Solar99 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?
Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: Sky Grounder 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 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 (http://www.mediafire.com/?7ayfxkpb7imfc37) Open the .efls files with a hex editor and you'll see what I mean. Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: SiLeNtDo0m 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) (http://www.youtube.com/watch?v=63GF_IOcwAU#ws) Brawl Hack Tutorials - How to ADD New Graphic Effects (Part 2) (http://www.youtube.com/watch?v=4bdCRm_08SY#ws) Brawl Hack Tutorials - How to ADD New Graphic Effects DEMONSTRATION (http://www.youtube.com/watch?v=EdMtpoXFWKw#ws) Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: Eternal Yoshi 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. [url]http://www.mediafire.com/?7ayfxkpb7imfc37[/url] ([url]http://www.mediafire.com/?7ayfxkpb7imfc37[/url]) 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. Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: BlackJax96 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. Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: JOEYSX5 on April 12, 2012, 04:23:52 PM Here's another comical example. ([url]http://i.imgur.com/XPeIZ.jpg[/url]) Sorry for the off-topic question, but what SMI stage texture is that? O_o Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: Eternal Yoshi 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. Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: JOEYSX5 on April 13, 2012, 03:21:01 PM I learned that the cloud effect in Paint.net works good for snowy textures.
Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: KnightMario on April 13, 2012, 06:29:18 PM I can use these instead of articles!
(smbz mario's cape article: graphic effect! but the feather would need one too...) just use a bone for hitboxes! Post Merge: April 13, 2012, 07:00:45 PM I feel stupid, how do you change what bone it's attached to? Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: Eternal Yoshi on April 14, 2012, 10:07:56 PM Use the External Graphic Effect command and change the bone index.
Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: KnightMario on April 15, 2012, 06:26:56 AM huh?
Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: Eternal Yoshi on April 15, 2012, 09:23:12 AM lrn2psa
http://opensa.dantarion.com/wiki/Events_%28Brawl%29/Group_II#Module_11:_Graphics (http://anonym.to/?http://opensa.dantarion.com/wiki/Events_%28Brawl%29/Group_II#Module_11:_Graphics) Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: KnightMario on April 15, 2012, 09:51:59 AM ummm, I knew that? :P
thanks And this SO should be stickied Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: Sky Grounder on April 15, 2012, 12:09:57 PM And this SO should be stickied I agree, this is useful as heck.Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: KnightMario on April 15, 2012, 12:23:22 PM I mean, cape luigi can be made using this. (without using visibility bones) (I call dibs)
Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: Naruto200Man on April 20, 2012, 01:40:53 PM So essentially I could use this method to give a character that doesn't have a sword glow model a sword glow effect? =3
Because that would be outright awesome sauce :D Gonna bookmark this because having Rock lee's original wind graphics over links wind graphics would be [censored]ing awesome! Also, that hex edditing doesn't look TOO complex, you just gotta be really careful how you edit it right? Would I be able to import things like CHR0 and Texture animations as well like this? Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: Eternal Yoshi on April 30, 2012, 05:31:07 PM I'm working on getting Sword glows to work correctly but no dice so far.
All I can do are pseudo glows like Sonic's fair in Project M. Please bear with me. Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: KnightMario on April 30, 2012, 08:27:33 PM how do you do those?
I thought it was cool Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: Eternal Yoshi on May 01, 2012, 04:58:32 PM I came soooo close to adding in Sword Glows. Sooo. Cloooose.
BUT IN THE END IT DOESNT EVEN MAAATERRRR :( Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: KnightMario on May 01, 2012, 04:59:36 PM psedou glows again?
nice song ref, I have it. Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: Eternal Yoshi on May 01, 2012, 05:01:07 PM No, I meant the real deal.
Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: KnightMario on May 01, 2012, 05:01:58 PM how do you make psedou glows?
Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: Eternal Yoshi on May 01, 2012, 05:07:52 PM Just follow my tutorial but use the Sonic fair GFX from PM's sonic. Color it how you like.
Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: KnightMario on May 01, 2012, 05:11:05 PM what tutorial?
Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: Eternal Yoshi on May 01, 2012, 05:30:55 PM The one in the OP. -_-
Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: KnightMario on May 01, 2012, 05:44:42 PM so the glow you did was an added graphic?
how did you make the model, or was it sonic's running model? Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: Eternal Yoshi on May 01, 2012, 05:54:52 PM The pseudo glow was an added GFX based off of a GFX from Kirby's final cutter. Look in the files yourself.
Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: KnightMario on May 01, 2012, 05:55:45 PM okay, thanks.
sorry for being stupid. Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: Allbait on May 27, 2012, 07:49:32 PM So.. Nothing in the thread lately about sword glow progress. Hope there has been some though D: What's been going on lately?
Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: Eternal Yoshi on May 27, 2012, 08:20:17 PM A lot of failures... that came very close to being successes.
I have no idea how the game determines whose sword glow belongs to what, but it's not the effect.pac. What I DO know is that the color command changes the glow somehow.... Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: Mortimer on July 09, 2012, 09:04:46 PM I've got a question. I saw that some characters have a lot more external graphics ids than graphics and models. Like Ganondorf, for example. He has 11 ids but only have 2 graphic files inside his .pac, even though the reff file has a lot of things related to graphics.
So, my question here is if it is possible to extract, for example, his entry graphic effect and use it on someone else, since this one doesn't even have an animation data. And if this is not possible, then how it works? Where those graphics come from? I even thought it could be a combination of graphics following some script to spawn like they do in the game, but I also looked at Ness' pac and didn't find any graphic that resembles his entry effect. Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: Iwvi on July 18, 2012, 01:20:12 AM I'm here just to ask a simple question. Does this work with the new brawlbox "add new entry" or do we still need to hex them in?
Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: Eternal Yoshi on July 29, 2012, 03:08:58 AM I haven't had good experiences with the new BB as of now (crashes galore), so I am..... extremely cautious about using it.
Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: Supreme Dirt on July 29, 2012, 07:30:43 AM Just curious: Any idea what Yoshi's file size limit is?
How well would this work with multiple models for the same character? Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: Eternal Yoshi on July 29, 2012, 10:15:41 AM No I do not as no one back there has reached the memory limits for the character.
Multiple models for the same character? Depends on character and memory limits for said character. Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: Supreme Dirt on July 29, 2012, 11:32:45 AM Yeah I'd figured.
Nothing to do but make the models and try them Worst case I have a bunch of pretty yoshi transformation models Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: Albafika on August 14, 2012, 11:54:05 AM Nice, indeed. :)
Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: ABloodyCanadian on September 02, 2012, 11:14:59 AM Could be helpful...
Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: SiLeNtDo0m on September 02, 2012, 01:26:29 PM Could be helpful... I don't blame you, it's tedious as hell. Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: ABloodyCanadian on September 03, 2012, 11:15:53 PM The External GFX in action... for 2% of the video... lol
Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: Omniscient X on November 04, 2012, 12:10:16 AM Sorry for "necroing" but I need a solution to my problem because I've used this method countless times on Ganondorf PSA's but it WILL NOT work for Ike. I keep trying and I either get a freeze or I can't even call up the GFX! Can I please get some help here?
-Omni Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: Eternal Yoshi on November 04, 2012, 10:32:44 AM Sorry, but I STILL have no power in my area so ALL OF MY REPLIES WILL BE SIGNIFICANTLY DELAYED.
Hurricane Sandy did significant long term damage to my town and such. Anyway, if you are getting a freeze or can't call up the GFX, you need to check the GFX you are using. Sometimes, even when ported, GFX models from other games won't always work, like when I tried to port Whip Kirby's GFX over Simon. The game's frame rate skipped the time frame the GFX was supposed to be out or crashes. Anyway, if you are getting problems, it may be possible that Ike, like Sonic, may need slightly different numbers to input. My time is limited so the best thing for you to do is to open a hex editor of Ike's .EFLS and screencap that, cause you may have to do what I did for Sonic's fair GFX for PM 2.1. Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: ABloodyCanadian on October 16, 2013, 11:05:11 AM I think this Tutorial is outdated now... I'm using newer versions of BrawlBox, and I tried doing a method that does not involve Hexing out everything. I think you can just go into the ELFS, and simply add in a new entry. Then, you have to fill in Values on the right side that determines which BRRES is read. It's much easier now, and it works fine.
Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: Eternal Yoshi on October 16, 2013, 11:26:33 AM I'm aware, but this tut served as reference for that feature in Brawlbox.
Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: TokoyamiTheDark on October 17, 2013, 03:14:15 AM Just a question...can this tutorial be remade for the newer versions of BrawlBox?
Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: supermetalsonic84 on November 18, 2013, 10:59:43 PM Why is it that every time I try this it messes up my PSA? (It doesn't
freeze, but the game won't load the .pac file at at all). So what am I doing wrong? Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: Eternal Yoshi on November 18, 2013, 11:17:15 PM Most of the time if you get crashes, the problem lies in wrong math in Hexing or messing up the names. Other times it could crash when the article spawns.
In your situation, it sounds like your PSA is too large to add an External GFX as it will exceed memory limits.... Just to confirm, what character is the base for your PSA and what's the size BEFORE you inserted GFX? Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: supermetalsonic84 on November 23, 2013, 04:21:35 AM The character is Sonic, and the file size was around 542 kb.
Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: Nebulon on February 12, 2014, 06:35:58 AM This looks easy enough :) But say I have a moveset for a new character (a PSA) and it's gfx conflicted with one of the same module (Like if I had Shadow and it was conflicting with Sonic) How would I set it up so that they wouldn't share? Shadow comes with his own gfx, so should I put them somewhere else in the game to be loaded?
Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: Rosetta-Hime on February 21, 2014, 06:02:12 PM I think I'll try this using a newer version of BB and see if the add function works, instead of hexing.
[Edit]: Nope. It doesn't work. Title: Re: Adding Extrernal Graphic Models To Characters' Effect.pac Files Post by: theniftytable on January 20, 2016, 10:16:14 PM Hi, I'm trying to get add a hammer to Project M Mario's .pac and I can't figure out how to get the model and an animation for it into a .brres for the life of me.
Any advice on how to do this? |