Yo people!
I was trying to make some BSP but i Coudn't make them,so,i looked a BSP(in Brawlbox) of Shadow from someone and now i can make BSP.But i'm not the only one who can make those,you can do this too!
Make BSP by your own!!!
So guys,the first step is to have your stock image.The character's CSP for example.
This is mine:(http://b.imagehost.org/0211/fdocarina.png)(thanks to Renkaken)
Now open your Photoshop CSwhateveryoulike and start a new file of 48x56,and then,open the CSP.
Put the CSP image insede the 48x56 portrait.It will look a like this:(http://b.imagehost.org/0295/BSP_LINK.png).Save
So,open your Brawlbox>New>Brres Resource Pack.Right-click in New Tree>Import>Texture and choose the 48x56 portrait.Now it will automatically open the Advanced Texture Converter.In the "Image" square(not the preview)click in "Format",choose CI8,click OK the open all the stuff.The Brawlbox menu will look-a-like this:
(http://b.imagehost.org/0436/as.png).
Now,rename the "NewNode01" texture to InfFace.xxx(codes at the end).The Pallete will automatically rename to the same name.Now it's only to save to InfFacexxx.brres in SD's root>private>wii>app>RSBE>pf>Info>portrite
Character Codes!
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Now,I'll teach you how to see the Character Codes,It's so easy!
First,open up your Brawlbox,then open the file sc_selcharacter.pac.
When it's open,open the ARC file "char_bust_tex_lz77".
Every character has a NUMBER and those character's color have the CHARACTER CODE.
0=Mario
1=Donkey Kong
2=Link
3=Samus
4=Yoshi
5=Kirby
6=Fox
7=Pikachu
8=Luigi
9=Captain Falcon
10=Ness
11=Bowser
12=Peach
13=Zelda
14=Sheik
15=Ice Climbers
16=Marth
17=Ms Game and Watch
18=Falco
19=Ganondorf
21=Metaknight(Yes,I know that I skiped 20)
22=Pit
23=Zero Suit Samus
24=Olimar
25=Lucas
26=Diddy Kong
27=Pokémon Trainer
28=Charizard
29=Squirtle
30=Ivysaur
31=King DDD
32=Lucario
33=Ike
34=R.O.B
36=Jigglypuff(Yes,I know that I skiped 35
37=Wario(New and Old Clothe)
40=Toon Links[I know that I skiped number 38 and 39]
41=Blank
43=Wolf(Yes,I know that I skiped number 42)
45=Snake(I know that I skiped 44)
46=Sonic
So...how do you assign these to different colors of one character? For example, let's say I wanted a red Captain Falcon texture BSP. Would I name it IntFace092 (Captain Falcon's code is #09, #02 is his red costume)? Or IntFace090 for a BSP for when his default costume is selected?
Quote from: Denisan7 on December 05, 2010, 08:24:43 PM
Can you have a png file instead of a tga file and still make it work?
Yeah. I don't see the point in TGA files if there are PNGs.
Quote from: mnsg on December 06, 2010, 04:04:27 AM
Quote from: (specter) on December 05, 2010, 08:37:11 PM
Quote from: Denisan7 on December 05, 2010, 08:24:43 PM
Can you have a png file instead of a tga file and still make it work?
Yeah. I don't see the point in TGA files if there are PNGs.
Photoshop CS3/CS4 handles TarGA transparency differently than PNG transparency. For PNG images, a checkerboard background is used for transparency. However, TarGA images use an Alpha Layer for transparency.
When dealing with textures that use the IA4, IA8, RGB5A3, and RGBA8 texture formats, this can be rather crucial to understand, since those texture formats have semi-transparency support.
Why should you use TGA instead of PNG? Is it better quality? I use GIMP so I probably couldn't use that file anyway.
Also, last time I put a TGA file in BrawlBox as a CSP for Old Snake, there was no transparency; in game there was just a solid black background behind Snake. I can't edit the TGA and make it have transparency or convert it to PNG because when I did that BrawlBox said it was out of memory or something when I tried to import it.
Quote from: mnsg on December 06, 2010, 01:27:03 PM
Quote from: (specter) on December 06, 2010, 04:24:36 AM
Why should you use TGA instead of PNG? Is it better quality? I use GIMP so I probably couldn't use that file anyway.
Also, last time I put a TGA file in BrawlBox as a CSP for Old Snake, there was no transparency; in game there was just a solid black background behind Snake. I can't edit the TGA and make it have transparency or convert it to PNG because when I did that BrawlBox said it was out of memory or something when I tried to import it.
Why don't you look at my guide for dealing with the flat-eyed Final Smash eyes. You should get your answers.
[guide]
Anyway, you won't notice transparency differences between PNG and TarGA images with The GIMP, which is why it's pretty wise to have Photoshop CS3/CS4 in your arsenal.
Also, for certain stages, if you import a PNG image, the texture may look messed up; one example includes Mushroomy Kingdom's underground stage. However, that's easily fixed up if you import a TarGA image instead.
Ah ok I understand now. How did you perfectly free select that eye like that?
I see. Well I don't have PS simply because you have to pay for it, and...well...I don't want to pay for it.
Ohh. Well I don't make stages nor do I know how to, but that's a tip I;ll have to remember. Maybe I can give people the image I want to use and ask them to convert it to TGA for me.
Quote from: mnsg on December 06, 2010, 11:54:22 PM
The GIMP can save images under the TarGA image format. Don't forget that.
Oh, right.
So I should only use TGA if I'm doing stage backgrounds and whatnot?
I followed these steps and they didn't work for some reason. I was using this (http://s929.photobucket.com/albums/ad133/SJSCSPs/HD/Peach/?action=view¤t=bpeach-1.png) and renamed it InfFace121.brres. When I chose a stage, the game froze. Help?