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Author Topic: Nebulon's GFX Porting Tutorial (Brawl EX Pack makers, this is essential for you)  (Read 63084 times)
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Lillith
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    « Reply #30 on: May 21, 2014, 05:22:34 PM »


    But if a character doesn't use GFX, then he doesn't need to have a nulled effect, right?
    I would keep the effect file just to be safe.
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    Caporai
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    « Reply #31 on: May 22, 2014, 07:10:47 AM »


    Here's another question:

    Lets say I open FitGanon.pac and I have ef_ganon with all of his content in there. but I want to add ef_saki stuffs as well.
    If I import ef_saki on FitGanon.pac next to ef_ganon, can I call saki's effect (DEXXXX) on FitGanon.pac?
    « Last Edit: May 22, 2014, 07:12:07 AM by Caporai » Logged

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    « Reply #32 on: May 22, 2014, 08:12:17 AM »


    I would keep the effect file just to be safe.
    Yea, that's obvious. I just meant the GFX in PSA though... lol

    Here's another question:

    Lets say I open FitGanon.pac and I have ef_ganon with all of his content in there. but I want to add ef_saki stuffs as well.
    If I import ef_saki on FitGanon.pac next to ef_ganon, can I call saki's effect (DEXXXX) on FitGanon.pac?
    I seriously don't know what would happen. Most likely, the moveset file would read Ganon's GFX... But maybe if you change the IDs of Saki's GFX, you may be able to use them. Your question deserves testing.
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    « Reply #33 on: May 22, 2014, 08:21:43 AM »


    Very well. gonna add ef_cyborg.pac into FitGanon.pac next to ef_ganon, since PM Roy has taken ef_saki.

    Post Merge: May 22, 2014, 09:06:57 AM
    well I tested for sword glow when importing ef_cyborg on Sword Ganon (which had Sword Glow active on Hue=7) and calling cyborgs swordtrace hue "E F 10 and 11" on sword glow for each of his sword attacks with sword glow, Turns It was blanked white and no sword trace texture came. Sad
    « Last Edit: May 22, 2014, 09:06:57 AM by Caporai » Logged

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    « Reply #34 on: May 22, 2014, 09:20:05 AM »


    Very well. gonna add ef_cyborg.pac into FitGanon.pac next to ef_ganon, since PM Roy has taken ef_saki.

    Post Merge: May 22, 2014, 09:06:57 AM
    well I tested for sword glow when importing ef_cyborg on Sword Ganon (which had Sword Glow active on Hue=7) and calling cyborgs swordtrace hue "E F 10 and 11" on sword glow for each of his sword attacks with sword glow, Turns It was blanked white and no sword trace texture came. Sad
    That was to be expected though... It searched in Ganon's file effect references...
    Maybe you can change the location of the effect in PSA, but I'm not sure about this either...
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    « Reply #35 on: May 22, 2014, 09:29:59 AM »


    Guess that would make him a cyborg then, getting the trace, but loses all of his ef_ganon.
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    Ultraxwing
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    « Reply #36 on: May 22, 2014, 09:49:49 AM »


    Sucks being a noob to PSA/Brawlbox PSA'ng, how do i change the Sword trail's ID?

    Also is it 100% necessary to have the new ID that has an Sword trail?

    and do i have to change the Sword trail's texture name  to the new one, or do i just change the ID. hopefully it is the latter.
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    « Reply #37 on: May 22, 2014, 10:07:29 AM »


    Sucks being a noob to PSA/Brawlbox PSA'ng, how do i change the Sword trail's ID?

    Also is it 100% necessary to have the new ID that has an Sword trail?

    and do i have to change the Sword trail's texture name  to the new one, or do i just change the ID. hopefully it is the latter.
    Well, the list we saw from ASF1nk, has list of ef_"character" and a list of trace ID below it.

    We go for marth:
    Marth Graphic ID is 12 (12 = ef_marth)
    Marth has five trails which he can use (also the 6th one which is the default one for everyone can use)
    9 is his Dolphin Blow trace (usual Light blue trail)
    19 is his Sword Dance Hi move (Blue trail)
    1A is his Sword Dance Mid move (Red trail)
    1B is his Sword Dance Low move (Green Trail)
    1C is his Shield Breaker move (purple/blue swirl trace)

    Only Marth (who has ef_marth on his FitMarth.pac) can use 9 19 1A 1B and 1C.
    These hex values can be called on Sword Glow in PSA where Hue = (hex value). Only Marth or character with ef_marth.pac on the top can call these five Hex Values.
    « Last Edit: May 22, 2014, 10:08:20 AM by Caporai » Logged

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    « Reply #38 on: May 22, 2014, 10:14:18 AM »


    Sucks being a noob to PSA/Brawlbox PSA'ng, how do i change the Sword trail's ID?

    Also is it 100% necessary to have the new ID that has an Sword trail?

    and do i have to change the Sword trail's texture name  to the new one, or do i just change the ID. hopefully it is the latter.
    Go to the GFX Tab, double click on Sword Glow, go to ID, and change the number you see to 7 or the one you want.
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    « Reply #39 on: May 22, 2014, 10:26:25 AM »


    Anyway here you can see I did a code for Endless Sword Glow/Trail for Marth in Project M 3.02
    Since he isn't using 19 1A and 1B which is his sword dance moves, they only flash colored his body instead. these three sword traces:
    "19 - TexMarthCombiHi for Blue"
    "1A - TexMarthCombiMid for Red" and
    "1B - TexMarthCombiLow for Green"
    got their sword trace for their resp.color
    Marth01.pac got Red trace 1A
    Marth02.pac got Green trace 1B
    Marth03.pac got Blue trace 19
    while rest of Marth costume slot got "09 - TexMarthSwoadTrace"
    But they all have 1C on their Neutral B: Shield Breaker.

    File link: https://www.dropbox.com/s/cc2fgx2baacl0pq/FitMarth%20PM%20Endless.pac
    « Last Edit: May 22, 2014, 10:27:48 AM by Caporai » Logged

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    « Reply #40 on: May 24, 2014, 12:32:56 AM »


    Okay, when i changed Shulk'd ID to ef_blowm (84) and went inside of Shulk'd PSA file, and changed everysingle External Graphic effect which numbers which were 35 (23 ike) to (84 blowm) and every single Sword trail to 07, because blue works for him, i am not seeing any of his special effect files, for example the Nuetral B is a ranged weapon beam move, and if it is invisible, it is extremely spammable. what did i do wrong?
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    Lillith
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    « Reply #41 on: May 24, 2014, 01:31:51 AM »


    If you're using Brawlbox to do this you need to convert from hex to decimal, in this case use 132 and not 84.
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    Ultraxwing
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    « Reply #42 on: May 24, 2014, 01:39:31 AM »


    If you're using Brawlbox to do this you need to convert from hex to decimal, in this case use 132 and not 84.
    I'm using Smashattacks, and that is what the Dec number is, but it is still not showing up. not sure, could it be the SSE enemy ID i've decided to choose?
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    « Reply #43 on: May 24, 2014, 01:41:54 AM »


    I'm using Smashattacks, and that is what the Dec number is, but it is still not showing up. not sure, could it be the SSE enemy ID i've decided to choose?
    What version of Smash Attacks are you using?
    You may still need to use 132 depending on this.
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    « Reply #44 on: May 24, 2014, 01:44:57 AM »


    What version of Smash Attacks are you using?
    You may still need to use 132 depending on this.
    Version 1.3, and when i decide to edit the value, before i double click it, it says 35, when i want to edit the value, it shows 23. so logically change the actual ID of Ike into the non decimal converted ID to blowm. this same method worked on Cloud, when i used the Giant Kuribo's ID

    if need be, i can upload the edited PSA and you can see for yourself.

    technically 2.65
    « Last Edit: May 24, 2014, 01:51:54 AM by Ultraxwing » Logged


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