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Brawl Reskins: Custom Alt Colors (No burning needed)

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Raganook

Smash Apprentice
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Oct 8, 2007
Messages
104
Saving the textures wrong? Can you enumerate?

*I extract all the textures
*I edit all the textures
*I re-insert them exactly where the originals were

This works for every character so far except Mario and Link.

Currently I am using Marios "Fire Mario" costume. All textures have been extracted and emitted (by Ghosteo). Even though I replace the old textures, when zoomed out, Mario STILL wears the fire mario outfit.

Can you please clarify how I can utilize mipmaps to correct this?
 

SarahHarp

Smash Apprentice
Joined
May 26, 2008
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130
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Canada
Ah, I checked mario and it seems he uses mipmaps. So my advice still remains the same: edit those mipmaps too (because you're obviously not).
Generally, the other mipmaps are the same as the default, so you don't really need to worry about having the exporter dump these, but when you reimport back in, make sure you're importing a texture with all the proper amount of mipmaps (a TGA file or similar does not contain mipmaps, so if that's all you're reimporting back it, it's no wonder you're having issues).
 

Raganook

Smash Apprentice
Joined
Oct 8, 2007
Messages
104
OK: It sounds like this may be the solution, so I just need a bit further clarification.

1) What file contains the mipmaps

1) How can I locate the mipmaps in the file

2) I am in fact just converting the TGA files back to .TPL and sticking them back in. How do I edit the mipmaps in the file, since you say I don't need to extract them. Furthermore if I don't extract them, how can I possibly edit them to resemble my custom outfit?


Quick research shows mipmaps are small files that contain images to speed up rendering. So I need to edit these pictures so they resemble the costumes I am creating. So truly what I need to find is where these files are stored and how to extract editable images. Is it stored in Mario's costume file (Mario06.pac) or (Mario.pac) or what? Or am I still
not on the right track?

Edit: I re-did my questions to make more sense

THANKS for your help, by the way, this has been stumping me for days, and preventing Fierce Deity and Shadow Mario from being completed...
 

SarahHarp

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Mipmaps are in the same texture as the one you want to edit. The exporter you use simply ignores everything other than the default size.

You don't need to extract them because when you create a file that has mipmaps, you usually have an option to automatically generate them. As I said, there's no space in TGA files for mipmaps, so you're going to have to find something else to convert to tpl (unless this converter has an option to automatically generate them for you).
 

Raganook

Smash Apprentice
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104
OK: I only have one problem.

----Double Checked, what I claimed was wrong----

You said you looked at Mario and confirmed he had mipmaps. What tool did you use to view the mipmaps, or how else did you see them? What file was it in?

Please respond :)

EDIT: You know what, I'm trying it again just in case I'm mistaken, as I might have zero'd everything out during a period of time when I was assembling the files wrong. What I really need to know is, since my program does not let me generate mipmaps, what program do I need to use.
 

SarahHarp

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I can think of a few options, either you're not replacing the data that says "use this many mip levels" and the game is using fallback textures, pac files have something to do with it, or the data spanning between the textures isn't really being erased, etc. You'd be better off just importing a properly mipmaped tpl so no special cases arise.

I used my own tools to look at mario's textures to determine if he uses mipmaps (I just quickly looked in the pac version)
 

Raganook

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Oct 8, 2007
Messages
104
OK, will do.

What program do you recommend for taking a .TGA file and creating mipmaps from it? I assume that I insert the texture, then the mipmap directly after, and they should amount to the same size as the original .TPL file.

I now understand what I need to do, just don't know the tools needed to create the mipmaps, or where they then go. I don't have your cool custom tool that tells me where the mipmaps are :p

EDIT: I just re-tried erasing the space between textures. I'm wrong, that DOES change everything. Now the problem has changed from "reverts back", to "black characters". Because I am erasing the mipmaps, I guess the game defaults to "black".

So I am now so close! I just need to know how to generate my own mipmaps, where they get inserted, and how to insert them, and Mario/Link will be perfect!

Edit: The tool I use to generate my .TGAs back into .TPL is texconv. At it's microsoft website, I see there is an option to generate mipmap levels. Is this the option I need (-m)? How many levels if it is?
 

Raganook

Smash Apprentice
Joined
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Messages
104
All I need to know is how to make mipmaps from .TGA files and I am good to go :)
 

Pharrox

Smash Journeyman
Joined
Jan 26, 2007
Messages
397
Location
Belleville, MI
Okay, thanks to SarahHarp I looked at the .tcs files and I'm close to figuring out mipmaps. Just keep the .tga files you have. Tga is the only format that will work, texconv generates the mipmaps when it makes the .tpl file.

I'll make a quick revision to the guide when I'm done.
 

Raganook

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Joined
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Messages
104
Amazing. Be sure to post when you finish, Ghosteo and I have nearly our 15th character complete, and we would REALLY like the ones with mipmaps to work as well. :)
 

Pharrox

Smash Journeyman
Joined
Jan 26, 2007
Messages
397
Location
Belleville, MI
Uh, well I'm actually kinda confused now. Without mipmaps the new .tpl file will be a different size than the original. I advise you check the locations of each TEX0 in the pac file to make sure they line up after you paste the new code. Anyway, this is what I got to match the FitLink##_BodyA.tpl file:

Code:
file     0 = [location]
image    0 = 0, 0, [type], [COLOR="Red"]0[/COLOR], [COLOR="Yellow"]3[/COLOR], [COLOR="Blue"]0[/COLOR]
texture  0 = 0, x
Red = MinLOD
Yellow = MaxLOD
Blue = RemapLOD

Okay, now the problem. I have no idea how to determine these. It isn't as simple as just looking at the file name to know the type. I just got that one to match up with trial and error. If the first one (MinLOD) is anything higher than 0 then the .tpl will be really small, so I think that the first will always be 0. The second (MaxLOD) gradually increases the size as it gets bigger, and the third (RemapLOD)...well I couldn't see any change no matter the number, so I have no idea.

I'm going to keep looking at it to see if I can find a way to make these values easier to identify. Hopefully someone who knows about this sort of thing (SarahHarp ;)) can make more sense of it.
 

Raganook

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104
Yes, new .tpls are much smaller without mipmaps. Mario and Link run into this problem.

With that value, did you change link's costume and re-insert it to see if it works?
 

Pharrox

Smash Journeyman
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Messages
397
Location
Belleville, MI
I haven't done any in game testing, but I compared the newly generated .tpl file size to the size of the original and they matched. Also most of the bytes were the same as the original. I'm looking at the .tpl files and it's kinda annoying. Any .tpl file created with texconv will have those values right in the header. The .tpl file extracted from the game however, do not. I am still looking for an easy way to tell what they should be.
 

Raganook

Smash Apprentice
Joined
Oct 8, 2007
Messages
104
Ok - I'm currently testing your new technique in-game, ill keep you informed.
 

Raganook

Smash Apprentice
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Oct 8, 2007
Messages
104
CORRECTION: This worked perfectly :p

Tested in game. I was using the wrong costume before !_!
 

Androu1

Smash Apprentice
Joined
Jul 21, 2008
Messages
93
OK.Can someone give me the extracted textures for the characters? Reason being,I can't use SSBExtract...
 

Raganook

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Oct 8, 2007
Messages
104
Ghosteo.net

We put a few up, a few more are up at GBATemp, and one very special texture will make it's debut on Chrono Compendium...
 

Raganook

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Joined
Oct 8, 2007
Messages
104
Responded. Thanks in advance :)

You saved me from THE biggest challenge so far, not to mention we rely on the techniques you discovered in order to have even gotten this far to begin with :p
 

Androu1

Smash Apprentice
Joined
Jul 21, 2008
Messages
93
What characters do you need?
I would like the textures for ALL characters.But,I know that is asking for WAY too much as of now.Maybe they will be released later on.

As of now,anyway,I ask for textures of all Sonic's costumes.I have a few ideas,and he seems pretty easy to edit,so it may be an good start.

Thanks for being so helpful.
 

Sora Master2.0

Smash Journeyman
Joined
Nov 28, 2007
Messages
313
I would like the textures for ALL characters.But,I know that is asking for WAY too much as of now.Maybe they will be released later on.

As of now,anyway,I ask for textures of all Sonic's costumes.I have a few ideas,and he seems pretty easy to edit,so it may be an good start.

Thanks for being so helpful.
First page has Sonics textures. If you create Shadow..I might love you...
 

Androu1

Smash Apprentice
Joined
Jul 21, 2008
Messages
93
I never noticed that! Awesome.

I'm thinking of making dark blue Sonic into Shadow and Gold stuff Sonic into Silver.Obviously,Silver will be way easier.I will also make and Orange with Red Sonic (representing Tails and Knuckles) and an Pink Sonic (for the lulz).

I hope I can do this.I may try tomorrow.I am gonna play MMOs right now,since it's 3:00am over here right now.Not feeling like doing anything too complex.

EDIT: The download only has the FitSonic00 files.Aren't the others different,considering the things he has on his hands and stuff?

EDIT2: Ness and Lucan seen way easier to edit,so I may try this stuff out on them before trying it on anyone else.
 

Forlin

Smash Cadet
Joined
Mar 17, 2008
Messages
38
?

Do you have a link to your Chrono Compendium posted pics, or should I just wait and they'll hit ghosteo.net soon?
 

Raganook

Smash Apprentice
Joined
Oct 8, 2007
Messages
104
Chrono Compendium has the exclusive. They won't be up on Ghosteo.net until AFTER they post it up :)

I LOVE the one that will appear there, be sure to watch closely! Zeality has the files, I'm sure the udate is imminent :)
 

espio87

Smash Ace
Joined
Jan 22, 2006
Messages
654
Location
Bahía Blanca, Argentina
I never noticed that! Awesome.

I'm thinking of making dark blue Sonic into Shadow and Gold stuff Sonic into Silver.Obviously,Silver will be way easier.I will also make and Orange with Red Sonic (representing Tails and Knuckles) and an Pink Sonic (for the lulz).

I hope I can do this.I may try tomorrow.I am gonna play MMOs right now,since it's 3:00am over here right now.Not feeling like doing anything too complex.

EDIT: The download only has the FitSonic00 files.Aren't the others different,considering the things he has on his hands and stuff?

EDIT2: Ness and Lucan seen way easier to edit,so I may try this stuff out on them before trying it on anyone else.
Don't forget to make an Espio Sonic. If you don't know which ones are his colors, here:
 

Shy Guy 86

Smash Ace
Joined
May 8, 2008
Messages
848
I never noticed that! Awesome.

I'm thinking of making dark blue Sonic into Shadow and Gold stuff Sonic into Silver.Obviously,Silver will be way easier.I will also make and Orange with Red Sonic (representing Tails and Knuckles) and an Pink Sonic (for the lulz).

I hope I can do this.I may try tomorrow.I am gonna play MMOs right now,since it's 3:00am over here right now.Not feeling like doing anything too complex.

EDIT: The download only has the FitSonic00 files.Aren't the others different,considering the things he has on his hands and stuff?

EDIT2: Ness and Lucan seen way easier to edit,so I may try this stuff out on them before trying it on anyone else.
If there was only the Green Sonic, I remember there was a Evil-Twin Sonic who was green.
 

Androu1

Smash Apprentice
Joined
Jul 21, 2008
Messages
93
OK.I am an Photoshop n00b.Is there ANY way I can do the editing with Adobe Flash instead?
 

Raganook

Smash Apprentice
Joined
Oct 8, 2007
Messages
104
We have been posting the pictures to his website. www.ghosteo.net


Also, thanks for the kind words :)

edit: I've e-mailed the Compendium to see if they have an ETA on when that texture will be up, ill post here when I get a response.


UPDATE: I am trying to replace the character portraits at the character select screen to match the textures. I suspect they are at menu/selcharacter/char_bust_tex_lz77.pac, though I can't check as I can't decompress lz77 files, and even if I could, I can't re-compress them.

So does anyone here know..

1) If that is actually the location of the character select portraits
2) If it is, how I can uncompress it and recompress it?

Note that Common/char_bus_tex does NOT contain the portrait files, it actually contains the after-battle victory pictures that go above your statistics.
 

Androu1

Smash Apprentice
Joined
Jul 21, 2008
Messages
93
OK.I made an Ness retexture,now I may try it in the game.I hope it works! Wish me luck,people!
 
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