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Brawl Reskins: Custom Alt Colors (No burning needed)

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Raganook

Smash Apprentice
Joined
Oct 8, 2007
Messages
104
Well...no progress on the Toon Link front...but I made the tiniest bit of progress on the Alpha Channel front. Turns out even if I really REALLY want to, I can't add to the alpha channel, at least not in a 9+2 file...

Oh yeah, as for that CMPR+2 file, it's real o_O. I have no idea how I'm going to generate a new one, but it definitely SEEMS like no mistake. If you want to check it out, it's FitToonLink_hand.tpl
 

hippochinfat!!

Smash Lord
Joined
Feb 21, 2008
Messages
1,814
Location
Toronto
That texture was done by Cryos, not Ghosteo.

http://images.wikia.com/pikmin/images/b/b7/Louie.jpg
http://www.gamergirlsunite.com/reviews/pikmin/team.jpg

Louie wore yellow :p

Anyways, I think it resembles Louie rather well, I don't think the costume already in smash really did at all...

I'm sorry you don't like it though! Friday's update will definitely make up for it <3
Yeah, but it wasn't close to being that yellow. More of a whiteish yellow. Like a lot of people's teeth.

Since you can't edit models though, there's not much you guys can do to make it look like Louie. The one costume in Brawl is the closest thing there is.
 

Raganook

Smash Apprentice
Joined
Oct 8, 2007
Messages
104
Yeah, but it wasn't close to being that yellow. More of a whiteish yellow. Like a lot of people's teeth.

Since you can't edit models though, there's not much you guys can do to make it look like Louie. The one costume in Brawl is the closest thing there is.
You are actually the only person who feels this way that has spoken out about it. I'm not sure if lightening his colors is going to happen, but fret not that Louie will be receiving attention in the touch up phase of the project :)
 

Androu1

Smash Apprentice
Joined
Jul 21, 2008
Messages
93
Dude,how did you guys edit Olimar?! He has 63 brres files?! This is madness!!! I am way too n00bish to get into that.I quess I will edit Ness (again),Bowser,Snake (skipping the +2),Kirby and Wolf.So that I have like 6 or 7 custom alts done when I get my Wii's modchip working again.
 

Raganook

Smash Apprentice
Joined
Oct 8, 2007
Messages
104
Number of .brres files is irrelevant, all that matters is the number of textures.
 

Androu1

Smash Apprentice
Joined
Jul 21, 2008
Messages
93
So yeah,my modchip messed up so I will have to "postpone" my textures until I get it fixed.In the meanwhile,I will make new textures.

I made an Meta-Kirby and now am making Beardness,based on me (beard,dark clothes and all that cool stuff,LOL)


How does he look?

Hopefully everything goes well.

(I also made an "psycodelic" Wolf which looks very weird and Stealthy Orange...do you know who that is?)
 

TK Wolf

Smash Ace
Joined
Sep 1, 2007
Messages
792
Location
Bellevue, WA
How are you editing kirby if his main texture is so tiny? Is it possible to change the size of the texture file?
 

gehaga

Smash Cadet
Joined
Feb 27, 2008
Messages
49
Location
Long Island
I have a challenge for anyone that thinks they can do it justice, Turn

Lucas


into

Travis Touchdown


All you have to do is turn lucas' hair black, and make his shirt look like a jacket over a pink shirt, the emblem is optional, and of course the glasses, glove, and belt.
 

Androu1

Smash Apprentice
Joined
Jul 21, 2008
Messages
93
How are you editing kirby if his main texture is so tiny? Is it possible to change the size of the texture file?
Well,I am just editing his eyes.Basically,his eyes textures are more than enough to make him look like an unmasked MK.Off course,I have to change his main texture color to fit with everything else.Basically,his eye textures are his face and the other little dot is the rest of his body.

I have a challenge for anyone that thinks they can do it justice, Turn Lucas into Travis Touchdown

All you have to do is turn lucas' hair black, and make his shirt look like a jacket over a pink shirt, the emblem is optional, and of course the glasses, glove, and belt.
I will try that! Sweet idea! It doesn't seem too challenging,anyways.

loved the charizard. some one please make a shadow sonic
Sonic has 1 or 2 +2 textures.I know theres one for the body and I think theres one for his head.So,that can't be done yet.

Off to remake my Meta-Kirby and make some Travis...I will get my modchip fixed around the next weekend.

I have an question for the pros,tho.Why does Ness have 6 pac files? He has 1 more than the others.If I want to substitue his Mr.Saturn shirt I use FitNess06,right? Cuz that's the one that has it.His extra pac file is confusing me.

EDIT:
If anyone wanna give my Meta-Kirby a pre-look.They don't look like THAT.It's just that it's a bad quality JPG.Also,his "hurt face" texture is the one that seems to need an fix.

EDIT2:Travis can't be REALLY done.If I put the leather jacket and M.O.E logo,it will show up in both Lucas' front and back.That's not what we want,right? Unless it isn't like that? I ask to you all pros of this stuff,is it like that or is half of the shirt texture for the front and the other half for the back?

EDIT3:Travis pre-look
 

Kyzon Xin

Smash Journeyman
Joined
Feb 23, 2006
Messages
284
Location
Vegas
so you can edit attack property textures right?? like make pikachu's thunder different colors and stuff??
if so i'd like to see some attacks modded along wih characters
 

Androu1

Smash Apprentice
Joined
Jul 21, 2008
Messages
93
so you can edit attack property textures right?? like make pikachu's thunder different colors and stuff??
if so i'd like to see some attacks modded along wih characters
ATM,none of the people doing this know or even CARE about where these textures are.I think.I myself think they are on the main graphics file which is for EVERY COSTUME of a character...but I haven't checked and customizing them is not too great...if even do-able.
 

Raganook

Smash Apprentice
Joined
Oct 8, 2007
Messages
104
Gary:

For CI8+RGB5A3 textures, I can make valid palettes and insert them in the game just fine. However, transparency is bizarre. The game seems to arbitrarily make some things transparent and some things not. In Photoshop, I haven't set anything at all to transparent, so I have no idea why anything is transparent. Here is an image showing what I mean...


The guy on the left, not the right. Anyways, instead of the whole center of the eye being transparent, the game took the eyebrow, random pieces of the eye, etc.

EDIT:

Ok..I'm finally (slowly) understand this better...after re-reading what you wrote on another forum for the 9999th time....

One color is "90 63" which is

"1 00100 00011 00011"

"1" means RGB5

00100000 = Red = 32
00011000 = Green = 24
00011000 = Blue = 24

Which is a dark black color.

Another color is "71 11" which is

"0 111 0001 0001 0001"

"0" means RGB4A3

111 = Alpha
00010000 = Red
00010000 = Green
00010000 = Blue

This is another dark black (this picture has a lot of gray and black), with the difference that it has an alpha value. Here is my question; is color "71 11" transparent? 111 is the highest value that Alpha can be at, so is this the same thing as saying "make this color transparent"? would 011 be semi-transparent?

This also means the reason SOME things aren't transparent and SOME things are is because, in binary, that particular color starts with a "1" (not transparent) or a "0" (is transparent). Since we are literally just coloring things in based on how we think it should look, how on earth are we supposed to know if the color chosen will end up being transparent?
 

GaryCXJk

Smash Lord
Joined
Jun 2, 2006
Messages
1,809
Nope. Transparency is always defined in the palette value itself. It's the alpha-value.

Couldn't you just post the TEX0 and PLT0 files here, or the TPL for that matter? I might be able to fix it.

To make it simple, a byte consists of eight bits. A byte always goes from 0 to 255. To keep it simple, I'll number each bit like this:

7654 3210

Basically, the most right bit, bit 0, can have a value of 0 or 1, while bit 1 can have a value of 0 or 2. So, with each subsequent bit, the values multiply by two. It's logical, because:

0 - 0
1 - 1
10 - 2
11 - 3
100 - 4
101 - 5
110 - 6
111 - 7

To make it a bit easier for us to read, we use a hexadecimal numbering system. To explain it, we humans normally calculate in the decimal system, which counts from 1 to 10. We use the numbers 0 to 9. In binary, we count to 2, by only using the numbers 0 and 1.

Also, we form larger numbers by multiplying it by a certain value.

To explain what I mean, let's take the number 1337. It consists of 1 times 1000, 3 times 100, 3 times 10 and 7 times 1. To put it in powers of:

1 * 10^3 = 1 * 1000 = 1000
3 * 10^2 = 3 * 100 = 300
3 * 10 ^1 = 3 * 10 = 30
7 * 10^0 = 7 * 1 = 7

So, when we add these numbers to each other, we get 1337.

Same goes for binary. we take the binary number 1011 for example:

1 * 2^3 = 1 * 8 = 8
0 * 2^2 = 0 * 4 = 0
1 * 2^1 = 1 * 2 = 2
1 * 2^0 = 1 * 1 = 1

Added to each other, it becomes 11.

However, most of the times we end up using hexadecimal when hex editing. Hexadecimal basically is counting in numbers of 16, so counting from 1 to 16, using the numbers 0 to 9 and A to F, which means 16 characters. A represents a 10, while F represents 15.

So, how does it work? Well, let's find out with the hexadecimal number BF40.

B * 16^3 = 11 * 16^3 = 11 * 4096 = 45056
F * 16^2 = 15 * 16^2 = 15 * 256 = 3840
4 * 16^1 = 4 * 16 = 64
0 * 16^1 = 0 * 1 = 0

Added together, they make 48960.

But how can I convert from hexadecimal to binary? That's actually easy.

Like I said, hexadecimal counts from 1 to 16, and binary counts from 1 to 2. We also know that the highest value of a hexadecimal number is F (or 15). And, we know that 1111 also is 15, so, we can conclude that:

F = 1111.

So, to fill a whole row:

0 = 0000 | 4 = 0100 | 8 = 1000 | C = 1100
1 = 0001 | 5 = 0101 | 9 = 1001 | D = 1101
2 = 0010 | 6 = 0110 | A = 1010 | E = 1110
3 = 0011 | 7 = 0111 | B = 1011 | F = 1111

So, knowing that, you can convert each hexadecimal value to binary.

Now, what use does it have? Let's say we have the color values of BF40 and 1337. Let's analyse them. First BF40:

10111111 01000000

Now, this value starts with a 1. We know that in RGB5A3, when the first bit is a 1, the color is RGB5, which is 1rrrrrgg gggbbbbb. We are going to calculate the final value by deviding it by the maximum value and multiplying it by 255. So:

10111111 01000000
1rrrrrgg gggbbbbb

Red = 01111 -> 123
Green = 11010 -> 213
Blue = 00000 -> 0

So, in this case, the RGB value is (123, 123, 0).

Now let's take a look at 1337:

00010011 00110111

When the first bit is a 0, we use RGB4A3, which is 0aaarrrr ggggbbbb. Again, we're deviding it by the maximum and multiply it by 255, except for the alpha value, which we multiply by 100.

00010011 00110111
0aaarrrr ggggbbbb

Alpha = 001 -> 14
Red = 0011 -> 51
Green = 0011 -> 51
Blue = 0111 -> 119

So, here the RGB value is (51, 51, 119) with alpha value of 14%.
 

Raganook

Smash Apprentice
Joined
Oct 8, 2007
Messages
104
Thanks for the quick response Gary :) Ill post it up right now...

I mega-edited the post you responded to, I'm finally catching on a bit. One second...

http://rapidshare.com/files/134128976/_Base_-_Copy.rar.html

Original .TPL, with produced .TGA, my .TGA, my .TPL

I have literaly 30 of these, so I need to know how to fix them, so I really hope you can figure it out :)

EDIT: ok WOW, that was EXTREMELY helpful.

So now I understand how each color is calculated in binary, and in hex, which is awesome.

I'm now one important step away :p. Why were so many colors assigned ridiculous alpha values? How in photoshop do I manually set alpha values to the proper colors?
 

gehaga

Smash Cadet
Joined
Feb 27, 2008
Messages
49
Location
Long Island
Operation Touchdown

Well,I am just editing his eyes.Basically,his eyes textures are more than enough to make him look like an unmasked MK.Off course,I have to change his main texture color to fit with everything else.Basically,his eye textures are his face and the other little dot is the rest of his body.



I will try that! Sweet idea! It doesn't seem too challenging,anyways.



Sonic has 1 or 2 +2 textures.I know theres one for the body and I think theres one for his head.So,that can't be done yet.

Off to remake my Meta-Kirby and make some Travis...I will get my modchip fixed around the next weekend.

I have an question for the pros,tho.Why does Ness have 6 pac files? He has 1 more than the others.If I want to substitue his Mr.Saturn shirt I use FitNess06,right? Cuz that's the one that has it.His extra pac file is confusing me.

EDIT:
If anyone wanna give my Meta-Kirby a pre-look.They don't look like THAT.It's just that it's a bad quality JPG.Also,his "hurt face" texture is the one that seems to need an fix.

EDIT2:Travis can't be REALLY done.If I put the leather jacket and M.O.E logo,it will show up in both Lucas' front and back.That's not what we want,right? Unless it isn't like that? I ask to you all pros of this stuff,is it like that or is half of the shirt texture for the front and the other half for the back?

EDIT3:Travis pre-look

Its okay, your doing fine, just keep at it, we'll find a way. ANY PROS out there that can help, plz do. remeber the glasses and when you use him, he needs a beam sword.
 

Pharrox

Smash Journeyman
Joined
Jan 26, 2007
Messages
397
Location
Belleville, MI
Wow, nice guide Gary. :)

Raganook, I don't know if you know, but your computer's calculator can convert between decimal, hex, and binary, just set it to scientific mode. Gary did a good job of explaining why things work the way they do, but doing it out every time can take a while.

Also, as Gary said earlier, the colors repeat until it gets to the 8th bit. So using your example, 0001 would be 00010001.
 

Raganook

Smash Apprentice
Joined
Oct 8, 2007
Messages
104
Wow, nice guide Gary. :)

Raganook, I don't know if you know, but your computer's calculator can convert between decimal, hex, and binary, just set it to scientific mode. Gary did a good job of explaining why things work the way they do, but doing it out every time can take a while.
Yeah, I knew that :p I knew most of the first part of what he said, I just never learned it formally, so I was wrong in a lot of places.

My only problem now is that the color palettes generated in photoshop seem to randomly have alpha values, and I have no idea how to tell photoshop Colors A, B, C, and D need to have 100% transparency, while all others can't have any.

EDIT:

Wait...I just realized something...

In an image that is transparent, the hex 01 23, only hex values "1" "2" and "3" determine the color, hex value "0" (given it's bit begins with zero) will set alpha transparency, and the amount of it. So I need Photoshop to correctly generate that "0" hex, somehow. Otherwise, I would have to manually set it to a color (say, bright pink), determine it's hex value, find it after the fact, and modify the first byte. The only problem with that being I can't have any smoothing or transition from non-transparent to completely transparent.

EDIT2:

Thinking further on this train of thought, If I were to only change colors, but want the transparency effect to remain the same, wouldn't I need only change the last 8 bits of the first byte, and the entire second byte? Meaning, for all alpha textures, wouldn't I want the first 8 bits to always remain unchanged?
 

GaryCXJk

Smash Lord
Joined
Jun 2, 2006
Messages
1,809
I think the problem is... indexed colors never work with alpha, or never that correctly.

There is a way to reverse the process from an alpha'd image to TPL / TEX0 and PLT0, though, or at least a correct palette. Basically you'll have to collect the color values of all pixels, seeing how many different colors there are. Then, you'll have to decrease the color value until the amount of colors is lower or equal as the end result. I don't feel like doing this myself though, but I'll see what I can do.

Also, I might have found a way to optimize the LZ77 extractor, something Brawl probably also used, to speed up the process. I might be able to make a program to reverse this process too, but right now I don't feel like it.
 

Raganook

Smash Apprentice
Joined
Oct 8, 2007
Messages
104
I completely don't follow.

1) There is a way to reverse from TPL -> Tex0 & PLT0, so Tex0 & PLT0 ->TPL

2) I would need to know the color values of every color I use. I would have to make sure it is the exact same amount as the original texture, or fewer colors than the original (which I already have been doing).

What is step 3, if I have this right so far?

EDIT: Wow, If I were to have to figure out every single color value, I would definitely need to find a program that would accept a number, and automatically divide by 255, multiply by 15, and convert to hexadecimal.

EDIT2: I must be missing something, because there is no way to edit a "tex0" file independent of it's palette, otherwise when reinserted it won't work.

EDIT3: I know that photoshop can READ the alpha value of the original .TPL, because it generates an alpha channel that fits perfectly. It just can't generate it's own.

Also, one last mystery: I looked at how many colors the original palette had, and it has 64 colors. However, photoshop swears it has 34. That just doesn't make any sense...
 

Pharrox

Smash Journeyman
Joined
Jan 26, 2007
Messages
397
Location
Belleville, MI
Well, I just got RGB5A3 palettes working perfectly. This was done with Marth's iris file, which has no alpha values though.

Open the .brres file and copy the palette data (starting at PLT0) to the very bottom of the file. Then copy the new palette data over the old palette data. Determine the size of the new file in bytes, go up to the top and change 0x08 to the new file size.

At this point you need a basic understanding of the .brres. I won't go into what everything means, but I will say use lines beginning with "FF FF 00 00 00 ## 00 00 00 00 00 00 00 00 00 00" as your pointers. After the first one is data used for the folders. After the second is data for the files in the first folder, after the third is for the files in the second folder, etc.

Since brres files with palettes always have two folders and the first is palettes, you will look after the second "FF FF 00 00...". Each file has 16 bytes of data, the last four are the offset to the file itself. Go back to FF FF 00 00 and find how many bytes there is from there to the new location of the palette file, then add 0x08. (To actually do this correctly without having to add 0x08 you should go back 8 bytes further than FF FF 00 00). Replace the offset to the file with the new offset you just calculated.

Now go to the new location of your file at the bottom. The last four bytes on the PLT0 line are another offset. To get this one, determine how many bytes there are before PLT0 and subtract that from 0x100000000. That is your new offset, replace it accordingly. You can then repack it with an .arc creator.

I know I probably did a horrible job at explaining this, but I'm pressed for time and will make a more thorough guide later.
 

Raganook

Smash Apprentice
Joined
Oct 8, 2007
Messages
104
I have that copy/pasted, but I can't actually attempt it until my alpha channels start working. Amazing job nonetheless :) And anyways, I can't do actually do it anyways because I can't generate .ARC files :p


Ok...I now understand this perfectly, and can manipulate the hex no problem.

Unfortunately, it definitely seems like there is no "easy" way to generate a palette with proper transparency, it needs to be done by hand...
 

Androu1

Smash Apprentice
Joined
Jul 21, 2008
Messages
93
Its okay, your doing fine, just keep at it, we'll find a way. ANY PROS out there that can help, plz do. remeber the glasses and when you use him, he needs a beam sword.
The glasses can't be done.Well,they can be done,but they would look totally sucky because they wouldn't look like glasses but more like an orange thing in Lucas face.Also,if you mean making the stick into the beam sword...sorry,+2 textures all over the stick!!!
 

gehaga

Smash Cadet
Joined
Feb 27, 2008
Messages
49
Location
Long Island
The glasses can't be done.Well,they can be done,but they would look totally sucky because they wouldn't look like glasses but more like an orange thing in Lucas face.Also,if you mean making the stick into the beam sword...sorry,+2 textures all over the stick!!!
don't turn the stick into the beam katana, just if you take any photos of the texture, just make sure his holding a beam sword.
 

Androu1

Smash Apprentice
Joined
Jul 21, 2008
Messages
93
don't turn the stick into the beam katana, just if you take any photos of the texture, just make sure his holding a beam sword.
OK.Too bad I can't make the jacket...hopefull the dark pink T-Shirt with M.O.E logo + black hair will make it enough.

I also made his eyes have a red tint and made him have white eyes when holding the final smash.

So far,this is the one I put most work on :dizzy:...mostly because of the M.O.E logo,:laugh:
 

Phreeq

Smash Apprentice
Joined
Aug 1, 2008
Messages
77
Ok I have a Question, when I'm done editing in Photoshop, how do I save my textures as tga's, it doesn't give me that option.


EDIT: Nvm, figured it out, but I was wondering if, when I'm done, someone could test this out for me, my modchip is still on it's way.
 

Androu1

Smash Apprentice
Joined
Jul 21, 2008
Messages
93
Phreeq,I may try these...post them over here in case anyone wants to test your textures out.
 

Phreeq

Smash Apprentice
Joined
Aug 1, 2008
Messages
77
Alright, I'll be done as soon as I can get a good Hex editing program, cause Hex editor neo suxx for doing the tpl to pac stuff, Anyone got any ideas?
 

Raganook

Smash Apprentice
Joined
Oct 8, 2007
Messages
104
Pharrox: Thanks again :)

That message you posted about adding +2 textures to the end worked beautifully, I don't know what I would have done without it. Thanks a whole lot!
 

Pharrox

Smash Journeyman
Joined
Jan 26, 2007
Messages
397
Location
Belleville, MI
Pharrox: Thanks again :)

That message you posted about adding +2 textures to the end worked beautifully, I don't know what I would have done without it. Thanks a whole lot!
Good, glad to hear it. You should already have an .arc maker, an converting that to .pac should be pretty simple if you haven't done it already. Also, Dry Bowser is awesome!
 

Raganook

Smash Apprentice
Joined
Oct 8, 2007
Messages
104
Here's a mega-puzzle:

Sonic's eye is a 9+2 texture, but it also is mipmapped.

I can't use TexConv to convert it to a mipmap, because it won't allow textures with palettes to produce them. However I know for a fact that this is exactly what the case is with the sonic texture currently in the game.

So how do I trick it into letting me do this :p

Note: I tried taking the image, saving it at 1/2 size and 1/4 size and then putting them back-to-back. Although it ends up being EXACTLY the right size, the game won't actually allow it to mipmap. Reason being the file assumes the palette is in a completely different place than it actually is (I think)! Wow, two characters in a row with this problem now...

#_09+2 files cannot mipmap....manually generated mipmaps inserted directly afterward do nothing...

HMMM....

Any ideas? :p

Looking at you Gary! :p

Pharrox: The problem with that cool technique of yours is you end up making the file size bigger, hence the .PAC can't be reinserted. This isn't a problem for most people, but is definitely a problem for many others...
 

Androu1

Smash Apprentice
Joined
Jul 21, 2008
Messages
93
QUESTION: If an .pac file has more than 1 brres with textures,what do I do? Extract all the textures and treat it like if there was only one brres? I'm guessin I do that,but I'm not sure
 

Duh!

Smash Rookie
Joined
Apr 1, 2008
Messages
4
Location
Metamora, MI
Hey. I was reading that you guys would like a Shadow the Hedgehog costume for Sonic. What do you guys think of a Metal Sonic costume? I don't know if anyone else mentioned it or not yet.
 

Phreeq

Smash Apprentice
Joined
Aug 1, 2008
Messages
77
Yeah people have mentioned it. But idk if anyone's working on it, I could try to make one later, when I get home, It would take me a while, and his eyes would make it difficult for me because even the "experts" are having issues with them.
 
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