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Captain Falcon's Eyes/Visor?

AprilShaw

aka Logan
Joined
Aug 27, 2009
Messages
1,578
Location
Pittsburgh, PA
Is it possible to change Falcon's visor, and if so, how would one go about it? And if not, is it possible to change the eyes?
 

Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
I just searched for the hex 0x999999 (the color of his eyes) in the captain falcon files and player common file and couldn't find anything. I don't think it's a texture but I have no idea where it is located and how to change it. I'm not aware of anyone ever figuring this out. Maybe Lanceinthepants can shed some more light on this subject?
 

Goatlink

Smash Apprentice
Joined
Jul 14, 2013
Messages
146
Location
Portland, OR
I just searched for the hex 0x999999 (the color of his eyes) in the captain falcon files and player common file and couldn't find anything. I don't think it's a texture but I have no idea where it is located and how to change it. I'm not aware of anyone ever figuring this out. Maybe Lanceinthepants can shed some more light on this subject?
how did you know his eyes were the color 0x999999? did you just look at the color in a sceenshot?
 
Last edited:

God with a Wavebird

Smash Apprentice
Joined
Apr 10, 2012
Messages
107
Location
Eugene, OR


I'm hoping to get rid of this weird texture. Figured I'd bump this thread to see if anyone's figured anything out since 2014.
 
Last edited:

DRGN

Technowizard
Moderator
Joined
Aug 20, 2005
Messages
2,178
Location
Sacramento, CA
Headless Horseman Falcon?!

Info on removing or changing the eyes.

Like the eyes themselves, the black visor portion is not a texture. To remove it, you can use the Removing Model Parts section in the Advanced Costume Hacks guide. As mentioned in the post I linked to above, the visor is attached to object 23, and should be editable the same way as the eyes.

Typically, if you want to play with editing an object or parts of a mesh, but you don't have an associated texture help point you to it, you'll just need to use some trail and error while zeroing out different sets of Display List Blocks. But you can also guess based on the complexity of the object you're looking at among the objects in the Structural Analysis tab, both from how many Mesh objects it has, and their Display List Blocks values. Where of course move of each of these means more complex meshes or model parts.
 
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