MonkUnit
Project M Back Roomer
Links:
BrawlBox v0.63d
BrawlBox Modeset 4.2
BrawlWall
All Brawl Files
Decimal to Hex Converter
BrawlBox controls:
Right Click moves the camera
Control Right Click rotates the camera
Scroll zooms the camera
BrawlBox 0.63d is the older version of BrawlBox with no drag and drop animating.
BrawlBox Modset 4.2 is the newer version of BrawlBox with drag and drop animating.
Character Animation Edits
Open FitCharacter00.pac in BrawlBox
Click on the + button on ModelData[0] and then Right Click -> Preview or Control P on the selected model file. (.mdl0)
Click on all four bars in the model previewer.
[collapse=four bars]For those wondering what each bar in the previewer does.
Top bar is the background color selection, polygon toggle, bone toggle, floor toggle, and reset camera button.
Right bar is the bar for the FitCharacterMotionEtc.pac
Bottom bar is the animation player. NOTE: If you change the speed in the previewer by adjusting the number in the lower left, it will not slow or speed up the animation in game.
Left bar is for polygons, bones, and textures.[/collapse]
Click on Load and select FitCharacterMotionEtc.pac
Click on one of the animations in the right bar
Click on one of the bones in the left bar. The selected bone will be orange.
Change numbers in the bottom right, the bone properties area, to edit the animation frame. Or if you are using BrawlBox Modset 4.2, you can click on one of the bone nodes and then click and rotate one of the "node rings" to rotate the bone.
Click Delete or Insert to delete or insert a frame into the animation if you need to.
Right Click -> Export to export the animation file (.chr0) for later use if need be. Or Right Click -> Replace to replace the animation file with a different .chr0 file.
Click Save when you are done editing the FitCharacterMotionEtc.pac and test it in game.
Character Texture Edits
Open FitCharacter00.pac in BrawlBox
Click on the + button on the TextureData[0]
Right Click -> Export on one of the textures or Right Click -> Export all by right clicking on TextureData[0]
Open image in image editing program, edit, and save
Right Click -> Replace one of the images
Save and test in game
Getting Bone IDs for PSA
Open FitCharacter00.pac, click the + on the .mdl0, then click on the + on Bones
Continue to click the + to expand the bone structure. Click on one of the bones.
The Bone ID for PSA will be the number that is the BoneIndex for the selected bone in BrawlBox. Take that number and put it in the Decimal to Hex Converter and then take that value and use it as the Bone ID in PSA.
Stage Editing
How To Change Death Boundaries
How to Do So:
1) Open up the stage .pac file in BrawlBox or BrawlWall
2) Look for the modeldata that contains stageposition (usually modeldata[100])
3) Dead0N and Dead1N adjusting Top/Left and Bottom/Right respectively
4) for Dead0N, x axis effects the left boundary, while the y axis changes the top
5) for Dead1N, x axis effects the right boundary, while the y axis changes the bottom
Similarly, the camera bones found here can edit the camera boundaries in a similar way (you shouldn't need to use the camera center bone, or whatever its real name is, unless you're getting into fully new stages)
How To Change Item Spawn Points
How to Do So:
1) Open up the stage .pac file in BrawlBox or BrawlWall
2) Look for the modeldata that contains stageposition (usually modeldata[100])
3) Item0E/Item0N etc adjust where items spawn(idk if this controls where the smash ball spawns though, that may be random) X axis affects the positioning of going left/right, Y axis affects the positioning of going up/down
How To Change Final Smash Positions
How to Do So:
1) Open up the stage .pac file in BrawlBox or BrawlWall
2) Look for the modeldata that contains stageposition (usually modeldata[100])
3) Look for the bones of Lucario0E/Lucario0N, Pikmin0E/Pikmin0N, Iceclimber0E/Iceclimber0N
4. X axis affects the positioning of going left/right, Y axis affects the positioning of going up/down
How To Change Player and Respawn Spawn Points
How to Do So:
1) Open up the stage .pac file in BrawlBox or BrawlWall
2) Look for the modeldata that contains stageposition (usually modeldata[100])
3) Look for the bones of Player0E/Player0N through Player3E/Player3N
4) Look for the bones of Rebirth0E/Rebirth0N through Rebirth3E/Rebirth3N
5) X axis affects the positioning of going left/right, Y axis affects the positioning of going up/down
6) Make sure that the player spawn points are DIRECTLY on the stage collision, otherwise you will spawn in the air.
How To Change Stage Collision Types, Add and/or Remove Stage Collisions
1) Open up the stage .pac file in BrawlBox or BrawlWall
2) Look for the MiscData[2](It is usually this on most stages) The icon looks like this
4. How to edit/add/remove stage collisions: COPIED FROM KRYAL'S POST ON SWF
How To Keep Your Textures But Use Collision/cam/blastzone Edits IE: Brawl+ stages
How to Do So:
1) Open up the stage .pac file in BrawlBox or BrawlWall
2) Look for the TextureData[0]
3) Export this file
4) Replace this file on the stage with the collisions/cam/blastzone edits
[collapse=Stage File Names]Battle Field STGBATTLEFIELD.PAC
Yoshi's Island STGCRAYON.PAC
Delphino Plaza STGDOLPIC.PAC
75m STGDONKEY.PAC
Big Blue (Melee) STGDXBIGBLUE.PAC
Corneria (Melee) STGDXCORNERIA.PAC
Jungle Japes (Melee) STGDXGARDEN.PAC
Green Greens (Melee) STGDXGREENS.PAC
Onett (Melee) STGDXONETT.PAC
Pokemon Stadium (Melee) STGDXPSTADIUM.PAC
Rainbow Cruise (Melee) STGDXRCRUISE.PAC
Temple (Melee) STGDXSHRINE.PAC
Yoshi's Island (Melee) STGDXYORSTER.PAC
Brinstar (Melee) STGDXZEBES.PAC
Distant Planet STGEARTH.PAC
Custom Stage (Nature) STGEDIT_0.PAC
Custom Stage (Factory) STGEDIT_1.PAC
Custom Stage (Ruins) STGEDIT_2.PAC
Castle Siege (Transition) STGEMBLEM.PAC
Castle Siege (Outside) STGEMBLEM_00.PAC
Castle Siege (Inside) STGEMBLEM_01.PAC
Castle Siege (Lava Cave) STGEMBLEM_02.PAC
Mario Bros. STGFAMICOM.PAC
Final Destination STGFINAL.PAC
Port Town Aero Dive STGFZERO.PAC
Green Hill STGGREENHILL.PAC
Flat Zone 2 STGGW.PAC
Halberd STGHALBERD.PAC
Summit STGICE.PAC
Rumble Falls STGJUNGLE.PAC
Mario Circuit STGKART.PAC
Warioware, Inc. STGMADEIN.PAC
Luigi's Mansion STGMANSION.PAC
Mushroomy Kingdom 1 STGMARIOPAST_00.PAC
Mushroomy Kingdom 2 STGMARIOPAST_01.PAC
Shadow Moses Isle (Rex) STGMETALGEAR_00.PAC
Shadow Moses Isle (Ray) STGMETALGEAR_01.PAC
Shadow Moses (Gecko) STGMETALGEAR_02.PAC
New Pork City STGNEWPORK.PAC
Norfair STGNORFAIR.PAC
Bridge of Eldin STGOLDIN.PAC
Frigate Orpheon STGORPHEON.PAC
Skyworld STGPALUTENA.PAC
Pictochat STGPICTCHAT_en.PAC
Pirate Ship STGPIRATES.PAC
Hanenbow STGPLANKTON.PAC
Pokemon Stadium 2 STGSTADIUM.PAC
Lylat Cruise (Asteroids) STGSTARFOX_ASTEROID.PAC
Lylat Cruise (Battleships) STGSTARFOX_BATTLESHIP.PAC
Lylat Cruise (Corneria) STGSTARFOX_CORNERIA.PAC
Lylat Cruise (Main Ship) STGSTARFOX_GDIFF.PAC
Lylat Cruise (Space) STGSTARFOX_SPACE.PAC
Target Test 1 STGTARGETLV1.PAC
Target Test 2 STGTARGETLV2.PAC
Target Test 3 STGTARGETLV3.PAC
Target Test 4 STGTARGETLV4.PAC
Target Test 5 STGTARGETLV5.PAC
Spear Pillar (Dialga) STGTENGAN_1.PAC
Spear Pillar (Palkia) STGTENGAN_2.PAC
Spear Pillar (Cresselia)STGTENGAN_3.PAC
Smashville STGVILLAGE_00.PAC
Smashville STGVILLAGE_01.PAC
Smashville STGVILLAGE_02.PAC
Smashville STGVILLAGE_03.PAC
Smashville STGVILLAGE_04.PAC[/collapse]
How To Edit The MiscData[20](STDT)
1) Open this: http://www.h-schmidt.net/FloatApplet/IEEE754.html
2) Open your MiscData[20] in a hex editor of your choice (find out how to group by dword)
3) Copypaste any 8 digit number (called a Float or Floating Point, and sometimes just FP) after 0x14 in the "Hexadecimal Representation" field and press enter. The number that it represents will appear below it.
4) Pick a number very far away from it, and find its Hexadecimal Representation.
5) Replace the old one with the new one you just found
6) Look for what's changed; document in this thread.
Texture and/or model swaps between two stages
This tutorial will instruct you on how to do texture and/or model swaps between stages.
An example of this would be on how to take the Rumble Falls+ background and use it on Battlefield.
For this tutorial, I will use Project M stages as the examples.
It's sort of a long process, but here's how you do it:
For JUST STAGE TEXTURES
Open STGTEXTUREDNAME.pac in BrawlBox
Export the TextureData[0].bress
Open STGPMDEFAULTSTAGE.pac in Brawl Box
Right Click on the TextureData[0].bress and click Replace
Choose STGTEXTUREDNAME.pac's TextureData[0].bress
Export STGPMDEFAULTSTAGE.pac's .col file, the blue box with col on it. This is the stage collision file.
Replace STGTEXTUREDNAME.pac's .col with STGPMDEFAULTSTAGE.pac's .col file
Export STGPMDEFAULTSTAGE.pac's ModelData[100](NOTE: MOST stages have the spawn positions, etc. in ModelData[100], other stages may not. You have to look around for it until you see bone names of CamY or something similar)
Replace STGTEXTUREDNAME.pac's ModelData[100] or the equivalent .bress file with STGPMDEFAULTSTAGE.pac's ModelData[100] or the equivalent .bress file
Save As... and test in game.
For STAGE TEXTURES WITH EXTRA MODELS
In this tutorial, I will use Battlefield as the example.
Open PM's STGPMDEFAULTSTAGE.pac in BrawlBox
Open another BrawlBox
Open STGTEXTURESANDMODELS.pac in this new BrawlBox
Click the + buttons in both BrawlBox windows until you see the main stage models. In this case, it would be Battlefield's main stage and 3 platforms.
In STGPMDEFAULTSTAGE.pac, Control P to preview the model
In STGTEXTURESANDMODELS.pac, Control P to preview the model
In STGPMDEFAULTSTAGE.pac, click on the bar on the right to see if the stage model uses an animation. Click on the left bar to get the bone list. Click on the first bone. Click on each animation name on the right until you see the numbers in the lower right be yellow. If the text box is yellow, then that means that model uses that animation.
Export that animation by Right Click -> Export File
Go to STGTEXTURESANDMODELS.pac and preview the same model you were previewing in STGPMDEFAULTSTAGE.pac and find the same animation name in the right bar. Right Click -> Replace and replace it with STGPMDEFAULTSTAGE.pac's .chr0 file.
IF THE MAIN STAGE MODELS DO NOT USE .CHR0 (animations) THEN CONTINUE READING, IF THEY DO, THEN SKIP THIS PART
In STGPMDEFAULTSTAGE.pac, export the stage model by Right Click -> Export
In STGTEXTURESANDMODELS.pac, Right Click -> Replace with the STGPMDEFAULTSTAGE.pac's .mdl0 (model) file
Continue this process for any and all MAIN models that DO NOT use animations
AFTER MODEL / ANIMATION REPLACEMENT IS DONE
In STGPMDEFAULTSTAGE.pac, export the collision file (it is a blue box with col on it).
In STGTEXTURESANDMODELS.pac, replace the collision file with STGPMDEFAULTSTAGE.pac's collision file (.col)
Export STGPMDEFAULTSTAGE.pac's ModelData[100](NOTE: MOST stages have the spawn positions, etc. in ModelData[100], other stages may not. You have to look around for it until you see bone names of CamY or something similar)
Replace STGTEXTUREDNAME.pac's ModelData[100] or the equivalent .bress file with STGPMDEFAULTSTAGE.pac's ModelData[100] or the equivalent .bress file
Save As... and test in game.
How to add character shadows
Step1
Download Mewtwo2000's shadow stage: http://forums.kc-mm.com/Gallery/BrawlVie...umber=8418
Step2
Open the shadowless stage and look how many platforms there are and extract from Mewtwo2000's shadow stage that amount of MShadow mdl0's and extract TShadow1 from the texture data as well.
Next, import TShadow1 to the texturedata from the shadowless stage (don't forget to rename it to TShadow1) and import the MShadow mdl0(s) you need in the same modeldata brres as where the platforms are located (and again don't forget to rename the model name(s) to MShadow1/2/3 and rename the bones to match the modelname(s) number).
Use the animation located in the same modeldata you put the shadow model(s) (or create one if there isn't) and have it loop (set Unknown2 to value 1).
Step3
Now we are going to put the shadows into place.
This is the tricky part, so pay attention.
Preview the platform you want to shadow (don't move it up or down, just don't move it at all, only zoom in or out if the model doesn't show up directly) and look how it is positioned.
Also look at how large the platform is (you can take a screen capture if you want).
now close that preview and open the preview of the shadow model you want to align with.
Select the animation you had or created and select the MShadow(*) bone.
Remember how the shadowless platform was positioned and position the shadow model to fit that (the shadow model has to be 0,5 higher than the platform surface).
Now scale it to fit the exact size of the platform (and don't forget to keyframe it).
Repeat step3 with the other platforms if needed.
Step4
Save and test it out ingame (if it doesn't look good or only covers the platform partially, redo step3 till it looks good.
There you have it, shadows on a previously non-shadowed stage.
Please correct me if I made a mistake or something is unclear.
Credit to ds22 and Mewtwo2000 for the shadow guide.
BrawlBox v0.63d
BrawlBox Modeset 4.2
BrawlWall
All Brawl Files
Decimal to Hex Converter
BrawlBox controls:
Right Click moves the camera
Control Right Click rotates the camera
Scroll zooms the camera
BrawlBox 0.63d is the older version of BrawlBox with no drag and drop animating.
BrawlBox Modset 4.2 is the newer version of BrawlBox with drag and drop animating.
Character Animation Edits
Open FitCharacter00.pac in BrawlBox
Click on the + button on ModelData[0] and then Right Click -> Preview or Control P on the selected model file. (.mdl0)
Click on all four bars in the model previewer.
[collapse=four bars]For those wondering what each bar in the previewer does.
Top bar is the background color selection, polygon toggle, bone toggle, floor toggle, and reset camera button.
Right bar is the bar for the FitCharacterMotionEtc.pac
Bottom bar is the animation player. NOTE: If you change the speed in the previewer by adjusting the number in the lower left, it will not slow or speed up the animation in game.
Left bar is for polygons, bones, and textures.[/collapse]
Click on Load and select FitCharacterMotionEtc.pac
Click on one of the animations in the right bar
Click on one of the bones in the left bar. The selected bone will be orange.
Change numbers in the bottom right, the bone properties area, to edit the animation frame. Or if you are using BrawlBox Modset 4.2, you can click on one of the bone nodes and then click and rotate one of the "node rings" to rotate the bone.
Click Delete or Insert to delete or insert a frame into the animation if you need to.
Right Click -> Export to export the animation file (.chr0) for later use if need be. Or Right Click -> Replace to replace the animation file with a different .chr0 file.
Click Save when you are done editing the FitCharacterMotionEtc.pac and test it in game.
Character Texture Edits
Open FitCharacter00.pac in BrawlBox
Click on the + button on the TextureData[0]
Right Click -> Export on one of the textures or Right Click -> Export all by right clicking on TextureData[0]
Open image in image editing program, edit, and save
Right Click -> Replace one of the images
Save and test in game
Getting Bone IDs for PSA
Open FitCharacter00.pac, click the + on the .mdl0, then click on the + on Bones
Continue to click the + to expand the bone structure. Click on one of the bones.
The Bone ID for PSA will be the number that is the BoneIndex for the selected bone in BrawlBox. Take that number and put it in the Decimal to Hex Converter and then take that value and use it as the Bone ID in PSA.
Stage Editing
How To Change Death Boundaries
How to Do So:
1) Open up the stage .pac file in BrawlBox or BrawlWall
2) Look for the modeldata that contains stageposition (usually modeldata[100])
3) Dead0N and Dead1N adjusting Top/Left and Bottom/Right respectively
4) for Dead0N, x axis effects the left boundary, while the y axis changes the top
5) for Dead1N, x axis effects the right boundary, while the y axis changes the bottom
Similarly, the camera bones found here can edit the camera boundaries in a similar way (you shouldn't need to use the camera center bone, or whatever its real name is, unless you're getting into fully new stages)
How To Change Item Spawn Points
How to Do So:
1) Open up the stage .pac file in BrawlBox or BrawlWall
2) Look for the modeldata that contains stageposition (usually modeldata[100])
3) Item0E/Item0N etc adjust where items spawn(idk if this controls where the smash ball spawns though, that may be random) X axis affects the positioning of going left/right, Y axis affects the positioning of going up/down
How To Change Final Smash Positions
How to Do So:
1) Open up the stage .pac file in BrawlBox or BrawlWall
2) Look for the modeldata that contains stageposition (usually modeldata[100])
3) Look for the bones of Lucario0E/Lucario0N, Pikmin0E/Pikmin0N, Iceclimber0E/Iceclimber0N
4. X axis affects the positioning of going left/right, Y axis affects the positioning of going up/down
How To Change Player and Respawn Spawn Points
How to Do So:
1) Open up the stage .pac file in BrawlBox or BrawlWall
2) Look for the modeldata that contains stageposition (usually modeldata[100])
3) Look for the bones of Player0E/Player0N through Player3E/Player3N
4) Look for the bones of Rebirth0E/Rebirth0N through Rebirth3E/Rebirth3N
5) X axis affects the positioning of going left/right, Y axis affects the positioning of going up/down
6) Make sure that the player spawn points are DIRECTLY on the stage collision, otherwise you will spawn in the air.
How To Change Stage Collision Types, Add and/or Remove Stage Collisions
1) Open up the stage .pac file in BrawlBox or BrawlWall
2) Look for the MiscData[2](It is usually this on most stages) The icon looks like this
4. How to edit/add/remove stage collisions: COPIED FROM KRYAL'S POST ON SWF
"To open up the editor, right-click the coll resource and Preview (just like models). Camera controls haven't changed. Just use the right mouse button again.
Left mouse button will select points/planes. If you click an empty space and drag, you can select multiple points. Click a single point to select/drag it, same goes for planes. Click and drag selected pieces to move them. Escape clears current selection.
Shift-click will add to the selection, Ctrl-click subtracts. Pieces cannot be moved while shift/ctrl are being pressed.
Points can be joined/created by using Alt. Highlight point(s) and alt-click another. Any highlighted points will join to the selected one. Clicking an empty space creates a new point. Holding the left mouse button will allow you to position the point before finishing. Escape cancels.
When no points are selected, alt-click and drag an empty space to create a new plane. You can chain them together for fast object creation. The new points/planes will be added to the currently selected object, selected in the object list.
Highlight a plane and alt-click an empty space to split the plane
Pieces can be moved with the keyboard using WASD. Hold shift to move faster.
Esc is your friend! It will cancel any current action (dragging/hovering). It will also clear the current selection.
Delete will delete points/planes. If planes are deleted, the points will remain in-tact. If a single point is deleted, the planes it connects will be joined.
Some objects are attached to models/bones. Right-click these objects from the list and select Snap to jump the camera to that bone (first one is done for you). You can then use the rotation slider (upper-right) to offset the camera to match up the 2d space. The star button next to the rotation slider resets this.
Left/right brackets [] move left/right to the next point/plane (select one first). This indicates the path the object takes. Adjust the plane types (floor/ceiling/wall) so that they move left-to-right.
Align buttons will align all points on the same axis. Select a single point first, then select the points you want to change (using shift). Click 'Align', and the points will all match up to the first.
The split button will split points so they only connect to one plane.
Merge needs work. Takes highlighted points and smashes them into one.
Ledges need to be set on floor planes.
Lastly, just play around with it."
Left mouse button will select points/planes. If you click an empty space and drag, you can select multiple points. Click a single point to select/drag it, same goes for planes. Click and drag selected pieces to move them. Escape clears current selection.
Shift-click will add to the selection, Ctrl-click subtracts. Pieces cannot be moved while shift/ctrl are being pressed.
Points can be joined/created by using Alt. Highlight point(s) and alt-click another. Any highlighted points will join to the selected one. Clicking an empty space creates a new point. Holding the left mouse button will allow you to position the point before finishing. Escape cancels.
When no points are selected, alt-click and drag an empty space to create a new plane. You can chain them together for fast object creation. The new points/planes will be added to the currently selected object, selected in the object list.
Highlight a plane and alt-click an empty space to split the plane
Pieces can be moved with the keyboard using WASD. Hold shift to move faster.
Esc is your friend! It will cancel any current action (dragging/hovering). It will also clear the current selection.
Delete will delete points/planes. If planes are deleted, the points will remain in-tact. If a single point is deleted, the planes it connects will be joined.
Some objects are attached to models/bones. Right-click these objects from the list and select Snap to jump the camera to that bone (first one is done for you). You can then use the rotation slider (upper-right) to offset the camera to match up the 2d space. The star button next to the rotation slider resets this.
Left/right brackets [] move left/right to the next point/plane (select one first). This indicates the path the object takes. Adjust the plane types (floor/ceiling/wall) so that they move left-to-right.
Align buttons will align all points on the same axis. Select a single point first, then select the points you want to change (using shift). Click 'Align', and the points will all match up to the first.
The split button will split points so they only connect to one plane.
Merge needs work. Takes highlighted points and smashes them into one.
Ledges need to be set on floor planes.
Lastly, just play around with it."
How To Keep Your Textures But Use Collision/cam/blastzone Edits IE: Brawl+ stages
How to Do So:
1) Open up the stage .pac file in BrawlBox or BrawlWall
2) Look for the TextureData[0]
3) Export this file
4) Replace this file on the stage with the collisions/cam/blastzone edits
[collapse=Stage File Names]Battle Field STGBATTLEFIELD.PAC
Yoshi's Island STGCRAYON.PAC
Delphino Plaza STGDOLPIC.PAC
75m STGDONKEY.PAC
Big Blue (Melee) STGDXBIGBLUE.PAC
Corneria (Melee) STGDXCORNERIA.PAC
Jungle Japes (Melee) STGDXGARDEN.PAC
Green Greens (Melee) STGDXGREENS.PAC
Onett (Melee) STGDXONETT.PAC
Pokemon Stadium (Melee) STGDXPSTADIUM.PAC
Rainbow Cruise (Melee) STGDXRCRUISE.PAC
Temple (Melee) STGDXSHRINE.PAC
Yoshi's Island (Melee) STGDXYORSTER.PAC
Brinstar (Melee) STGDXZEBES.PAC
Distant Planet STGEARTH.PAC
Custom Stage (Nature) STGEDIT_0.PAC
Custom Stage (Factory) STGEDIT_1.PAC
Custom Stage (Ruins) STGEDIT_2.PAC
Castle Siege (Transition) STGEMBLEM.PAC
Castle Siege (Outside) STGEMBLEM_00.PAC
Castle Siege (Inside) STGEMBLEM_01.PAC
Castle Siege (Lava Cave) STGEMBLEM_02.PAC
Mario Bros. STGFAMICOM.PAC
Final Destination STGFINAL.PAC
Port Town Aero Dive STGFZERO.PAC
Green Hill STGGREENHILL.PAC
Flat Zone 2 STGGW.PAC
Halberd STGHALBERD.PAC
Summit STGICE.PAC
Rumble Falls STGJUNGLE.PAC
Mario Circuit STGKART.PAC
Warioware, Inc. STGMADEIN.PAC
Luigi's Mansion STGMANSION.PAC
Mushroomy Kingdom 1 STGMARIOPAST_00.PAC
Mushroomy Kingdom 2 STGMARIOPAST_01.PAC
Shadow Moses Isle (Rex) STGMETALGEAR_00.PAC
Shadow Moses Isle (Ray) STGMETALGEAR_01.PAC
Shadow Moses (Gecko) STGMETALGEAR_02.PAC
New Pork City STGNEWPORK.PAC
Norfair STGNORFAIR.PAC
Bridge of Eldin STGOLDIN.PAC
Frigate Orpheon STGORPHEON.PAC
Skyworld STGPALUTENA.PAC
Pictochat STGPICTCHAT_en.PAC
Pirate Ship STGPIRATES.PAC
Hanenbow STGPLANKTON.PAC
Pokemon Stadium 2 STGSTADIUM.PAC
Lylat Cruise (Asteroids) STGSTARFOX_ASTEROID.PAC
Lylat Cruise (Battleships) STGSTARFOX_BATTLESHIP.PAC
Lylat Cruise (Corneria) STGSTARFOX_CORNERIA.PAC
Lylat Cruise (Main Ship) STGSTARFOX_GDIFF.PAC
Lylat Cruise (Space) STGSTARFOX_SPACE.PAC
Target Test 1 STGTARGETLV1.PAC
Target Test 2 STGTARGETLV2.PAC
Target Test 3 STGTARGETLV3.PAC
Target Test 4 STGTARGETLV4.PAC
Target Test 5 STGTARGETLV5.PAC
Spear Pillar (Dialga) STGTENGAN_1.PAC
Spear Pillar (Palkia) STGTENGAN_2.PAC
Spear Pillar (Cresselia)STGTENGAN_3.PAC
Smashville STGVILLAGE_00.PAC
Smashville STGVILLAGE_01.PAC
Smashville STGVILLAGE_02.PAC
Smashville STGVILLAGE_03.PAC
Smashville STGVILLAGE_04.PAC[/collapse]
How To Edit The MiscData[20](STDT)
1) Open this: http://www.h-schmidt.net/FloatApplet/IEEE754.html
2) Open your MiscData[20] in a hex editor of your choice (find out how to group by dword)
3) Copypaste any 8 digit number (called a Float or Floating Point, and sometimes just FP) after 0x14 in the "Hexadecimal Representation" field and press enter. The number that it represents will appear below it.
4) Pick a number very far away from it, and find its Hexadecimal Representation.
5) Replace the old one with the new one you just found
6) Look for what's changed; document in this thread.
Texture and/or model swaps between two stages
This tutorial will instruct you on how to do texture and/or model swaps between stages.
An example of this would be on how to take the Rumble Falls+ background and use it on Battlefield.
For this tutorial, I will use Project M stages as the examples.
It's sort of a long process, but here's how you do it:
For JUST STAGE TEXTURES
Open STGTEXTUREDNAME.pac in BrawlBox
Export the TextureData[0].bress
Open STGPMDEFAULTSTAGE.pac in Brawl Box
Right Click on the TextureData[0].bress and click Replace
Choose STGTEXTUREDNAME.pac's TextureData[0].bress
Export STGPMDEFAULTSTAGE.pac's .col file, the blue box with col on it. This is the stage collision file.
Replace STGTEXTUREDNAME.pac's .col with STGPMDEFAULTSTAGE.pac's .col file
Export STGPMDEFAULTSTAGE.pac's ModelData[100](NOTE: MOST stages have the spawn positions, etc. in ModelData[100], other stages may not. You have to look around for it until you see bone names of CamY or something similar)
Replace STGTEXTUREDNAME.pac's ModelData[100] or the equivalent .bress file with STGPMDEFAULTSTAGE.pac's ModelData[100] or the equivalent .bress file
Save As... and test in game.
For STAGE TEXTURES WITH EXTRA MODELS
In this tutorial, I will use Battlefield as the example.
Open PM's STGPMDEFAULTSTAGE.pac in BrawlBox
Open another BrawlBox
Open STGTEXTURESANDMODELS.pac in this new BrawlBox
Click the + buttons in both BrawlBox windows until you see the main stage models. In this case, it would be Battlefield's main stage and 3 platforms.
In STGPMDEFAULTSTAGE.pac, Control P to preview the model
In STGTEXTURESANDMODELS.pac, Control P to preview the model
In STGPMDEFAULTSTAGE.pac, click on the bar on the right to see if the stage model uses an animation. Click on the left bar to get the bone list. Click on the first bone. Click on each animation name on the right until you see the numbers in the lower right be yellow. If the text box is yellow, then that means that model uses that animation.
Export that animation by Right Click -> Export File
Go to STGTEXTURESANDMODELS.pac and preview the same model you were previewing in STGPMDEFAULTSTAGE.pac and find the same animation name in the right bar. Right Click -> Replace and replace it with STGPMDEFAULTSTAGE.pac's .chr0 file.
IF THE MAIN STAGE MODELS DO NOT USE .CHR0 (animations) THEN CONTINUE READING, IF THEY DO, THEN SKIP THIS PART
In STGPMDEFAULTSTAGE.pac, export the stage model by Right Click -> Export
In STGTEXTURESANDMODELS.pac, Right Click -> Replace with the STGPMDEFAULTSTAGE.pac's .mdl0 (model) file
Continue this process for any and all MAIN models that DO NOT use animations
AFTER MODEL / ANIMATION REPLACEMENT IS DONE
In STGPMDEFAULTSTAGE.pac, export the collision file (it is a blue box with col on it).
In STGTEXTURESANDMODELS.pac, replace the collision file with STGPMDEFAULTSTAGE.pac's collision file (.col)
Export STGPMDEFAULTSTAGE.pac's ModelData[100](NOTE: MOST stages have the spawn positions, etc. in ModelData[100], other stages may not. You have to look around for it until you see bone names of CamY or something similar)
Replace STGTEXTUREDNAME.pac's ModelData[100] or the equivalent .bress file with STGPMDEFAULTSTAGE.pac's ModelData[100] or the equivalent .bress file
Save As... and test in game.
How to add character shadows
Step1
Download Mewtwo2000's shadow stage: http://forums.kc-mm.com/Gallery/BrawlVie...umber=8418
Step2
Open the shadowless stage and look how many platforms there are and extract from Mewtwo2000's shadow stage that amount of MShadow mdl0's and extract TShadow1 from the texture data as well.
Next, import TShadow1 to the texturedata from the shadowless stage (don't forget to rename it to TShadow1) and import the MShadow mdl0(s) you need in the same modeldata brres as where the platforms are located (and again don't forget to rename the model name(s) to MShadow1/2/3 and rename the bones to match the modelname(s) number).
Use the animation located in the same modeldata you put the shadow model(s) (or create one if there isn't) and have it loop (set Unknown2 to value 1).
Step3
Now we are going to put the shadows into place.
This is the tricky part, so pay attention.
Preview the platform you want to shadow (don't move it up or down, just don't move it at all, only zoom in or out if the model doesn't show up directly) and look how it is positioned.
Also look at how large the platform is (you can take a screen capture if you want).
now close that preview and open the preview of the shadow model you want to align with.
Select the animation you had or created and select the MShadow(*) bone.
Remember how the shadowless platform was positioned and position the shadow model to fit that (the shadow model has to be 0,5 higher than the platform surface).
Now scale it to fit the exact size of the platform (and don't forget to keyframe it).
Repeat step3 with the other platforms if needed.
Step4
Save and test it out ingame (if it doesn't look good or only covers the platform partially, redo step3 till it looks good.
There you have it, shadows on a previously non-shadowed stage.
Please correct me if I made a mistake or something is unclear.
If I am missing any info or am incorrect, please feel free to correct me.Mewto2000 said:Well, having the shadow 0,1 higher to the surface is enough. Also, if you take in consideration that the model is in Y=0 and goes from X=-10 to X=10 and from Z=-10 to Z=10, you can be more exact placing them by using simple mathematics.
Also, the MShadow models are 2-boned, so if you want, for example, place a shadow in a moving platform with a custom block (20x20x40), you can do Y=10,1 in the lower bone to make the shadow to be on the surface (10+0,1), and rename the higher one to the name that the moving platform has, and then the shadow will move exactly like the platform, and no animation is needed for the shadow because it's using the animation for the platform. Only the Y=10,1 one would be used. Also, to make fit a model that is 20x20x40, the MShadow, which is 20x0x20 would need a double size in Z. So, an NShadow1 bone with Y translation = 10,1 and Z size = 2 would do it. At least in this case. If you're using other models, you can know how big they are by looking to the maxmium and minimum vertex values in 'vertices', inside the model.
Credit to ds22 and Mewtwo2000 for the shadow guide.