NintenNess
Smash Journeyman
Table of Contnents:
1. Introduction
2. The requirements
3A. Materials
3B. Shaders
3C. Materials (Again)
3D. Eyes for Kirby, Lucas, Ness, and Toon Link.
4. Finishing and Testing
5. Bonus! Adding the Colors into the Emerald! :D
5. Conclusion
6. FAQ
1. Introduction
2. The Requirements
-> A way to load up your modded Brawl
-> Brawlbox 0.70 and up
-> A character you want to turn into it's emerald form.
-> Two textures that's mandatory for this tutorial. Two of those are name "edge" and "edge2"
[COLLAPSE=]
edge
edge2[/COLLAPSE]
3. Preparing your character to turn into a emerald.
Now you got everything you need, let's do this!
3A. Materials
3b. Shaders
3C. Materials (Again)
Do the same thing to edge2 and the materials with edge and edge 2.
3d. Eyes for Kirby, Lucas, Ness and Toon Link
4. Finishing and Testing!
5. Bonus! Adding Colors to Emeralds! :D
6. Conclusion
1. Introduction
2. The requirements
3A. Materials
3B. Shaders
3C. Materials (Again)
3D. Eyes for Kirby, Lucas, Ness, and Toon Link.
4. Finishing and Testing
5. Bonus! Adding the Colors into the Emerald! :D
5. Conclusion
1. Introduction
Hi there! My name is NintenNess, an independent Rim lighting and Emerald specialist. (Not really, but most of my hacks are rim lighting. ) You can call me Ninty or Nazo no Hikari. (FYI, Nazo no Hikari translates to The Mysterious Light in Japanese.) If you're interested on knowing how to turn Characters into emeralds, then you have come to the right place! The process is similar to the Rim Lighting tutorial Scout has posted on the second page of this forum. (And the layout is really similar to Edel's tutorial.) I hope you'll enjoy doing this tutorial!
2. The Requirements
-> A way to load up your modded Brawl
-> Brawlbox 0.70 and up
-> A character you want to turn into it's emerald form.
-> Two textures that's mandatory for this tutorial. Two of those are name "edge" and "edge2"
[COLLAPSE=]
3. Preparing your character to turn into a emerald.
Now you got everything you need, let's do this!
3A. Materials
First, open your Brawlbox and load up your character. It should look like this.
Then you would expand ModelData[0], the 3DMODEL and the material. It should be able to look like this.
Add a new reference by right clicking and it should say "NewRef" Do the same to all of the materials EXCEPT FOR THE EYES AND THE ONES WITH EXTMTL!! You can add the ref to the eyes, but I recommend that you don't do it to the eyes (Both normal and final.) It should be able to look like this.
Go to the texture folder in the 3DModel and rename "NewRef" into "edge". Save it, close it and re open the model you're doing. Go to the materials and the NewRef is renamed into edge.
Then you would expand ModelData[0], the 3DMODEL and the material. It should be able to look like this.
Add a new reference by right clicking and it should say "NewRef" Do the same to all of the materials EXCEPT FOR THE EYES AND THE ONES WITH EXTMTL!! You can add the ref to the eyes, but I recommend that you don't do it to the eyes (Both normal and final.) It should be able to look like this.
Go to the texture folder in the 3DModel and rename "NewRef" into "edge". Save it, close it and re open the model you're doing. Go to the materials and the NewRef is renamed into edge.
Repeat the same process and rename the "New Ref" into "edge2" It should result to this.
3b. Shaders
The next step is the doing the shaders! A way to check that you're using the correct shaders of the Material, is by clicking the material and sees this.
Go to the shader folder and expand the shader the material is using. If it starts with the eyes, You'll have to edit the stages and do edit on of the following. Unless you're doing Kirby, Lucas, Ness, and Toon Link.
Stage 0
ColorSelectionC: Zero
Stage 1
ColorSelectionB: One
Now we got that out of the way, We'll do the rest of the shaders.
Expand one of the shaders that's not the eyes and EXTMTL, and create two stages and they go underneath the one who has the "Raster Color." You can do that by doing Ctrl + Up arrow key. Change the following to the one who has the Raster Color.
ColorScale: Divide by 2
Then go to the one that's underneath the "Raster Stage" and make sure it looks like this:
Then do the following to the Emerald stages:
KonstantColorSelection: KSel_2_Value
KonstantAlphaSelection: KSel_2_Alpha
Don't worry about the Texmap and the TexCoord for now. I'll explain about it later.
ColorSelectionA: TextureColor
ColorSelectionC: KonstantColorSelection
ColorSelectionD: PreviousColor
For the alpha, if Base stage has 2 texture alphas or Raster Alpha with it, Do this on the Emerald Stage:
AlphaSelectionA: PreviousAlpha.
It should be able to look like this.
If the base only has 1 texture alpha, then Do this on the Emerald Stage:
AlphaSelectionA: TextureAlpha.
AlphaSelectionC: KonstantAlphaSelection
AlphaSelectionD: PreviousAlpha
Do the same to the 2nd Emerald stage.
About the Tex, Click on your shader and check 2 of them that are false into true.
After that, then go back to emerald stages and change the Tex maps and coords. The 1st emerald stage should have the first false to be checked and the 2nd emerald should have the second false to be checked.
Do the same process to the different shader (As long it's not the eyes. I know I kept telling you this) and now we're done with the Shaders!
Stage 0
ColorSelectionC: Zero
Stage 1
ColorSelectionB: One
Now we got that out of the way, We'll do the rest of the shaders.
Expand one of the shaders that's not the eyes and EXTMTL, and create two stages and they go underneath the one who has the "Raster Color." You can do that by doing Ctrl + Up arrow key. Change the following to the one who has the Raster Color.
ColorScale: Divide by 2
Then go to the one that's underneath the "Raster Stage" and make sure it looks like this:
Then do the following to the Emerald stages:
KonstantColorSelection: KSel_2_Value
KonstantAlphaSelection: KSel_2_Alpha
Don't worry about the Texmap and the TexCoord for now. I'll explain about it later.
ColorSelectionA: TextureColor
ColorSelectionC: KonstantColorSelection
ColorSelectionD: PreviousColor
For the alpha, if Base stage has 2 texture alphas or Raster Alpha with it, Do this on the Emerald Stage:
AlphaSelectionA: PreviousAlpha.
It should be able to look like this.
If the base only has 1 texture alpha, then Do this on the Emerald Stage:
AlphaSelectionA: TextureAlpha.
AlphaSelectionC: KonstantAlphaSelection
AlphaSelectionD: PreviousAlpha
Do the same to the 2nd Emerald stage.
About the Tex, Click on your shader and check 2 of them that are false into true.
After that, then go back to emerald stages and change the Tex maps and coords. The 1st emerald stage should have the first false to be checked and the 2nd emerald should have the second false to be checked.
Do the same process to the different shader (As long it's not the eyes. I know I kept telling you this) and now we're done with the Shaders!
3C. Materials (Again)
Whew, now we're done with the Shaders, we're going to do the Materials again. Go to your Materials folder and click one of the materials that has edge and edge2 on it. Click on "edge" and do the following to it.
Do the same thing to edge2 and the materials with edge and edge 2.
3d. Eyes for Kirby, Lucas, Ness and Toon Link
If you're doing the the simple vertex of Kirby, Lucas, and Ness, then go to this link.
All you have to do is import the textures for the eyes, and replace the eyes with the eyes you imported and you're basically done with the eyes.
If you're doing Toon Link recolor, then it's dangerous to go alone, take this. Then all you have to do is to replace the eyes I provided and you're done.
If you're doing Toon Link recolor, then it's dangerous to go alone, take this. Then all you have to do is to replace the eyes I provided and you're done.
Alright! We're almost done! Remember these Two?
edge
edge2 You're going to Import these 2 textures by right clicking the Texture data and click Import. Make sure the edge format is RGB565 and the edge2 texture is I8. Save as a .pair and you're basically done!
It should be to look like this!
(The color part will later!)
(The color part will later!)
5. Bonus! Adding Colors to Emeralds! :D
This is fun part, Adding colors to Emeralds! :D First, take this! This will allow you to use FitXXXXDark slots by holding L+ D-pad Right on slot of the GC controller. If you already saved your emerald hack, then you can rename it to Fit(Character Name)Dark.pac and Fit(Character Name)Dark.pcs. Open up your FitXXXMotionEtc.pac,expand FitXXXMotion and expand AnimationData. It should be able to look like this.
If you didn't see ArmClr, I recommend getting this. All you have to do is right click Animation Data, Import, Color Sequence and Click the one I gave you. Expand the ArmClr and all you have to do is open the Emerald model, open the materials and rename the materials into the Same materials you have in the model, and that's it! You've done the fun part of this tutorial!
6. Conclusion
Congrats! You have finished making your Emerald and you're now a god of Emerald and Shiny bodies! :D The tutorial is not completely done yet! I'll add more infomation later! I'll inform you for a update of this tutorial and possibly the release of Emerald Shulk. FAQ will be up soon.
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