Does anyone know how to swap textures on stages Project: m supplies PACS for? For example, if I wanted to use a custom texture on battlefield, how would I go about importing the texture data into the already existing PAC?
I have a feeling that I should be posting this somewhere else. If this is the case, forgive me.
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.
It takes some time to learn how to do this. If there are any texture issues in game, I would contact the stage texture creator on how to fix this issue.
I believe that sums everything up.
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