I almost posted this in the Official Melee Texture Hack Thread or the Changing Color Effects in Melee! thread, but decided to create this instead, since I'm planning on adding to it.
Anyway, a while back I was interested in removing certain effects like smoke, wind, fire, etc. from the game for another project. So I learned how to hack textures (including some new methods), how to read parts of .dat files, and where the effects were located in the game. While doing this I started recording where I was finding bits and pieces, then I organized it into a spreadsheet and made it public, so everyone can edit and add to it.
Right now the spreadsheet mostly only has textures found in EfCoData.dat (which is the general effects file that contains textures common to many characters and animations), but I'll be going through the cast and adding a tab and a little bit of data for effects files for each character. This thread isn't meant to be a guide (there are several of those already), but a resource for texture effects locations and other info. However if you're trying to figure out how to do something, post and I'll try to help out.
You'll notice that the texture identification is using the filename generated by Dolphin when it dumps PNGs (if you have your graphics configured to use Direct3D11. If you use OpenGL it will dump TGAs). If people want, we could add another column that shows the equivalent TGA file names.
I ultimately did what I was trying to do (I finally removed the white smoke and other dust effects found on ground based moves). But other random interesting things can be done as well, like this!:
^ Actually looks nice when running around or dashdancing. You can get the .dat for this here (nothing else is changed in the file. And the tpl is included). You can find a lot more texture-hack examples in my next post, below this.
Even more can be done if you combine this hacking with Lanceinthepants' guide, Changing Color Effects in Melee!
Anyway, a while back I was interested in removing certain effects like smoke, wind, fire, etc. from the game for another project. So I learned how to hack textures (including some new methods), how to read parts of .dat files, and where the effects were located in the game. While doing this I started recording where I was finding bits and pieces, then I organized it into a spreadsheet and made it public, so everyone can edit and add to it.
Effects Texture Locations (info dump for EfxxData.dat files)
Right now the spreadsheet mostly only has textures found in EfCoData.dat (which is the general effects file that contains textures common to many characters and animations), but I'll be going through the cast and adding a tab and a little bit of data for effects files for each character. This thread isn't meant to be a guide (there are several of those already), but a resource for texture effects locations and other info. However if you're trying to figure out how to do something, post and I'll try to help out.
You'll notice that the texture identification is using the filename generated by Dolphin when it dumps PNGs (if you have your graphics configured to use Direct3D11. If you use OpenGL it will dump TGAs). If people want, we could add another column that shows the equivalent TGA file names.
I ultimately did what I was trying to do (I finally removed the white smoke and other dust effects found on ground based moves). But other random interesting things can be done as well, like this!:
^ Actually looks nice when running around or dashdancing. You can get the .dat for this here (nothing else is changed in the file. And the tpl is included). You can find a lot more texture-hack examples in my next post, below this.
Even more can be done if you combine this hacking with Lanceinthepants' guide, Changing Color Effects in Melee!
Some of the textures are components of animations, running at around 30 fps (so each frame of the effect usually hangs around for 2 game frames). The data for these images are often stored in the file end-to-end, just like a spritesheet. So I have these animation groups defined as well in the spreadsheet. Although most animatiins would be pretty short, I think some neat stuff could be done with this, considering we can create our own short animations that could be anything. For example adding in effects from other games besides creating our own.
Some images in a DAT are reused in multiple places in-game, while being referenced by a different image header, which may specify different properties for it, such as size. And transformations, such as changing size or rotation, are sometimes used on an image to create animation, rather than needing more variations of an image.
Some images in a DAT are reused in multiple places in-game, while being referenced by a different image header, which may specify different properties for it, such as size. And transformations, such as changing size or rotation, are sometimes used on an image to create animation, rather than needing more variations of an image.
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