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Sorry but this is just too funny. If you want textures with Brawl+, export the codes together...... You can find the code file. Now, you cannot run these two .gct's together. So either export the codes together or rename one of them and have the RSBE01.gct one be active.Ya sorry to ask but i have a problem. The guide tells me to put the file replacement gct (RSBE01) into the "codes" folder thats located in the root of the sd card. But there is already another "codes" folder that has a GCT file with the same name in it, which was the file that was required so I could launch Brawl + in the first place. I don't know how to put the file replacement gct in there and help would be appreciated, thx.
First, you need to place common5.pac into the neededfiles folder. Then you'll have to run step 1 to extract the big portraits from the file.I did a quick search in the Smash Workshop but I couldn't find the answer to the following question.
How can you extract the portrait files (tga) from a texture pack? A little while ago I downloaded a collection of Textures and Select Screen & Battle portraits, and now I wanna build my own custom pack. But I have no clue how to EXTRACT the portraits! I know there's gotta be a guide on how to create a portrait, but I don't wanna be taking snapshots when more than half of the portraits are already in a set I downloaded and use every week. The only files in the pack, aside from the textures (pcs/pac), are some MenSelchrFaceB### and the common5.pac. There are no TGAs anywhere.
I have the Cupash program with the NTcompress and TexConv files so can someone tell me what to do please? The Cupash guide doesn't say anything about what I want to do.
First, you need to place common5.pac into the neededfiles folder. Then you'll have to run step 1 to extract the big portraits from the file.
If there are any small portraits that you want to do, you'll need a series of files called InfFace###.brres. Place those files in the neededfiles folder and run step 1 to extract the files.
Once step 1 is done, you should get the big portrait files from common5.pac, and the small portrait files from the InfFace###.brres files.
Between you and me though, my texture pack does contain the TarGA images for my textures. You still need CUPASH though if you want to use them yourself.
The link to my texture pack changes whenever I update the file. You can find my texture pack download by going to the Kitty Corp. forums and then heading to my custom textures thread. The thread link is below.Thanks for the answer. I'm building the pack as I write
BTW, where is your texture pack so I can download it? You probably have the textures that Kitty Corp took down like Charizard's Giratina & Lugia. Freaking Stack Smash hasn't upload them yet; they don't even have a section for individual pokemon textures in STUFFZ.
If its +2, it needs to be 255R, 0G, 255B but if its a 00_14 texture, you need to make the area you want transparent transparent. You can do testing like this for textures like it.Got a quick question, how do I make things transparent like Pit's Wings or Peach's Dress?
Thanks for the info and the help before. One thing I forgot to mention is that I had to rename the "common5.pac" into "common5_en.pac". Which is weird because when I did it as common5.pac it actually displayed a warning message saying I was going to "modify" a texture pack, whereas common5_en.pac just said a bunch of stuff I didn't even understand...The link to my texture pack changes whenever I update the file. You can find my texture pack download by going to the Kitty Corp. forums and then heading to my custom textures thread. The thread link is below.
Just keep note that you can't view my custom textures thread unless you're a registered member of the forums. Also, the texture pack is a .zip file.
http://kittycorp.proboards.com/index.cgi?board=yourtexturehacks&action=display&thread=1101
Readme.txt in the guide or use this:can anyone tell me where i can find a tutorial to put CSP's in my game?
Is your card an SDHC card? If it is, then that's the reason why your textures are not working.It seems the texture hack code (2.1a) doesn't work for me! I'm certain I have the correct directory (copy and pasted it looks like "H:\private\wii\app\RSBE\pf\fighter"), and all the character folders are in there and titled right. Also, I'm sure i have the file titled right ("H:\private\wii\app\RSBE\pf\fighter\ganon\FitGanon00.pcs")
I put the code in the code manager, exported a .gct and booted Brawl with Gecko OS 1.9.0.1, and it says "SD codes found. Applying..." and everything. But, I get into brawl, choose Gannondorf, and my texture doesn't appear. None of the textures I unzipped did.
Does it matter if there are other files in the character folders (I put the .zip files directly there and just unzipped + renamed)? Is there actually another code I have to have active? Is it not compatible with SDHC/ System Menu 4.0? I'm not sure, I've looked at all the FAQs and Videos, and nothing I've done seems to have worked.
EDIT: that's strange, when I look at the post, "FitGanon00.pcs" has a space between the 'o' and the 'n', but when I press Edit, it's not there, and a backspace just deletes the 'o' o_o
("H:\private\wii\app\RSBE\pf\fighter\purin\FitPurin00.pcs") - Test - it does the same thing >_> but only with the parenthesis/quotes.
It's a forum thing, it does it with long strings of text to avoid stretching the page.I
EDIT: that's strange, when I look at the post, "FitGanon00.pcs" has a space between the 'o' and the 'n', but when I press Edit, it's not there, and a backspace just deletes the 'o' o_o
("H:\private\wii\app\RSBE\pf\fighter\purin\FitPurin00.pcs") - Test - it does the same thing >_> but only with the parenthesis/quotes.
I'll get on Falco for you.Anyone know where the PAL codes went?![]()
NTSC-U is USA wii (more commonly in video terms NTSC-M)Sorry I didn't read the 100+ pages looking for the answer, but what's all this about NTSC? I have code manager but how do I know what to put in it?
Nope, you cannot make a custom CSP for alloys because they are not a part of common5.pacI know what they are... I mean, if you add them to your CSS then they show up on the screen as their non-alloy base characters. Can you create a custom CSP for them to make them show up as alloys, or can you not make CSPs for them since they technically are never supposed to be chosen?
I just ask because if you hack ZSS, Sheik, and independent Pokemon into the CSS then they have working CSPs, but then again they are real characters. I'm wondering if the alloys even have the same data since they are not "real" characters.
Samus
00-Original
01-Pink
02-Green
03-Fusion/Blue
04-Gravity Suit/Purple
05-Dark Suit/Black
I don't mess with the Fighting Alloy textures, but I can tell you this much. Before heading to the stage select screen, wait for your Wii to stop making buzzing noises. Once it has stopped buzzing, your textures should work once you start the match.Now, how exactly does this code work?
I know it searches the SD card for your Fit<Character><colorscheme>.[pac/pcs] files, but the main question is when does it do so? Is it before or after looking for it on the disk?
The reason I ask is because I might try making a FitZakoBoy01-05 with variations on the red scheme, but if the game will still reject it, I won't bother.
http://stacksmash.cultnet.net/STUFFZ/hey on stack smash where do i find the .pac? im lookin atm but am havingf no luck