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- HOW TO USE AND MAKE TEXTURE HACKS (Windows only)
- PREREQUISITES
- Already followed the previous tutorial on getting mods set up - http://pastebin.com/ES053DpJ
- This pack of files - https://mega.nz/#!nlsGnKQI!BVIjeLDL24ZA9FRXmvtcBK75ILvAgyjSo08v615QfVw
- Python 2.7 installed - https://www.python.org/downloads/release/python-2711/
- DUMPING THE GAME (PC STEPS)
- 1) Unzip the pack of files you just downloaded
- 2) Put the two folders in the "extra htdocs files" inside C:/xampp/htdocs, like you did with two other folders in the first tutorial
- 3) In the "sd card files", take the "wiiu" folder, and place it on the root of your SD card
- 4) Inside the titledumper folder, Shift + Right-click and select "open command window here"
- 5) Type "titledumper /vol \Smash" (without the quotes) into this window
- 6) Titledumper should say "Waiting for WiiU connection"
- 7) Make sure XAMPP is running and that you know your internal IP, and put your SD card in your Wii U
- DUMPING THE GAME (WII U STEPS)
- 1) Open the Wii U internet browser
- 2) Edit one of the bookmarks (don't edit the other mod bookmarks) to look like this:
- Name: DDDKernel
- Address: http://<your internal ip from earlier>/dddkernel/blarg.php
- 3) Edit one of the other bookmarks to look like this:
- Name: DDD
- Address: http://<your internal ip from earlier>/ddd/blarg.php
- 4) Tap on the DDDKernel bookmark. The screen will go green like when you run the regular kernel
- 5) Wait for the console to kick you to the home menu, and go back into the internet browser
- 6) Tap on the DDD bookmark
- 7) On the screen that pops up, enter your own internal IP and press X
- 8) Boot Smash. The game will hang on the booting splash screen
- 9) Check your computer. Within a minute of booting Smash, titledumper should have some activity
- Smash is a very big game (around 16GB) so it'll take a while to fully dump. I'd recommend doing this overnight. Once Smash is fully dumped, you're ready to move on to the next step.
- You can download individual mods from http://ssbu.gamebanana.com, or you can make your own later in the tutorial.
- PREPARING MODS TO BE BUILT
- 1) If you downloaded a moveset or sound mod, you don't need this section
- 2) If you donwloaded a texture / model hack that came in a folder called "c" and then two numbers, skip to step 7
- 3) If you downloaded a texture / model hack that came in a folder called "cXX", you can skip to step 6
- 4) If you downloaded a texture hack that was just a "model.nut" or just "model.nud", it should have a slot listed on the download page
- (if there is no slot listed, message the creator of the mod, as you need to know the slot to use the mod)
- Take the slot number they give you
- Put the model.nut in a folder called "cYY", where YY is the slot minus one
- If the slot minus one is only one digit, add a zero before it
- Skip to step 7
- 5) If you downloaded a texture / model hack that was both "model.nut" and "model.nud", put it in a folder called "cXX"
- (if there's more than just those two files that's okay, put those files in the cXX folder too)
- 6) Replace the "XX" at the end of your folder's name with the slot you'd like to replace minus one
- (if, for example, I want to replace Mario's default texture, slot 1, I'd call the folder "c00")
- (if, for example, I want to replace Mario's black and white texture, slot 5, I'd call the folder "c04")
- 7) If your model / texture hack came with CSP portraits, they should be have the slot number at the end of the file name
- (if, for example, I want to replace Mario's default CSP, slot 1, the files should end with a 1)
- (if, for example, I want to replace Mario's black and white CSP, slot 5, the files should end with a 5)
- (I'm aware this means the texture itself and the CSP have different numbers, I'm annoyed too)
- ADVANCED - SKIP THIS IF YOU'RE NOT SURE WHAT'S GOING ON
- 7) If, when you play with two different textures, they both show up as the texture in the lower port, you have texture ID problems
- 8) If, when you try to use a texture, it's all red with patches of white, you have texture ID problems
- 9) To fix texture ID problems, copy the model.nud and the model.nut into the texidfix folder
- 10) Shift + Right-click in this folder and click "open command window here"
- 11) Type "TexIDfix2.py model.nud model.nut <texID>" into the command window
- (if, for example, I wanted to set the texID to 14, I'd type "TexIDfix2.py model.nud model.nut 14")
- (Nintendo set the texture ID to 4 x (slot - 1) so avoid using any of those numbers, and don't go over 255)
- BUILDING MODS
- 1) Open Sm4shFileExplorer in the pack you downloaded
- 2) When it asks you to select the latest version of the game, go to "Computer" -> "C:/" -> "Smash" -> "vol"
- 3) Wait while Sm4shExplorer loads all the files (this can take a long time on the european version)
- 4) Open the "data" dropdown, then open the "fighter" dropdown
- 5) Open the dropdown of the fighter you've downloaded / created a mod for
- 6) Open the dropdown in that fighter of the kind of mod you've downloaded
- If it's a texture / model hack, you want the model -> body dropdown
- If it's a voice hack, you want the sound dropdown
- If it's a moveset hack, you want the script -> animcmd dropdown
- 7) Drag and drop the mod file into the appropriate folder, they'll go green to indicate that a mod is being loaded
- (for example, drop any mod folders called "c" then two numbers onto the body folder, not the folder with the same name)
- (to remove a mod, right click and select "remove mod files")
- 8) If you have CSP mods, navigate to ui -> append -> chr, and add them there
- (CSP mods go in the folder that matches the start of their name)
- (for example, if I have a CSP mod called "chr_13_Captain_05", it goes in the "chr_13" folder)
- 8) Once you've added all of your mods, click "Project -> Build the mod" at the top of Sm4shExplorer
- 9) Wait for the mod to be built, and then close Sm4shexplorer
- 10) In Sm4shexplorer's folder, there should be a folder called "export"
- 11) Inside the "export" folder, there should be a folder called "release"
- 12) Rename the "release" folder to "patch", and move it to the number folder on your SD card
- (if there's already a patch folder in there you don't want to delete, rename it to something else and it will have no effect)
- That's all you need to know if you just want to compile other people's mods together. If you want to make your own, read on!
- EXTRACTING TEXTURES
- 1) Open Sm4shexplorer, and navigate through to the fighter that you want to texture hack
- 2) Pick the skin that you want to modify
- 3) Right-click on it and select "Extract"
- 4) In Sm4shexplorer's folder, the should be a folder called "extract"
- 5) Navigate through the extract folder until you find your extracted skin's folder
- 6) Copy the "model.nut" from this folder into the "InjectPack" folder in the pack you downloaded
- 7) Shift + Right-click inside the InjectPack folder, and select "open command window here".
- 8) In the command window, type "nut_check.py model.nut"
- (if you're extracting from another nut file, you have to put the name of that file in)
- 9) Then run the GTX2DDS bat file
- 10) You now have a large amount of DDS files in the OutDDS folder
- Editing the texture files isn't the easiest thing to do, as they're saved as DDS files. I'd recommend getting Windows Texture Viewer (http://www.nvidia.co.uk/object/windows_texture_viewer.html) first, but it's not needed. You need a program that can open DDS files to do anything. I used paint.net, but there are also plugins for photoshop, and some AMD command line tools you can use.
- EDITING THE TEXTURES
- 1) Open the texture files with your program of choice until you find the one you want to edit
- (some texture files contain a strange blue/purpleish version of a regular texture, these are the mapping files)
- (as far as I know, RGB are the normals and the alpha channel is the specular mapping, but I'm not 100% sure)
- 2) Make whatever changes to the textures that you want, apart from resizing the texture
- 3) When saving them / converting them back to DDS, make sure you save them in the correct DDS format
- (DXT1, DXT3, DXT5, A8B8G8R8 are the only ones I've seen)
- (you can check which format a DDS file is by opening it with Windows Texture Viewer, the format will be on the bottom left)
- 4) You also have to make sure you generate new mipmaps when saving / converting, or the texture will only work up close
- IMPORTING THE TEXTURES
- 1) Copy all the modified .dds files into the same folder as the model.nut
- (make sure all of the .dds files have the same name as they did originally)
- 2) Run the "EasyInject" bat file
- 3) Copy the model.nut back into the original skin folder it came from
- 4) Add the edited skin folder into Sm4shexplorer using the instructions for downloaded mods
- You're now done, you've made a texture edit! If you want to also edit the CSPs, they're located in ui -> append -> chr, and they're all .nut files so they can be edited in mostly the same way. Have fun modding!
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