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