Okay, now I should talk about the texture parts that have multiple portraits and/or icons for the playables...
Throughout my icon replacement work, I've noticed at least "5" different texture parts, where there are multiple portraits in "1" texture part. They're...
For each of my downloads, only one of the icons are modified for each of those texture parts. In order to merge the edits, you need to have an image editor in your arsenal.
I'll use the edits that I made to pc_icon_80r_rslt.tpl
as an example...
The one on the left is the Red Yoshi version, while the one on the right is the Red Magikoopa version. The reason for this is so that the two texture hacks don't have to rely on each other. If you merge the edits together, you should at least end up with...
The key to doing this, however, can be rather tricky if you don't have hex editing experience. Simply put, you need to first import those texture parts with a hex editor. Next, you must extract those textures as PNG images.
For the next step, you should have The GIMP and Adobe Photoshop CS3/CS4. With The GIMP, save the PNG images as TGA images. Next, open the TGA revisions with Photoshop CS3/CS4, and save them as PNG images. This will remove the alpha layers, making icon merging easier.
Now, with The GIMP, you merely have to select the custom icon on one of the texture revisions, and copy it onto the other. Save your work, and then reopen the file in Photoshop CS3/CS4. Copy the alpha layer from any of the TGA images onto the PNG image, and then save the PNG image as a TGA image. Make sure that you have the alpha layer enabled before saving.
Last up is BrawlBox. You need to upload the TGA image onto that program so that you can make the texture data. Now, pc_icon_80r_rslt.tpl
is a CI8 texture, and its palette's format is RGB5A3, and uses 256 colors. After uploading the texture with those settings, export the texture data as a TEX0 file, and the palette data as a PLT0 file.
To finish up, you need to open the TEX0 and PLT0 files, along with pc_icon_80r_rslt.tpl
, with a hex editor.
For the TEX0 and PLT0 files, their data begins at offset 0x40. For the TPL file, because it's a CI8 texture, its palette data starts at offset 0x20. And since the palette data has 256 colors, the texture data begins at offset 0x260.
All that's left to do is copy the palette data from the PLT0 file onto the palette data for the TPL file, followed by copying the texture data from the TEX0 file onto the texture data portion of the TPL file. Save the TPL file, and you've completely modified it.
Finish up by importing that TPL file onto the proper ARC container files, and view the changes with the SZS Modifier. If you did all the steps correctly, congratulations.
However, if you still don't fully understand this tutorial, I won't blame you. After all, this work can be a very complex to pull off, and is more designed for the advanced texture hackers.