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<JAM>
m1-palinka


HL-HEV
hl-hev


Purple Bowser Jr.

Добавил: The DSystem
2016-10-01 09:31:02
112 просмотров
  • Purple Bowser Jr. Skin screenshot
  • Purple Bowser Jr. Skin screenshot
  • Purple Bowser Jr. Skin screenshot
  • Purple Bowser Jr. Skin screenshot
  • Purple Bowser Jr. Skin screenshot
  • Purple Bowser Jr. Skin screenshot
  • Purple Bowser Jr. Skin screenshot
  • Purple Bowser Jr. Skin screenshot
  • Purple Bowser Jr. Skin screenshot
  • Purple Bowser Jr. Skin screenshot
  • Purple Bowser Jr. Skin screenshot

Looks like I've come to the grand finale with my Bowser Jr. recolors, as recolor #7 is now all set. Bowser Jr. has gone purple, and so has his Junior Clown Car. I went with purple over pink, mostly because purple is Roy's color, but his Koopa Clown Car is colored red, instead of purple. This pretty much leaves Bowser Jr. without a Wendy O. Koopa reference, though I guess my red recolor could reference Wendy's sprites from Super Mario Bros. 3 and Super Mario World; both games give her a red coloring.

This texture hack does not replace any of the 8 color slots for Bowser Jr.. It instead, uses its own color slot, which, in this case, is the 15th color slot (c14). To use this texture hack, you need to edit a file named ui_character_db.bin.

ui_character_db.bin can be found in the following directory...

data/param/ui/

To edit ui_character_db.bin, you will need a parameter editing tool. You must then look for Entry[44] inside Group[1]; that entry is for Bowser Jr..

Name 7 is the amount of color slots that Bowser Jr. has. Names 21 through 52 play a factor on which voice clips Bowser Jr. will use, along with affecting which name the narrator will say. The values range from...

1 = Bowser Jr.
2 = Larry
3 = Roy
4 = Wendy
5 = Iggy
6 = Morton
7 = Lemmy
8 = Ludwig

After making the changes to ui_character_db.bin, make sure that you implement it onto ALL the language folders so that the changes are applied for any language you're using.

Lastly, when using Sm4shExplorer to pack your mod, you will have to make sure that the extra color slot folders that are inside the following directory are set to be packed.

data/fighter/koopajr/model/body/

The color slot folders that are insider the "kart" and "remainclown" folders will be packed for you when the mod is created.

Custom portraits and a custom stock icon are also included, and they will be packed for you when the mod is created.

Credits go to RandomTBush for his 3ds Max script, as his script really helped me with properly changing the texture IDs for Bowser Jr.'s models. The download does include a text document, which tells you this texture's texture IDs for the "body", "kart", and "remainclown" models.

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