ROM Hack How Do I Make Texture Hacks For Characters In MK7 or SM3DL?

EpicMario50

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I wanted to know if there was any method or program to change the textures of characters in these games. Every File Explorer can only extract textures and Ohana3DS doesn't even support .szs files.
 

TrackerTD

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Lately in the EFE thread there was a build uploaded that had support for importing textures, which works a charm;
6G7DKkx.png


Here; https://gbatemp.net/threads/release-every-file-explorer.373615/
Latest weekly build, it should be.
I still have to use Ohana for character texture editing, and while it works it seems for some reason it doesn't read mipmaps, despite using a mipmap-reading build that worked with track textures. Odd, but it works when importing so whatever.
 
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TrackerTD

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Just export the textures from EFE or Ohana as.png, edit them in Photoshop, and then import the .pngs back in when you're done.

My texture editing methods vary on what I'm doing. For Karts and Characters, plus emblems, Ohana (they're usually bcmdl's off the top of my head. For tracks, EFE.
 
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TrackerTD

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Strange. Works for me. Try taking a gander in the topic for the old version that supports mipmapping, that's what I use. That one ONLY lets me import .png textures.

That or make sure you're in Ohana's texture tab.
 

Jwiz33

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Strange. Works for me. Try taking a gander in the topic for the old version that supports mipmapping, that's what I use. That one ONLY lets me import .png textures.

That or make sure you're in Ohana's texture tab.
Thank you! I have not been able to import .pngs, and this build allows it. :)
 

LoganK93

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Lately in the EFE thread there was a build uploaded that had support for importing textures, which works a charm;
6G7DKkx.png


Here; https://gbatemp.net/threads/release-every-file-explorer.373615/
Latest weekly build, it should be.
I still have to use Ohana for character texture editing, and while it works it seems for some reason it doesn't read mipmaps, despite using a mipmap-reading build that worked with track textures. Odd, but it works when importing so whatever.

Any idea why the textures may not save or how I go about saving them after editing in EFE? It shows them in the actual texture tab as being edited, but viewing the actual model or loading it in game just gives me the default textures. I was attempting to edit Maple Treeway if that helps, so maybe it only works on driver models?

Edit: Did a character texture test and while it does show the edit in EFE now it gives me an error trying to save.
 
Last edited by LoganK93,

EpicMario50

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Lately in the EFE thread there was a build uploaded that had support for importing textures, which works a charm;
6G7DKkx.png


Here; https://gbatemp.net/threads/release-every-file-explorer.373615/
Latest weekly build, it should be.
I still have to use Ohana for character texture editing, and while it works it seems for some reason it doesn't read mipmaps, despite using a mipmap-reading build that worked with track textures. Odd, but it works when importing so whatever.
Thank you!
 

TrackerTD

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Any idea why the textures may not save or how I go about saving them after editing in EFE? It shows them in the actual texture tab as being edited, but viewing the actual model or loading it in game just gives me the default textures. I was attempting to edit Maple Treeway if that helps, so maybe it only works on driver models?

Edit: Did a character texture test and while it does show the edit in EFE now it gives me an error trying to save.

Make sure you've saved both the bcmdl (when you're viewing the textures and that) and then saved the full .szs as well AFTER doing that.

Lookie here for what I mean, big images mind;
igmHhkj.png

YHvbh5d.png
As for the character editing, that's sadly a bug or something. You'll have to use Ohana3DS, like I said; make sure to edit the mipmaps for the textures (the differently sized ones) when you're editing the drivers and stuff.
 
Last edited by TrackerTD,

LoganK93

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Make sure you've saved both the bcmdl (when you're viewing the textures and that) and then saved the full .szs as well AFTER doing that.

Lookie here for what I mean, big images mind;
igmHhkj.png

YHvbh5d.png
As for the character editing, that's sadly a bug or something. You'll have to use Ohana3DS, like I said; make sure to edit the mipmaps for the textures (the differently sized ones) when you're editing the drivers and stuff.

I tried saving both like that but it still isn't working, and ohana just says it isn't a model file, and if I load the bcmdl as just textures it still doesn't change them on the actual model.. :/

Edit: NVM got character textures working (Fire Mario FTW). But still having issues with courses. Going to play with it more.

Edit2: Every time I click the little save icon I get an error that it couldn't save when editing course textures too.
 
Last edited by LoganK93,

TrackerTD

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Edit2: Every time I click the little save icon I get an error that it couldn't save when editing course textures too.

Honestly no idea then. Might be using a different build of EFE to me? I'll probably make a full YT tutorial (the only one I can currently find is naff), and I'll put everything I've used in a .zip for it.
 

u4ick

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Honestly no idea then. Might be using a different build of EFE to me? I'll probably make a full YT tutorial (the only one I can currently find is naff), and I'll put everything I've used in a .zip for it.
I'm also getting an issue where I can't save.
Could you post your build of EFE?

EDIT: It turns out what causes this is the creator of EFE hasn't implemented saving of skeletal data, and so if you try to save a bcmdl with a rigged model in it you just get an error.
 

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