Thunderspam
Smash Journeyman
This guide is intended to educate people on how to use BrawlBox to swap out normal character models with new ones from Assist Trophies, Subspace enemies, and any models that you can think of. This version is unrevised, but it gets down the basics. I will create a more updated version later.
Let's start by deciding on which model we want. I will post pictures later to help out.
First, we should start by getting the files that we need. I personally use this mediafire here in order to get all of my files, although if you have another source, feel free to use it.
Here is a quick guide for selecting your model:
1. Normal characters are located in the file called "fighter"
2. You are most likely going to need the four main files "Fit<character>.pac" "Fit<character>00.pac", "Fit<character>00.pcs", and "Fit<character>Motion(Etc).pac". The last one will have the Etc attached unless it is an Alloy.
3. Assist trophies are located in the folder called item. A good chunk of them have Japanese names, so you may have to do some searching before you find them. Pokemon are located in these folders too, but they are not always recommended since they have limited animations and bones.
4. Subspace characters are located in the folder called "stage" and then inside that, "adventure". Every enemy will be inside the actual stage data, except for Primid, and Auroros, which are inside the adventure_common.pac file. This means you might have to do a lot of searching for the right enemy.
5. Stage characters are another possibility, but they don't always work. Try it out though.
6. Most of these types of characters will not work on top of standard characters. Eldiran came up with the theory that the model you are inserting has to have more bones than the original. Instead, you can try putting your model on an Alloy character. These are called Zakoboy, Zakoball, Zakochild, and Zakogirl (Red, Green, Yellow, and Blue respectively).
Now lets start by making sure you have the latest version of Brawl Box. If you don't I suggest you go get it. Start by opening the character that you are going to use to replace the Alloy, or other character.
Just make sure that you have the right model, by opening the nodes and folders until you find the model (Usually in a folder called ModelData, or 3DModelData), and right click and press preview (CTRL+P for you shortcutters). You will see a really zoomed in model. Just press down and hold the minus key (-) on your keyboard to zoom out. If everything looks good, then close the model preview window, and once again right click the model data. Either click Export, or hit (CTRL+E). Make sure that the file extension is right when exporting it. It should be mdl0. If it is brres, you need to click on the actual model file. Export it to somewhere you will be able to find and access it quickly.
Now, you are also going to need the texture data. Textures are usually found right beneath the model, but there are some exceptions. Instead of exporting every file inside separately, you can instead click on the red file called "TextureData[0]" (Usually), and export that to the same place you exported your model.
Now, if you feel up to it, you can also export all of the animation data, or else when you try to play with it in game, you might get a mangled mess, or T pose. Go ahead and export that if you feel like it, or you can come back once you are sure the model is working.
Alright, now it is time to open up your character files. In the case of something like Yellow Alloy, these files would be called "FitZakoChild00.pac" and "FitZakoChild00.pcs". You need both of these files, or else it will not work.
Start by finding your mdl0 file, much like before, but instead of exporting it, you want to right click, and press replace (CTRL+R). Find the mdl0 file that you just exported from the other model, and choose that. If you try to preview the model, it will not work however.
To solve this, you need to get the textures. Do the same thing. Right click the brres file (The red one called TextureData[0]), and click replace. Replace it with your textures that you exported earlier.
If you have done it correctly, you should now be able to preview your model. If you can't still, you should probably go back and look everything over.
Now, you can do two things here. You can either test the model in game, or you can add animations to it. If you exported all of those animations earlier, this should be easy. Open up your Motion file (Fit<character>Motion.pac) and simply use replace like you did before, to put in new animations on top of the old ones.
Now if you want to test your model in game, open up your SD card, and go to the same folders where you keep your textures (I will give you the string of folders later). Open up your character's fighter folder (If they don't have one, such as the Alloys, just create one), and put all of your new files into it. If you have done it all right, you should have replaced the model.
Let's start by deciding on which model we want. I will post pictures later to help out.
First, we should start by getting the files that we need. I personally use this mediafire here in order to get all of my files, although if you have another source, feel free to use it.
Here is a quick guide for selecting your model:
1. Normal characters are located in the file called "fighter"
2. You are most likely going to need the four main files "Fit<character>.pac" "Fit<character>00.pac", "Fit<character>00.pcs", and "Fit<character>Motion(Etc).pac". The last one will have the Etc attached unless it is an Alloy.
3. Assist trophies are located in the folder called item. A good chunk of them have Japanese names, so you may have to do some searching before you find them. Pokemon are located in these folders too, but they are not always recommended since they have limited animations and bones.
4. Subspace characters are located in the folder called "stage" and then inside that, "adventure". Every enemy will be inside the actual stage data, except for Primid, and Auroros, which are inside the adventure_common.pac file. This means you might have to do a lot of searching for the right enemy.
5. Stage characters are another possibility, but they don't always work. Try it out though.
6. Most of these types of characters will not work on top of standard characters. Eldiran came up with the theory that the model you are inserting has to have more bones than the original. Instead, you can try putting your model on an Alloy character. These are called Zakoboy, Zakoball, Zakochild, and Zakogirl (Red, Green, Yellow, and Blue respectively).
Now lets start by making sure you have the latest version of Brawl Box. If you don't I suggest you go get it. Start by opening the character that you are going to use to replace the Alloy, or other character.
Just make sure that you have the right model, by opening the nodes and folders until you find the model (Usually in a folder called ModelData, or 3DModelData), and right click and press preview (CTRL+P for you shortcutters). You will see a really zoomed in model. Just press down and hold the minus key (-) on your keyboard to zoom out. If everything looks good, then close the model preview window, and once again right click the model data. Either click Export, or hit (CTRL+E). Make sure that the file extension is right when exporting it. It should be mdl0. If it is brres, you need to click on the actual model file. Export it to somewhere you will be able to find and access it quickly.
Now, you are also going to need the texture data. Textures are usually found right beneath the model, but there are some exceptions. Instead of exporting every file inside separately, you can instead click on the red file called "TextureData[0]" (Usually), and export that to the same place you exported your model.
Now, if you feel up to it, you can also export all of the animation data, or else when you try to play with it in game, you might get a mangled mess, or T pose. Go ahead and export that if you feel like it, or you can come back once you are sure the model is working.
Alright, now it is time to open up your character files. In the case of something like Yellow Alloy, these files would be called "FitZakoChild00.pac" and "FitZakoChild00.pcs". You need both of these files, or else it will not work.
Start by finding your mdl0 file, much like before, but instead of exporting it, you want to right click, and press replace (CTRL+R). Find the mdl0 file that you just exported from the other model, and choose that. If you try to preview the model, it will not work however.
To solve this, you need to get the textures. Do the same thing. Right click the brres file (The red one called TextureData[0]), and click replace. Replace it with your textures that you exported earlier.
If you have done it correctly, you should now be able to preview your model. If you can't still, you should probably go back and look everything over.
Now, you can do two things here. You can either test the model in game, or you can add animations to it. If you exported all of those animations earlier, this should be easy. Open up your Motion file (Fit<character>Motion.pac) and simply use replace like you did before, to put in new animations on top of the old ones.
Now if you want to test your model in game, open up your SD card, and go to the same folders where you keep your textures (I will give you the string of folders later). Open up your character's fighter folder (If they don't have one, such as the Alloys, just create one), and put all of your new files into it. If you have done it all right, you should have replaced the model.