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<JAM>
m1-palinka


HL-HEV
hl-hev


Light Green Bowser Jr.

Добавил: The DSystem
2016-10-01 09:02:53
126 views
  • Light Green Bowser Jr. Skin screenshot
  • Light Green Bowser Jr. Skin screenshot
  • Light Green Bowser Jr. Skin screenshot
  • Light Green Bowser Jr. Skin screenshot
  • Light Green Bowser Jr. Skin screenshot
  • Light Green Bowser Jr. Skin screenshot
  • Light Green Bowser Jr. Skin screenshot
  • Light Green Bowser Jr. Skin screenshot
  • Light Green Bowser Jr. Skin screenshot
  • Light Green Bowser Jr. Skin screenshot
  • Light Green Bowser Jr. Skin screenshot

And now I have my 6th recolor for Bowser Jr. all set. Sure, Bowser Jr. already has a green head and shell, but this recolor gives him a lighter green coloring, and his hair is colored purple as well. While I can't really put my finger on it, the colors that I used may be referencing someone besides Iggy Koopa. Maybe the colors also reference the Komodo Brothers (characters from the Crash Bandicoot series), as they're colored green and wear purple clothing, but it's probably just a coincidence.

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 14th color slot (c13). 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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