Object Texture Editing

Changing the textures of in-game objects is fun and very easy to do.

Tutorial written by Swiftshine

This tutorial was written for New Super Mario Bros. Wii, but you can do the same for Newer Super Mario Bros. Wii

Requirements

 * An extracted dump of New Super Mario Bros. Wii
 * BrawlBox/BrawlCrate
 * An image editor

Extracting Textures
Locate the "Object" folder. The object we will be changing the texture of for this tutorial is Propeller Mario.

Open "Mario.arc" with BrawlBox or BrawlCrate. You should find something like this appear:

Click on the + sign next to the folder named "g3d". A folder named "model.brres" should appear. Click the + sign next to that as well. Now, three folders should appear. The folder you want to focus on is "Textures". Click the + sign near "Textures".

Now, a whole bunch of image files should appear. Since we are editing Propeller Mario textures, there's three we need to focus on: "player_plbody", "player_plface", and "player_plhead". Right-click each file, and click extract. Then, extract to any place you want. You'll want to extract them as a .png file.



Changing Textures
Once you've done that, it's time to change the texture. Open your image editing program and open the texture file. For this tutorial, let's turn this texture from red to black.

Now that you've done that, it's time to put it in-game. Repeat the steps above, except instead of extracting the texture, we are going to replace it with another one. Right click and click replace.

Now open the changed textures in order to replace the red one with the black one. Of course, if you mess up, you can right-click and click restore. Once you've successfully changed the textures, save.



Don't stop there! Experiment and see what textures you like and which ones you don't. Or, if you like things simple, don't change any textures at all. Have fun changing textures!

SpriteTex - Adding Textures
It was mentioned earlier that this process can be done with Newer Super Mario Bros. Wii, but what if you wanted to add textures to sprites?

It's important to mention that only certain sprites, without additional code hacks found outside of the original Newer, can use SpriteTex. Some examples of this include the Goomba, Koopa, Bob-omb, Spiny, Buzzy Beetle, etc. You can check if a sprite has it in Reggie Next with the Newer patch selected. For this part of the tutorial, I'm going to use the Huckit Crab. The steps to browsing the textures are the same here, but we want to add a new texture.

First, we want to duplicate our brres to use as a template. Right click on the brres you wish to duplicate and select the duplicate option.

Second, we need to rename it. Here, the first two .brres files are named "t00" and "t01" respectively. Follow this naming practice by naming the new one "t02". Right click on the new brres and click on the rename option. Make sure to keep the ".brres" extension. It is recommended to move the newest brres files to the bottom. This can be done by right-clicking and selecting the "move down" option.

Third, replace the texture you want to replace. I will make the duplicated brres have a green texture. I will make a fourth one and make that one purple. Of course, when making the fourth one, I rename it to "t03.brres". Any future ones will be named "t04", "t05", and so on.



Save the file and then you're done! But how do we use this in Reggie? First, select the sprite to modify its settings. Where it says "Color", select something other than the default. After you have made this change, look down below where it says "Modify Raw Data". Wherever there was a change in value in any of the nybbles is where you make your changes. If the white Huckit Crab changes the value to 1 at nybble 6 (position may vary depending on sprite), then to load the next texture, change it to "2", or "3", and so on. The values are in hex, so up to 15 values other than the default can be chosen.