BrawlCrate v0.41 or newer required.
In BrawlCrate, navigate to Tools > Settings > Updater tab, and click the Manage Subscriptions button.
Click add, then paste the link to this Github repo: https://github.com/markymawk/BrawlCratePlugins
These plug-ins will then be downloaded, and future updates will be pulled automatically!
Usage: Plugins menu
Bulk export PNG files as InfFace BRRES files, given a starting index value. Supports 3-digit (vBrawl) and 4-digit (50CC) indices.
Usage: info.pac > Right-click BRRES Misc Data 30 (or parent ARC)
Export stock textures and StockFace PAT0 animation data to the other files where stock icon data is used: STGRESULT.pac
, StockFaceTex.brres
, and sc_selcharacter.pac
.
Usage: Right-click a MenMainIcon CLR animation inside a MenuRule arc within menumain or selcharacter2
Copy the selected CLR0 to its matching counterparts (all CLR0s inside MenuRule that end in the same digit). Recommended to be run once each for 0 through 5.
Usage: Right-click the MenuRule_en ARC within a menumain or selcharacter2 pac
Export the MenuRule ARC between menumain & selcharacter2 files.
Usage: Right-click any "Textures" group, or parent BRRES
Sort textures alphabetically, while keeping colorsmash groups in-tact. Includes auto-save functionality for backups during longer sorts.
Usage: Right-click any "Palettes" group
Import new palettes from one or more external PLT0 files.
Usage: Plugins menu
Check currently opened file for materials that use a texture of a non-power of 2 and whose wrap mode isn't set to Clamp. UWrapMode and VWrapMode are checked separately for width and height, respectively.
Usage: Plugins menu
Transfer entire tracklist frequencies across build updates. Select a "source" tracklist folder (typically Project+/pf/sound/tracklist
) and a "destination" tracklist folder. Song frequency values will be copied from the source to the destination tracklists, based on song name or filename.
Usage: Plugins menu > File Checking (P+)
Scan a strm
folder for any BRSTM files that aren't used by tracklist files inside sound/tracklist/
. Unused files will be listed, with the option to delete them all at once.
Usage: Right-click any StgPosition model, parent Model Data [100] BRRES, STPM node, or STPMEntry node inside a stage pac
Copy stageposition data (blastzones, respawn points) and STPM camera data to all other stage .pac files that contain a given substring. For stage files with multiple StgPosition or STPM nodes, only the top-most one will be overwritten.
This process is irreversible -- always keep backups!
Usage: Plugins menu > File Checking (P+)
All .ASL files, .param files, or TLST files inside their respective folders (or parent pf
folder) will be checked for valid file locations. Optionally, the contents can be exported to a .txt file, containing various relevant information or error data.
An individual tracklist can be checked via its right-click > plug-ins menu
Usage: Right-click a param root node, ASL entry node, or any param substage entry.
Open a .param file from its ASL entry, or open the stage .pac or .tlst file associated with a given .param file. Specific substage .pac files can also be opened via right-clicking their child nodes.
Usage: Right-click tracklist root node
Generate new tracklist entries from selected BRSTM files based on their filepaths. If the BRSTM files exist outside of a strm folder, a custom prefix can be added to describe the relative path, such as ../../
Usage: Right-click tracklist root node
Reset all frequency values of tracklist entries to their default value (40).
Usage: Right-click any track node that uses a custom BRSTM path
Rename or set volume of all instances of the selected track across every tracklist in the same directory. For quick repeat usage, leave the tracklist directory open in BrawlCrate.
Usage: Plugins menu > PAC File Optimization
Check CHR0, VIS0, SRT0, CLR0, and PAT0 animations in the currently opened stage .pac file. Any unused entries will be listed and deleted from the animation. Only recommended for FD, BF, or Palutena-based stages. The result should always be tested in-game, with a backup .pac file saved.
Alternately can be run per animation, via any individual animation's right-click > plug-ins menu
Usage: Plugins menu > PAC File Optimization
Check materials and TEX0 nodes in the currently opened stage .pac file. Any materials that are unused by objects, PAT0 animations, or SRT0 animations, along with any textures unused by materials or PAT0 animations, will all be deleted. Any Cull_All materials, unused Normals, and unused Vertex nodes are also listed, but not deleted. WILL break Hanenbow-based stages, and may have untested, undesired effects on others (be wary of Star Fox or Shadow Moses-based stages). The result should always be tested in-game, with a backup .pac file saved.
Usage: Plugins menu > PAC File Optimization
Delete any Normal or Vertex nodes unused by any objects within models. The result should always be tested in-game, with a backup .pac file saved.
Usage: Plugins menu > PAC File Optimization
Delete any bones unused by objects or collisions. Out of caution, this doesn't affect any models that use non-SingleBind objects (objects bound to multiple bones).
Usage: Plugins menu > PAC File Optimization
Improve readability of stage .pac files by converting "Static" BRRES nodes (nodes where the only entry is a Static model) to Redirect nodes at the end of the file. The result should always be tested in-game, with a backup .pac file saved.
Usage: Right-click a MDL0 Color node, CLR0 animation node, CLR0 material, CLR0 material entry, or Vertex color node
Modify all color entries of the selected item at once. Set Hue changes all colors to the same hue (0 to 359 valid). Rotate Hue adds a given value to all colors' hue values, rotating them along the color wheel (-180 to 180 valid). Adjust Saturation and Adjust Brightness change the value of the color's respective saturation or brightness by the entered value (-100 to 100 valid).
Usage: Right-click a MDL0 node inside a costume .pac file
Export the selected fighter MDL0 to all identically-named MDL0 nodes in the fighter's directory. Useful for optimizing or iterating on several recolors at once.
Usage: Right-click any MDL0 node
Import materials and shaders from an external .MDL0 file, along with object DrawPass settings. Some materials may need to be re-assigned to objects manually.
Usage: Right-click any MDL0 node with materials
Set all of the model's materials' FogIndex or LightSetIndex values to the entered value (-1 to 20).
Usage: Right-click any PAT0, PAT0 texture entry, PAT0 material entry, or AnmTexPat brres group
Set each frame's palette within a PAT0 entry to match the name of the texture on that frame.
Usage: Right-click any CHR0 or CHR0 entry node
Set all tangents to a given value in a CHR0 animation, or for a specific bone within.
Usage: Right-click a CLR0 animation inside FitGameWatch00.pac, or the corresponding ColorRegister0 entry
Replace all matching ColorRegister0 entries with the selected color sequence inside the FitGamewatch00 file. Must be ran separately for fill and border entries.
Usage: Right-click a TEX0 node inside a stage .pac file
List all models, materials, objects, and PAT animations using the selected texture.
Usage: Right-click a TEX0 node within any BRRES
Rename the selected texture and any material references and PAT0 entries where the texture is used. If the selected TEX0 is renamed over an already-existing TEX0, then the selected TEX0 will be deleted, and all references to the selected texture will instead direct to the new texture. For TEX0s within a MiscData or ModelData, only that BRRES will be affected. For TEX0s within a TextureData, references within the whole file will be checked.
Usage: Right-click a TEX0 whose name ends in a digit
Rename the selected texture, along with a given number of TEX0 nodes above it, by automatically incrementing a numbered suffix by 1. Helpful for adding cosmetics in the middle of a set.
Usage: Right-click a LightSet or Fog node
List all materials to which the selected LightSet index or Fog index is assigned.
Usage: Plugins menu
Output a .txt file containing info of the selected node and all child nodes, including name, MD5 checksum, node size, and specialized info for certain node types. Ideal for comparing files or as a form of version control.
Usage: Plugins menu
Display a message with the MD5 checksum of the selected node, for quick checks or comparisons.