Loading Icon Mod Tutorial

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Update 2
  • Shoutouts to thomakaze and peachesnkeem for DDS help. See their comments below!
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Update 1
  • ATI1N or ATI2N files do not seem to open up in Adobe Photoshop correctly. I will address if I or anyone else is able to find a fix.
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Tired of that iconic and recognizable Smash Bros. emblem you see with every loading screen? Fear no longer. This tutorial will show you how to change that and make those loading screens a tad bearable for your own tastes.

This tutorial is a lengthy read, but written for the sake of clarity and no missed steps. Before we begin, I am writing this tutorial with the following implications that you are proficient in:

  • How to extract/replace files with Sm4shExplorer
  • How to extract/inject the textures in .nut files with a texture modding pack
  • How to use a multi-layer image editor program (ex. GIMP, Adobe Photoshop, Paint.NET) and how to open/save .DDS files with your software of choice.

You should also prepare a 1:1 ratio image for whatever icon you wish to use, in all black color.

With that being said, here are the instructions:

Part I: Extracting the Files
  1. With Sm4shExplorer opened, navigate to data>ui>info>com_loading00>img-00000.nut. Extract that file.
    (If your region is EU, search under your regional data partition.)
  2. Afterwards, navigate to data>ui>replace>system>com_loading_mask.nut. Extract that file.

Part II: Modifying the Files

We will go ahead and extract the texture/DDS file from our com_loading_mask.nut file first. Open up the DDS file in your photo editing program. It should be in grayscale color mode.



At this point, it is up to you how you want to edit the image, so long as it meets the following criteria at the end:

  1. The icon is within the emblem's original radius.
  2. The emblem is white.

However, if this is your first time editing, I recommend you keep reading how I would edit each of the files.


Part II.5: The editing method (com_loading_mask.nut)


  1. Using the color picker tool, click on and select the black area of the image.
  2. Invert the selection.
  3. Cut the current selection and paste it as a new layer.
  4. Delete the previous layer.



Following so far? Good.
Now, go ahead and paste your new emblem as a new layer, then uniformly scale it so it falls just right within the Smash emblem.


Toriyah.

At this point, add a new background layer, and fill it with black color. Disable the smash emblem layer. Color invert the new emblem layer.



Once this is done, use the Copy visible tool.
(Ctrl+Shift+C for GIMP, Ctrl+Alt+Shift+E for Photoshop (with the top most layer active).)

Then paste it as a new image.
(Ctrl+Shift+V for GIMP, or for Photoshop, click on 'File / New' and where it says 'Preset', make sure the drop down says Clipboard.)

Save your DDS file. The format is ATI1N (for GIMP, BC4 / ATI1 (3Dc+) preset); DO NOT GENERATE MIPMAPS.

After this, keep your workspace open.
Inject your DDS file, and add your new com_loading_mask.nut back into Sm4shExplorer. Ta-da!

...You still have another .nut file to handle.

Extract the DDS file from img-00000.nut. Open it up in the same program you edited your last DDS file from.

Part 3: img-00000.nut

The tricky part is aligning your emblem to each of the Smash emblem copies, as shown here. If misaligned, the loading circle will not revolve around your icon correctly.



If only we had a reference position for the icons-- OH SNAPPLE, WAIT A MOMENT.

With your previous image workspace, make a duplicate copy of each layer (except the black background layer). Make the copies both visible, then merge the copies together.



Copy the new layer to your clipboard, then go back to the new DDS workspace. We will only focus on the big three Smash emblems. Paste your clipboard as three new layers, overlapping each of the three smash emblems. Do this as precisely as possible, overlapping as close to every pixel you can.



Going back to the first workspace, copy your new layer emblem, and paste it in the new workspace as three new individual layers. Then color invert them and overlap them with each of the Smash emblems.



After this, disable all layers except the 0.dds layer. Using the selection tool, select the areas where the three Smash emblems are and fill them with black.



De-select, and then re-enable your new emblem layers.



Ah, don't forget to blur the layer closest to the top of the image. Here I expanded the canvas to image size and use a Gaussian blur value of 20.



Once this is done, use the Copy visible tool.
(Ctrl+Shift+C for GIMP, Ctrl+Alt+Shift+E for Photoshop (with the top most layer active).)

Then paste it as a new image.
(Ctrl+Shift+V for GIMP, or for Photoshop, click on 'File / New' and where it says 'Preset', make sure the drop down says Clipboard.)

Save your DDS file. The format is ATI1N (for GIMP, BC4 / ATI1 (3Dc+) preset); DO NOT GENERATE MIPMAPS.

Inject your DDS file, and add your new img-00000.nut back into Sm4shExplorer. Ta-da! Give yourself a pat on the back and do the hokey-pokey.

Optional: Removing the Rotating Circle Streak



Upon testing of the mod, I didn't find the circle streak too appealing for this kind of emblem.

In order to remove it, the file that contains the streak will be data>ui>info>com_loading00>img-00001.nut in Sm4shExplorer.

Remove it using whatever method you like. 


I would recommend using the color picker to select the blues, invert the selection, and just fill with the dark shade of blue.

Save your DDS file. The format is ATI2N this time around (for GIMP, BC5 / ATI2 (3Dc) preset); DO NOT GENERATE MIPMAPS.

Load up your mods, and now it's just a perfect 20XX.



tl;dr: The files you need to replace are
  • data>ui>info>com_loading00>img-00000.nut
  • data>ui>info>com_loading00>img-00001.nut (optional)
  • data>ui>replace>system>com_loading_mask.nut

Looking forward to all of your snazzy loading screen emblem mods!

The mod used in this tutorial can be downloaded here.



Posts

  • 1
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  • 5mo
    Jaxel avatar
    Jaxel Offline
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    Has anyone noticed that if you add a loading background, the loading icons get blurred? Is there a way around this?
    Bananite
  • 5mo
    DewGaming avatar
    DewGaming Modding
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    I created a custom icon using this tutorial and it works great ... without a custom loading screen.  When I have a custom loading screen (This one to be precise), the icon becomes blurry, just like the one that you had us use the Gaussian blur on.  Any fix at all with this?
    Smash 4 Mod User
  • 5mo
    Braivety avatar
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    So everything looks good, and I even got rid of the swirling circle, but for some reason every time it first shows the loading icon, and right before it cuts away, a white square flashes over it. Any idea whats causing it or how to fix it?
    Fighting Polygon Team (FPT) avatar
    Mantra
    Fighting Polygon Team (FPT)
  • 5mo
    When I try to inject into the img-00000.nut it doesn't work. and it says the ID of 0 is not used, but when I run nut_check it says the extracted slot is 0 and the texture is 0 so what else would the ID be? Does my file need to be in BC4 or ATI1 format? If so how? Gimp doesn't support either of those and paint.net won't open the file.
    Riding a wave of vapor
  • 6mo
    Gale-kun avatar
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    Posted by StankKnight

    Posted by Gale-kun

    I'm curious, can this be used to replace character icons like for example cloud's FF icon in battle, character select, result screen etc?
    Late response, but no. There's three .nut files being used for character icons and one model for the results screen.
    ah that's unfortunate. Thanks for letting me know.
    Love your Waifu...er, Waifus
  • 6mo
    StankKnight avatar
    StankKnight avatar Yup I died.
    Member Joined 1y
    Posted by Gale-kun

    I'm curious, can this be used to replace character icons like for example cloud's FF icon in battle, character select, result screen etc?
    Late response, but no. There's three .nut files being used for character icons and one model for the results screen.
    i really like cheese
  • 7mo
    Gale-kun avatar
    Gale-kun avatar Finding Myself
    Member Joined 8mo
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    I'm curious, can this be used to replace character icons like for example cloud's FF icon in battle, character select, result screen etc?
    Love your Waifu...er, Waifus
  • 9mo
    nerusenpai avatar
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    Posted by InTheBeef

    The com_loading00 files must go in the local data for EU players, if you want to specify that. The loading mask seems to work fine in default.
    Ah, thank you. I appended the detail in the tutorial.

    I sometimes make some things
  • 9mo
    InTheBeef avatar
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    The com_loading00 files must go in the local data for EU players, if you want to specify that. The loading mask seems to work fine in default.

    8/10

    • Helpful x 1
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    Feel free to ask for help.
  • 9mo
    Thomakaze avatar
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    Thomakaze avatar
    Thomakaze
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    ATI1N can be converted to PNG using DDS2PNG, you can then create the icon (make sure to make it white/black as the converstion to PNG actually spits out white/transparent), save as a PNG and use AMD compress to convert to ATI1N. 

    Not 100% sure on ATI2N, haven't looked at it yet.
    • Helpful x 1
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    Rest in Spaghetti
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