Kitty Corp Meow Mix Forums

Super Smash Bros. Brawl Hacking => Stages => Topic started by: LegacyWolf on February 02, 2013, 02:03:10 AM



Title: Stage Workshop
Post by: LegacyWolf on February 02, 2013, 02:03:10 AM
(http://i.imgur.com/vpuJwqZ.gif)



This thread is for previews of Stages you're working on.
The idea behind this thread is to showcase everyone's in-progress Stages together into one thread. Any stage in the works counts.

Rules:

-This thread is to showcase Stages in progress, not to advertise released mods. If your Stage is done, you can say so in your own Stage thread. But it's OK to say the same thing in this thread if someone asks about it here.

-No posting the same preview more than once, unless improvements have been made.

-You may post your thoughts about the user's current work. But if you dislike something about the Stage work, just say so, but be kind about it. Explain what you don't like and why. Even offer suggestions.

-Make reasonable custom edits before posting a preview.

-Do not request things (That's what the Stage Requests board is for).

-You may ask Stage questions, but try not to ask too many questions at once.

-Only show Stage previews, not any other type of hack/mod.

-Please put large pictures, gifs, and videos into Spoilers.

-And of course, follow the Forum Rules (http://forums.kc-mm.com/index.php?topic=67.0)

Regards to KingJigglypuff for building the majority of the OP.


Title: Re: Stage Workshop
Post by: KingJigglypuff on February 02, 2013, 02:11:14 AM
All of my yes.

I was wondering why there hasn't been a Stage Workshop thread yet. :P

*Subscribes*

I wonder if we could get a Mod to Sticky this thread. Just like how the Model and PSA Workshop threads are.

Also, dat banner. *Me Gusta*

And you're welcome, Legacy. =P


Title: Re: Stage Workshop
Post by: LegacyWolf on February 02, 2013, 02:19:12 AM
All of my yes.

I was wondering why there hasn't been a Stage Workshop thread yet. :P

*Subscribes*

I wonder if we could get a Mod to Sticky this thread. Just like how the Model and PSA Workshop threads are.

Also, dat banner. *Me Gusta*

And you're welcome, Legacy. =P


:P

Helping KTH with Chemical Plant Zone.

(http://i.imgur.com/rAZfT4X.jpg)


Title: Re: Stage Workshop
Post by: pikazz on February 02, 2013, 05:02:59 AM
I am not a good stage hacker but I like to do unqine ones!

Module File Hacking (http://www.youtube.com/watch?v=9mBP9Jka73o#ws)

trying to find out how to port the spring or water to an other stage like final destination.
successfully added a spring to Lv5 instead for Lv3 in break the targets!


Title: Re: Stage Workshop
Post by: Mewtwo2000 on February 02, 2013, 05:14:39 AM
Ok, let's put my unfinished ones too:

SM64 Bowser stages (3 in 1):

[SSBB hack] - All SM64 Bowser stages (http://www.youtube.com/watch?v=Fponryevvc4#ws)

Grunty's Tower:

[SSBB hack] - Grunty's Tower Top (preview 3) (http://www.youtube.com/watch?v=vcYmOuBr_k8#ws)

Fire Temple:

[SSBB hack] - Fire Temple (on the stair) (http://www.youtube.com/watch?v=TikeZZlI_RU#ws)

Melee Peach's Castle:

[SSBB hack] - Peach's Castle Melee (2nd Preview) (http://www.youtube.com/watch?v=_Ku07XIuf9M#ws)

Mute City:

[SSBB hack] - Mute City over Port Town (WIP 2) (http://www.youtube.com/watch?v=N1OTNEwJ6qU#ws)

This one is more advanced than this, I got to make a new video already.

More will come :P


Title: Re: Stage Workshop
Post by: pikazz on February 02, 2013, 06:27:51 AM
ooooh dat bowser stage <3 me want that!


Title: Re: Stage Workshop
Post by: jjookkeekkiidd on February 02, 2013, 06:33:00 AM
(http://i.imgur.com/6Hebmlj.png)
(http://i.imgur.com/lTJJbB4.png)

waitwut?
me making a stage?

a bit of explanation about the model and plans :P

the huge plane thingy is water, the brownish thingy are actually 3 planes, that wanna look like waves for the water, i wanna make the clouds animated a bit, and have 2,3 or 4 balloon fighters float around in the background (hence the first pic)


Title: Re: Stage Workshop
Post by: KTH on February 02, 2013, 07:25:25 AM
(http://i.imgur.com/J0gmbG9.jpg)

Almost done. I needto found some smoke effect.
I've added some stuff for make the stage more funny, thanks to Mewtwo2000, LegacyWolf and my friend Someone for the help.
The tube on the middle rotate.
There a platform.
There 4 block on the left for help you if you fall.

And the preview of LegacyWolf is over Jungles Japes, it's for add some water.


Title: Re: Stage Workshop
Post by: Segtendo on February 02, 2013, 10:00:26 AM
>.>
I've been waiting for a thread like this.


Title: Re: Stage Workshop
Post by: Pervyman Trigger on February 02, 2013, 10:20:12 AM
Yay =D. I'll post stuff once I've made progress from whats in my own thread >.>


Title: Re: Stage Workshop
Post by: Peardian on February 02, 2013, 12:43:43 PM
Woo! This is exactly the kind of thread I was hoping for. In fact, I'm surprised there wasn't one of these sooner.

As you can see in my thread (http://forums.kc-mm.com/index.php?topic=55111.0), I have a stage in the works. Considering it was to be my first ever stage, it's pretty ambitious. Since the layout is complex, I really want to make sure that it's actually playable and fun before I do serious work on the stage models. So please, please try it out and let me know what you think of the design.

(http://img841.imageshack.us/img841/7663/stagepreviewv2.jpg)
http://www.mediafire.com/?sq2yl4rtgokx60a (http://www.mediafire.com/?sq2yl4rtgokx60a)

Notes:
-The background is temporary. No, this is not a Blade stage.
-There is a big gimmick to this stage that has yet to be implemented. It will be revealed (along with the stage theme) in the next release, which I hope is soon.
-Before anyone asks, making this stage tournament-friendly is the least of my concerns.


Title: Re: Stage Workshop
Post by: LegacyWolf on February 02, 2013, 01:02:43 PM
Wow, I like what I see in here.

*Gets old previews*

(http://i.imgur.com/MCI6nXD.jpg)

(http://i.imgur.com/sMzNF.png)

Ghostly Galaxy (Super Mario Galaxy) Stage WIP Video [Stage made by LegacyWolfx] (http://www.youtube.com/watch?v=Es4Gsmrehic#ws)


Title: Re: Stage Workshop
Post by: DSX8 on February 02, 2013, 01:28:07 PM
here's some WIP... glad to see a thread of this kind for stages :P

SSBB Stage Imports - Crystal World & Edge of Madness (revamp previews) (http://www.youtube.com/watch?v=MOAMDMkS8Ak#ws)

SSBB Stage Imports - Melee Great Bay Revamp WIP #1 (http://www.youtube.com/watch?v=dFLw197lx3I#ws)



Title: Re: Stage Workshop
Post by: jjookkeekkiidd on February 02, 2013, 01:56:56 PM
page 1 and it's full of win already :srs:


Title: Re: Stage Workshop
Post by: Mewtwo2000 on February 02, 2013, 03:32:04 PM
More SM64 Bowser stuff:

[SSBB hack] - SM64 Bowser Battle #2 (Platform tilting + burning lava) (http://www.youtube.com/watch?v=AnyKq_HXUoc#ws)


Title: Re: Stage Workshop
Post by: Peardian on February 02, 2013, 03:48:16 PM
I'm liking that Fire Sea stage! The tilting and lava make it more interesting than being just an over-sized Final Destination.

I know it's probably not possible just yet, but one feature that would make the SM64 Bowser stages more interesting is having the exploding mines be in the playfield.


Title: Re: Stage Workshop
Post by: libertyernie on February 02, 2013, 04:29:17 PM
[P:M/Brawl] Super Smash Land: Underground (http://www.youtube.com/watch?v=tNVZ0GICOt0#)
I figured out how to upload in 16:9! Looks like the embedding still forces 4:3+letterboxing, though.
Here's one of the Super Smash Land stages I haven't released quite yet.


Title: Re: Stage Workshop
Post by: Leon Exodio on February 02, 2013, 04:32:26 PM
i was working on this like a month ago but stopped to take a break from stage hacking,but im starting on it again

(http://i.imgur.com/U8msg.png)


Title: Re: Stage Workshop
Post by: Haseyo on February 02, 2013, 06:11:00 PM
HI I'M DAISY

But srsly I'm hype for that Cruiser. Still my favorite MK stage.


Title: Re: Stage Workshop
Post by: SonicBrawler on February 02, 2013, 07:43:42 PM
I like what I see here.


Title: Re: Stage Workshop
Post by: LegacyWolf on February 02, 2013, 09:15:30 PM
Well it's good this thread is getting some attention.

(http://i.imgur.com/0sVQhEt.jpg)

Revamping what appears to be my best stage. >.>

As usual, it's an unnecessarily early preview.


Title: Re: Stage Workshop
Post by: KingJigglypuff on February 02, 2013, 09:19:40 PM
I know I said this in your thread already, but I'll say it again.

Me Gusta.


Title: Re: Stage Workshop
Post by: ToadKart on February 02, 2013, 10:46:28 PM
This is now my favorite thread!  :happy:


Title: Re: Stage Workshop
Post by: Leon Exodio on February 03, 2013, 03:33:13 PM
another stage  im making

(http://i.imgur.com/Ds7lTv2.jpg)


Title: Re: Stage Workshop
Post by: LegacyWolf on February 03, 2013, 03:40:00 PM
another stage  im making

([url]http://i.imgur.com/Ds7lTv2.jpg[/url])


That's cool. Where's the fighting going to be? Or will there be multiple versions?


Title: Re: Stage Workshop
Post by: jjookkeekkiidd on February 03, 2013, 03:44:27 PM
IMO, the best thing for that stage would be a moving plattform, like delfino, so at some points you see the whole island and thus recognie the yoshi form


Title: Re: Stage Workshop
Post by: LegacyWolf on February 03, 2013, 04:39:28 PM
IMO, the best thing for that stage would be a moving plattform, like delfino, so at some points you see the whole island and thus recognie the yoshi form


That's not a bad idea if you're up to it.

Edit: Should've posted something sooner, but hopefully this makes up for it.

(http://i.imgur.com/o3lwZ2Y.jpg)


Title: Re: Stage Workshop
Post by: jjookkeekkiidd on February 03, 2013, 06:21:03 PM
those textures look sick :srs:


Title: Re: Stage Workshop
Post by: Ricky (Br3) on February 03, 2013, 06:23:43 PM
This is like that old Stage Hacking Central thread on Smashboards :D

Which is a good thing.


Title: Re: Stage Workshop
Post by: KingJigglypuff on February 03, 2013, 06:31:59 PM
This is like that old Stage Hacking Central thread on Smashboards :D

Which is a good thing.
It's a tread to showcase Stages that are in progress.

There are two other threads that are for similar purposes, but are used for PSAs and Models.


Title: Re: Stage Workshop
Post by: Haseyo on February 03, 2013, 06:56:01 PM
I like joke.'s idea for a moving platform, like the F-Zero stages. Even sicker if you got models to animation driving around the track as well, but one step at a time.


Title: Re: Stage Workshop
Post by: Ricky (Br3) on February 03, 2013, 07:23:29 PM
It's a tread to showcase Stages that are in progress.

There are two other threads that are for similar purposes, but are used for PSAs and Models.

Yeah, I'm just commenting

There was when I first met a lot of people from here.


Title: Re: Stage Workshop
Post by: Leon Exodio on February 04, 2013, 04:57:31 AM
IMO, the best thing for that stage would be a moving plattform, like delfino, so at some points you see the whole island and thus recognie the yoshi form
thats a good idea  but i dont know how to make moving stages but if i cant do it then ill have different versions


Title: Re: Stage Workshop
Post by: LegacyWolf on February 06, 2013, 02:28:29 AM
Started over with my Kami's Lookout revamp. Still needs tons of work.

(http://i.imgur.com/X1yPCpd.jpg)

Can't let this thread die so soon; we need more stages! :P


Title: Re: Stage Workshop
Post by: Leon Exodio on February 06, 2013, 12:47:37 PM
Started over with my Kami's Lookout revamp. Still needs tons of work.

([url]http://i.imgur.com/X1yPCpd.jpg[/url])

Can't let this thread die so soon; we need more stages! :P
cant wait lookes nice also im thinking about doing almost every mkdd stage

(http://i.imgur.com/TkehMJX.jpg)


Title: Re: Stage Workshop
Post by: LegacyWolf on February 06, 2013, 02:37:44 PM
([url]http://i.imgur.com/TkehMJX.jpg[/url])


That's cool. I was waiting for someone to do Bowser's Castle from DD. :P


Title: Re: Stage Workshop
Post by: Leon Exodio on February 06, 2013, 02:50:40 PM
That's cool. I was waiting for someone to do Bowser's Castle from DD. :P
yeah im using your lave from your bowser's castle because that lava looks way better then the one in dd


Title: Re: Stage Workshop
Post by: Peardian on February 06, 2013, 06:58:56 PM
Oh, I almost forgot to post this here.

(http://img14.imageshack.us/img14/5131/chandeluxe.png)

(http://img600.imageshack.us/img600/7055/chandelit.png)

Unlike the other stage I posted, this one won't really need much play-testing, so I'm already working on the background and props. Incidentally, look forward to an update on that mysterious other stage soon!


Title: Re: Stage Workshop
Post by: Syeo on February 06, 2013, 10:48:32 PM
([url]http://img14.imageshack.us/img14/5131/chandeluxe.png[/url])

([url]http://img600.imageshack.us/img600/7055/chandelit.png[/url])

Oi, Super Mario RPG! Awesome!
And now I can somehow imagine Smash Bros 4 (yay, presentation of it at the E3), the screenshot looks great. =D


Title: Re: Stage Workshop
Post by: Segtendo on February 06, 2013, 11:40:17 PM
Those crystals look breathtaking.
Is the fight gonna take place on the two chandeliers?


Title: Re: Stage Workshop
Post by: LegacyWolf on February 07, 2013, 04:57:12 AM
That's a sexy render!

Edit:

(http://i.imgur.com/K2ynJi3.jpg)


Title: Re: Stage Workshop
Post by: Leon Exodio on February 07, 2013, 06:40:00 AM
That's a sexy render!

Edit:

([url]http://i.imgur.com/K2ynJi3.jpg[/url])
looks awesome are we going to be falling in the water this time lol


Title: Re: Stage Workshop
Post by: LegacyWolf on February 07, 2013, 06:54:28 AM
looks awesome are we going to be falling in the water this time lol

Swimmable water, yo. ;)


Title: Re: Stage Workshop
Post by: Mewtwo2000 on February 07, 2013, 07:50:12 AM
Finishing with the SM64 Bowser stages:

[SSBB hack] - All SM64 Bowser stages (smaller, tilting and looped) (http://www.youtube.com/watch?v=gq3sD0JVZXE#ws)


Title: Re: Stage Workshop
Post by: jjookkeekkiidd on February 07, 2013, 08:44:32 AM
That's a sexy render!

Edit:

([url]http://i.imgur.com/K2ynJi3.jpg[/url])

may i suggest adding some grassy texture to the borders of the "walls", like, the cut between grass and stone is kinda bugging my eyes... other than that it looks great, but a comparisson with the older version would be even better for the eyes i guess :P


Title: Re: Stage Workshop
Post by: Albafika on February 07, 2013, 11:52:18 AM
Deleted the request post. Do not do that again. :)


Title: Re: Stage Workshop
Post by: Peardian on February 07, 2013, 02:38:58 PM
Finishing with the SM64 Bowser stages:

[SSBB hack] - All SM64 Bowser stages (smaller, tilting and looped) ([url]http://www.youtube.com/watch?v=gq3sD0JVZXE#ws[/url])

Looking good! Only recommendation I have right now is changing the overall looping time of the animation. Stage animations are designed in such a way that a complete loop of the stage matches up with one of the common match time limits (usually 2, sometimes 3, occasionally 5 for complex ones). It seems like 3 minutes would be a good time frame to shoot for, and if you do, be sure to keep in mind how a 2-minute match would play.


Title: Re: Stage Workshop
Post by: LegacyWolf on February 07, 2013, 02:56:45 PM
Finishing with the SM64 Bowser stages:

[SSBB hack] - All SM64 Bowser stages (smaller, tilting and looped) ([url]http://www.youtube.com/watch?v=gq3sD0JVZXE#ws[/url])



Almost done! Sure wish I could use that.

Saved me again, Albafika. Thanks.

may i suggest adding some grassy texture to the borders of the "walls", like, the cut between grass and stone is kinda bugging my eyes... other than that it looks great, but a comparisson with the older version would be even better for the eyes i guess :P


I might do this. Then again, I might not. ;)

*re-reads*

Oh...well:


v1
(http://oi39.tinypic.com/25tyiko.jpg)

v2
(http://oi46.tinypic.com/2ho90n6.jpg)

final
(http://i.imgur.com/YTt4FLe.jpg)

Got a small update.


Title: Re: Stage Workshop
Post by: LegacyWolf on February 09, 2013, 04:26:47 PM
(http://i.imgur.com/KEwxxhH.jpg)

Ghostly Galaxy.


Title: Re: Stage Workshop
Post by: jjookkeekkiidd on February 09, 2013, 05:14:39 PM
noice noice


Title: Re: Stage Workshop
Post by: LegacyWolf on February 09, 2013, 09:15:25 PM
noice noice


It's better now.

(http://i.imgur.com/gKy38vv.jpg)

(http://i.imgur.com/w6o7qS7.jpg)

Edit: New Namek preview!

before

(http://i.imgur.com/YTt4FLe.jpg)

after

(http://i.imgur.com/wxEBTVn.jpg)


Title: Re: Stage Workshop
Post by: jjookkeekkiidd on February 10, 2013, 06:11:28 AM
the left background island has glitching textures...


Title: Re: Stage Workshop
Post by: Turbo on February 10, 2013, 01:47:01 PM
It's better now.

([url]http://i.imgur.com/gKy38vv.jpg[/url])

([url]http://i.imgur.com/w6o7qS7.jpg[/url])


If only there was the bouldergeist in the background


Title: Re: Stage Workshop
Post by: ItalianStallion on February 10, 2013, 01:57:08 PM
Subscribes*


Title: Re: Stage Workshop
Post by: Peardian on February 10, 2013, 03:00:00 PM
Thanks again to all of DinnerSonic's hard work, I now have a working test version of the stage that features the main gimmick of the stage. It also reveals the theme of the stage, the Weapons Factory from SMRPG!

Weapons Factory Proto V3(Super Smash Bros Brawl stage layout test) (http://www.youtube.com/watch?v=ZuILn2jCRu0#ws)
Weapons Factory Play-Test Release Version 3
http://www.mediafire.com/?2gfmhoz6pla36a3 (http://www.mediafire.com/?2gfmhoz6pla36a3)

The reason I'm posting it here in the Stage Workshop is because I need help from everyone. No, I don't need anyone to import it or animate it. I just need people's feedback on the layout of the stage. Are the platforms too high? Are the platforms wide enough? Does the stage move fast enough? Does the stage move too slow? Even though I don't use hacks at all, I want this stage to be as good as possible for the people who do.

(Full information here.) (http://forums.kc-mm.com/index.php?topic=55111.msg1104718#msg1104718)


Title: Re: Stage Workshop
Post by: jjookkeekkiidd on February 10, 2013, 03:08:14 PM
i like how the stage builds itself, very neat idea, i'd make it a bit quicker though, i waited a lot to finally see the full stage, and the loop is epic, i really like it a LOT congratulations on such a great concept


Title: Re: Stage Workshop
Post by: Peardian on February 10, 2013, 03:20:00 PM
I purposefully gave a large amount of time for the conveyor belt sections to be played on, as there will be more gimmicks that go along with them. (I won't spoil what it is directly, but just think about the setting.)


Title: Re: Stage Workshop
Post by: jjookkeekkiidd on February 10, 2013, 04:06:35 PM
i mean the time it takes to get together, the time between the full stage and the reset, i find it really good


Title: Re: Stage Workshop
Post by: Peardian on February 10, 2013, 04:17:47 PM
Hmmm... the gap before the first set of belts come in does seem a tad long. I plan on having pieces in the background will also be added on as well, so hopefully that should help with the perceived pace of construction.

As far as the background goes, I tried to make it close to how it is in SMRPG. Either way, it's only a temporary background.

Anyway, thanks for the feedback! I think you're probably the first person here to actually test it.


Title: Re: Stage Workshop
Post by: jjookkeekkiidd on February 10, 2013, 04:36:41 PM
ima be honest, havent tested, it, but since you've posted a video, i thought i'd give some feedback based on that, and i haven't tested it because i have no access to brawl atm


Title: Re: Stage Workshop
Post by: Segtendo on February 10, 2013, 05:28:27 PM
What jokekid said.
I love the concept of the stage building itself.


Title: Re: Stage Workshop
Post by: Peardian on February 10, 2013, 07:36:55 PM
So is anybody here actually going to play-test it? :P


Title: Re: Stage Workshop
Post by: Gamma Ridley on February 10, 2013, 08:29:45 PM
hi

(http://i45.tinypic.com/2pzfd4m.png)
(http://i46.tinypic.com/2f03mh3.png)

Oh look, something else I'm never going to finish.


Title: Re: Stage Workshop
Post by: jjookkeekkiidd on February 11, 2013, 01:07:51 AM
then why show us?
you are a bad person! :oshi:


Title: Re: Stage Workshop
Post by: Albafika on February 11, 2013, 07:49:14 AM
Looking good, Gamma. Too bad it's not gonna be finished. =/

Stickied.


Title: Re: Stage Workshop
Post by: Pervyman Trigger on February 11, 2013, 08:51:39 AM
All I have is a model preview right >.>
(http://fc05.deviantart.net/fs71/i/2013/042/8/4/flutter_wip_by_pervytheshadow-d5ul11k.png)
Once I finish this though the stage will really... "Take off" :af:
Bad puns aside, the  Gesellschaft  is gonna be in this stage also, at full size, and while you'll start on the flutter, you'll be rotating between it and different parts of the Gesellschaft


Title: Re: Stage Workshop
Post by: LegacyWolf on February 11, 2013, 02:40:50 PM
hi

([url]http://i45.tinypic.com/2pzfd4m.png[/url])
([url]http://i46.tinypic.com/2f03mh3.png[/url])

Oh look, something else I'm never going to finish.


Finish it! D:

All I have is a model preview right >.>
([url]http://fc05.deviantart.net/fs71/i/2013/042/8/4/flutter_wip_by_pervytheshadow-d5ul11k.png[/url])
Once I finish this though the stage will really... "Take off" :af:
Bad puns aside, the  Gesellschaft  is gonna be in this stage also, at full size, and while you'll start on the flutter, you'll be rotating between it and different parts of the Gesellschaft


Looking good, Pervy! Can't wait to see it in action.


Title: Re: Stage Workshop
Post by: DSX8 on February 11, 2013, 02:45:09 PM
getting back to work on a stage i did back in march of 2012.. needs more work still
(http://i.imgur.com/F5In9hR.png)


Title: Re: Stage Workshop
Post by: Gamma Ridley on February 11, 2013, 08:39:55 PM
Finish it! D:


Weeeeeeeell if you insist

(http://i47.tinypic.com/6h1g7n.png)

Looking good, Gamma.


Thank you, Alba-- waaaaait a sec. Your name has me skeptical. :>.>:


Title: Re: Stage Workshop
Post by: Pervyman Trigger on February 11, 2013, 11:56:06 PM
So far so good. No ones exploding yet
(http://i1121.photobucket.com/albums/l502/pervyTHEshadow/al_130212_0253binout_zpsc0cbe1f0.jpg)


Title: Re: Stage Workshop
Post by: jjookkeekkiidd on February 12, 2013, 03:02:40 AM
i saw through your copypasta trick pervy!

already told ya, i really like how the ship-thingy looks


Title: Re: Stage Workshop
Post by: LegacyWolf on February 12, 2013, 03:27:01 PM
So far so good. No ones exploding yet
([url]http://i1121.photobucket.com/albums/l502/pervyTHEshadow/al_130212_0253binout_zpsc0cbe1f0.jpg[/url])


Dat camera. Looks like you could use some help with it.


Title: Re: Stage Workshop
Post by: Gamma Ridley on February 12, 2013, 05:02:03 PM
This page is mine

(http://i49.tinypic.com/30ieujq.png)


Title: Re: Stage Workshop
Post by: jjookkeekkiidd on February 13, 2013, 01:36:57 AM
looks cool ridley.


Title: Re: Stage Workshop
Post by: Gamma Ridley on February 13, 2013, 08:37:32 PM
looks cool ridley.


Thaaaanks.

Oh look a gimmick.

(http://i45.tinypic.com/fp73p1.png)

Little Metroid platforms float up on either side of the stage every once in a while. Nothing too crazy.


Title: Re: Stage Workshop
Post by: Velen on February 13, 2013, 08:50:10 PM
...

I want to see a Mother Brain stage...

That uses my Mega Mother Brain remix...

*SHOT*


Title: Re: Stage Workshop
Post by: agent-s on February 14, 2013, 09:10:02 AM
nice all the stages here

here a stage i am working :
(http://i.imgur.com/ldzDJas.jpg)
(http://i.imgur.com/LkRkOFV.jpg)

(http://i.imgur.com/bAHxdyc.jpg)

note the places of the characters  

 
i would want to do like this stage to 07min 26 : https://www.youtube.com/watch?v=ldsylsZAmtc&playnext=1&list=PL252541BD8F127727&feature=results_video (https://www.youtube.com/watch?v=ldsylsZAmtc&playnext=1&list=PL252541BD8F127727&feature=results_video)
and of course there is the quick mouvement too
what do you think ?
and if someone want to join this project it will be with a great pleasure i would have need to resolve two problem again the one is the  background stay in up and the second is i have find the position of colision but i don"t arrive to put this one correctly so for instance if you jump in the back you are in the righ way if not crash

anyway don't hesit to say your opinion


Title: Re: Stage Workshop
Post by: Thyrus on February 16, 2013, 04:02:43 AM
That's quite an interesting idea for a stage, agent-s!
Maybe you could work with both the building and the collisions on the horizontal and then just edit the camera so that it looks like everything is actually inclined. I'm just not sure if that's possible XD


Title: Re: Stage Workshop
Post by: Peardian on February 16, 2013, 07:17:53 AM
I had a post written out, but then I realized it was essentially the same as Thyrus's. :P


On a related note, an entirely tilted stage sounds like an interesting idea. Of course, I guess the angle of that would be limited by the maximum angles the characters' animations allow for.


Title: Re: Stage Workshop
Post by: agent-s on February 16, 2013, 10:42:23 AM
hi thank you for your comments Thyrus and Peardian   i am glad you to hear   :)

for do this stage i have worked on a stage already import by a friend Dalvin  this one : (Brawl Hacks)Fighting on water (http://www.youtube.com/watch?v=-3qmFecaOhg#)

you right Thyrus the building and the collisions on the horizontal  could be best to work
but i  have continue to work on create colission in diagonal for give the impression the move seems change of position it explain why i have the characters on the screens are in different places like if they move in 3d there will have soon a video but the stage is like that

the characters arrive from the up and placed on the bulding and when we move up and when we move in the down the character position seems changed
and same thing when the character appears he appears after a death in a place not in front of the cpu like you can see in the screen 1
 so the characters move from up to down but the collision in diagonal seems do sometimes they move in the side too
i don't know how i could keep this effect if i move only the camera so i need to continue to place others collision for the character stay more on the bulding without be crashed


 



Title: Re: Stage Workshop
Post by: DocStrange on February 17, 2013, 02:32:18 PM
Weapons factory is a very cool idea. I haven't gotten a chance to play with it yet, but based on the vid I had a couple of suggestions:

-You should consider making the individual pieces come in on their own, like, instead of waiting x amount of time for 2 platforms to come in, maybe have them come in one at a time at smaller intervals, that way its changing more often and more gradually so it would be a little easier to play on

-Maybe instead of having the second level be all conveyor find a way to mix in some pass-through areas so the bottom part doesn't become a death trap.

-It seems like the platform that appears right before the stage gets shipped off isn't grabbable. Considering it's insta-death if you miss it I'd suggest changing that.

A lot of this probably sounds like nitpicking, but it's only because I really like what you have so far, keep it up!


Title: Re: Stage Workshop
Post by: Peardian on February 17, 2013, 03:36:40 PM
Huzzah, more feedback! These are some interesting suggestions.

-I like this idea. In fact, I'm a little surprised I didn't have it that way to begin with. I'll definitely keep this in mind when designing the final version. Also, I plan on having the transitions for them coming in to be a bit slower. That should also help make the gaps not be so long. Also note that the final version will have background elements being added on as well, so the final version will hopefully have continuous building going on.

-Yeah, I'm considering adding one there, most likely where the right-most belt currently is. For the secondary, not-yet-implemented gimmick to work, the main conveyor belt section needs to be intact.

-Oh? That's an oversight on our part, then.

Thanks for the feedback! I hope you'll get a chance to play it soon. Once I get my other stage released, I'll see about getting a fourth version out with some of those changes implemented.



Speaking of which, look what I sort of finished!

(http://img820.imageshack.us/img820/1088/bowserkeeper.png)

As far as the model goes, I guess I just need to give it some placeholder candle flames.


Title: Re: Stage Workshop
Post by: jjookkeekkiidd on February 17, 2013, 03:48:05 PM
you could make the lamps fall at te ground at some point, breaking apart and taking you to a flat stage...


Title: Re: Stage Workshop
Post by: DSX8 on February 17, 2013, 04:20:26 PM
Huzzah, more feedback! These are some interesting suggestions.

-I like this idea. In fact, I'm a little surprised I didn't have it that way to begin with. I'll definitely keep this in mind when designing the final version. Also, I plan on having the transitions for them coming in to be a bit slower. That should also help make the gaps not be so long. Also note that the final version will have background elements being added on as well, so the final version will hopefully have continuous building going on.

-Yeah, I'm considering adding one there, most likely where the right-most belt currently is. For the secondary, not-yet-implemented gimmick to work, the main conveyor belt section needs to be intact.

-Oh? That's an oversight on our part, then.

Thanks for the feedback! I hope you'll get a chance to play it soon. Once I get my other stage released, I'll see about getting a fourth version out with some of those changes implemented.



Speaking of which, look what I sort of finished!

([url]http://img820.imageshack.us/img820/1088/bowserkeeper.png[/url])

As far as the model goes, I guess I just need to give it some placeholder candle flames.
oh wow... that looks freaking impressive! i wouldnt mind making that playable for ya! :vyse:


Title: Re: Stage Workshop
Post by: agent-s on February 17, 2013, 04:42:14 PM
Peardian really nice stage :) it would be awesome too if you could add ghost wich fly around the stage


Title: Re: Stage Workshop
Post by: Segtendo on February 17, 2013, 06:09:45 PM
Oh god. It'd amazing :srs:


Title: Re: Stage Workshop
Post by: Peardian on February 17, 2013, 07:12:18 PM
oh wow... that looks freaking impressive! i wouldnt mind making that playable for ya! :vyse:
Oh, could you? Because that would be awesome. :D


Title: Re: Stage Workshop
Post by: ItalianStallion on February 19, 2013, 12:41:04 AM
oh wow... that looks freaking impressive! i wouldnt mind making that playable for ya! :vyse:

Do it! You are great at making animations, so I can imagine good stuff coming from you, and Peardian's amazing model skills.

Please don't throw this in your WIP box. Actually finish this sir.


Title: Re: Stage Workshop
Post by: _Data_Drain_ on February 19, 2013, 12:52:58 AM
Do it! You are great at making animations, so I can imagine good stuff coming from you, and Peardian's amazing model skills.

Please don't throw this in your WIP box. Actually finish this sir.
Quite indeed.

This stage looks like something that could be AMAZING.

The layout could be competitive, but still relativity different. The visuals would be a nice blast from the past... And it would be a good stage to load up with BRSTMs. XD


Title: Re: Stage Workshop
Post by: DSX8 on February 19, 2013, 02:03:01 PM
Do it! You are great at making animations, so I can imagine good stuff coming from you, and Peardian's amazing model skills.

Please don't throw this in your WIP box. Actually finish this sir.
Quite indeed.

This stage looks like something that could be AMAZING.

The layout could be competitive, but still relativity different. The visuals would be a nice blast from the past... And it would be a good stage to load up with BRSTMs. XD
well then... take a load of this!  there is more pics... but this is all ill only show... just so i dont ruin the surprise on this stage
(http://i.imgur.com/vLbMvgj.png)


Title: Re: Stage Workshop
Post by: DocStrange on February 21, 2013, 01:14:39 PM
I love that stage idea. If you make the chandeliers big enough you could even have one fall every now and then just to mix it up.


Title: Re: Stage Workshop
Post by: Peardian on February 21, 2013, 05:40:59 PM
To give you an idea of the scale, each chandelier is roughly the size of the central platform in Norfair.


Title: Re: Stage Workshop
Post by: Segtendo on February 21, 2013, 06:35:35 PM
I'm dying to play the stage. The chandelier crystals already look sexy as [censored] in the 3DS Max preview. Imagine it in-game with all sorts of sexy shaders...


Title: Re: Stage Workshop
Post by: DSX8 on February 21, 2013, 07:41:09 PM
well seggy... give it like... 2-3 weeks at most... its taking ALOT of time

here's the main stage floor in-game pics
(http://i.imgur.com/oj2r4HI.png)
(http://i.imgur.com/a5PAnTT.png)


Title: Re: Stage Workshop
Post by: Hero © on February 21, 2013, 07:45:03 PM
([url]http://i.imgur.com/oj2r4HI.png[/url])
([url]http://i.imgur.com/a5PAnTT.png[/url])
Nice job there.

Can't wait for the release.


Title: Re: Stage Workshop
Post by: DSX8 on February 21, 2013, 08:53:51 PM
well... here's newer pics... :>.>:
(http://i.imgur.com/hKSZ8Cq.png)
(http://i.imgur.com/tUzzn2u.png)
(http://i.imgur.com/y9bOmWK.png)
(http://i.imgur.com/y1RrOtt.png)


Title: Re: Stage Workshop
Post by: LegacyWolf on February 22, 2013, 10:05:30 PM
well... here's newer pics... :>.>:
([url]http://i.imgur.com/hKSZ8Cq.png[/url])
([url]http://i.imgur.com/tUzzn2u.png[/url])
([url]http://i.imgur.com/y9bOmWK.png[/url])
([url]http://i.imgur.com/y1RrOtt.png[/url])


Wow, dat everything! I couldn't possibly do something this good. Fantastic job!


Title: Re: Stage Workshop
Post by: DSX8 on February 23, 2013, 04:13:50 AM
Wow, dat everything! I couldn't possibly do something this good. Fantastic job!
lol thanks. this is what i learned when doing brinstar depths and great bay's color nodes. its awesome to learn new tricks for stages.

anyways... here's another stage, except this 1 an old 1 im still working on. new lighting, and fog.
(http://i.imgur.com/FfwAVoA.png)
(http://i.imgur.com/hFx3PD2.png)
(http://i.imgur.com/82YExrG.png)
(http://i.imgur.com/ON2Sr8y.png)


Title: Re: Stage Workshop
Post by: jjookkeekkiidd on February 23, 2013, 04:14:42 AM
i envisioned that stage much bigger... the arcs look ridiculous compared to mario...


Title: Re: Stage Workshop
Post by: DSX8 on February 23, 2013, 04:17:45 AM
i envisioned that stage much bigger... the arcs look ridiculous compared to mario...
heh yeah.. but this is the size that blackjax wanted it to be.. and the stage is pretty big really.. i mean its collisions on each side is in the 110+ range! but it is swimmable ;D


Title: Re: Stage Workshop
Post by: pikazz on February 26, 2013, 02:25:40 PM
playing with stage light and fogs to increase the horror and the creepy in a stage!

(http://i56.tinypic.com/2h2kyu8.jpg)

a cold, unsafe area there you can't see more than your nose! the light isn't final yet, I will adjust it to make it darker and in right angle, almost no light at all.
mostly for machinima purpose but if anyone want it to be released, I can release it


Title: Re: Stage Workshop
Post by: LegacyWolf on February 26, 2013, 07:11:51 PM
Fog everywhere
(http://i.imgur.com/2wZ8CIn.png)


Title: Re: Stage Workshop
Post by: BlackJax96 on February 26, 2013, 11:03:09 PM
It's apparently just "The Kanihira Stage". I guess we'll call it Kanihira

(http://i.imgur.com/FkBh3Sp.png)

I pretty much remade the whole stage again myself, and demon added the shadows and took the pics.
Still a collaboration.

(http://i.imgur.com/qr2ww4g.png)
(http://i.imgur.com/l7J34sh.png)
(http://i.imgur.com/HOt8RLR.png)
(http://i.imgur.com/NjmRDmZ.png)
(http://i.imgur.com/XCT6Jl9.png)


Title: Re: Stage Workshop
Post by: jjookkeekkiidd on February 27, 2013, 04:28:33 AM
damn, looks pretty epic, that DK stage also looks pretty cool


Title: Re: Stage Workshop
Post by: Thyrus on February 27, 2013, 04:43:19 AM
playing with stage light and fogs to increase the horror and the creepy in a stage!

([url]http://i56.tinypic.com/2h2kyu8.jpg[/url])

a cold, unsafe area there you can't see more than your nose! the light isn't final yet, I will adjust it to make it darker and in right angle, almost no light at all.
mostly for machinima purpose but if anyone want it to be released, I can release it

Please do!

It's apparently just "The Kanihira Stage". I guess we'll call it Kanihira

([url]http://i.imgur.com/FkBh3Sp.png[/url])

I pretty much remade the whole stage again myself, and demon added the shadows and took the pics.
Still a collaboration.

BEAUTIFUL! *-*


Title: Re: Stage Workshop
Post by: Leon Exodio on February 27, 2013, 04:52:53 AM
wow that dk stage looks awesome


Title: Re: Stage Workshop
Post by: Mewtwo2000 on February 27, 2013, 05:30:59 AM
It's apparently just "The Kanihira Stage". I guess we'll call it Kanihira

([url]http://i.imgur.com/FkBh3Sp.png[/url])

I pretty much remade the whole stage again myself, and demon added the shadows and took the pics.
Still a collaboration.



Probably the most beautiful place I've ever seen in Brawl ._.


Title: Re: Stage Workshop
Post by: LegacyWolf on February 27, 2013, 05:34:52 AM
Moar

(http://i.imgur.com/zr7i7Hi.png)

(http://i.imgur.com/bQss5lA.jpg)

(http://i.imgur.com/cCxbKUv.png)

(http://i.imgur.com/mXLKRHg.png)


Title: Re: Stage Workshop
Post by: jjookkeekkiidd on February 27, 2013, 05:50:01 AM
wut's that last stage?

and it sucks that you cant make the barrel work..


Title: Re: Stage Workshop
Post by: LegacyWolf on February 27, 2013, 06:16:30 AM
wut's that last stage?

Freezeflame Galaxy.


Title: Re: Stage Workshop
Post by: Leon Exodio on February 28, 2013, 06:03:02 AM
another stage im doing because i got bored
(http://i.imgur.com/EoUj5VJ.jpg)


Title: Re: Stage Workshop
Post by: Mewtwo2000 on February 28, 2013, 07:02:59 AM
Linkfan990 released a SM64 stage the other day, but he didn't know how to fix lighting. Now it's fixed, so look forward to it:

SSBB Hacks - Jolly Roger Bay (http://www.youtube.com/watch?v=HfKyWKTu8NU#ws)

I love that music, btw xD

DOWNLOAD (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=31023)


Title: Re: Stage Workshop
Post by: Link990 on February 28, 2013, 08:30:51 PM
My new stage in progress: Eyerock's Boss Room from SM64
(http://img18.imageshack.us/img18/7421/al1302282352binout.jpg)
(http://img690.imageshack.us/img690/2158/al1302282354binout.jpg)
Eyerock's eye animated, just need to animate him and fix some other stuff =)


Title: Re: Stage Workshop
Post by: Segtendo on February 28, 2013, 09:29:59 PM
Ah. I see you've fixed the texture issue.


Title: Re: Stage Workshop
Post by: KTH on March 01, 2013, 06:31:25 AM
I love you Legacy.


Title: Re: Stage Workshop
Post by: Kage Ryu on March 07, 2013, 11:17:13 PM
A couple of stages I'm working on:


Celestial Battlefield of Bhava-Agra
A Touhou-based stage, for those who can't tell by the title.
From the Bhava-Agra stage in Scarlet Weather Rhapsody: http://spriters-resource.com/pc_computer/swr/uchouten.png (http://spriters-resource.com/pc_computer/swr/uchouten.png)

(http://i.imgur.com/CskwQhm.png)
Used the Battlefield version of Mewtwo2000's Smash Skiff set as a base.

(http://i.imgur.com/Ub7mmfY.png)
The platforms are animated. They slowly rotate counter-clockwise around the center of the stage.

(http://i.imgur.com/JFyaUhe.png)
The island in the BG was dotted with peach b(http://i0.kym-cdn.com/photos/images/newsfeed/000/143/193/cad-20080602-358b1.jpg?1309710446)oms (although I didn't do that strongly enough, so I need to work on that). The trees and plants now grow peaches, and peach b(http://i0.kym-cdn.com/photos/images/newsfeed/000/143/193/cad-20080602-358b1.jpg?1309710446)oms are littered over the battlefield's grass floor.


Still needs more texture work, though. I feel I could make it feel a bit more heavenly.
Also, I seriously need to figure out putting clouds on top of that ocean. It is, after all, the "Blue Sky Above the Clouds."

I may also end up putting in a completely different background, now that I take another look at the reference image I linked.


Shadow Dragon Destination
(http://i.imgur.com/3e9AthE.png)
Welcome to my world. The world of Kage Ryu!

(http://i.imgur.com/zx9XPT3.png)
I'm using the PM2.5 Tabuu's Destination as a base with AxcelTheBrawler's Astral Phazon Melee Destination's stage model, since the UVs are laid out so that I can better decorate the ground.

(http://i.imgur.com/FwzUg2J.png)
Like this!


This one's mostly done, though I'm thinking of making the trim on the top white instead of red. It is a LOT of red on this stage, and especially bright on my ancient TV. I'm also mulling over other personalizations I can add to it. Gonna have to experiment some more with importing things.


Title: Re: Stage Workshop
Post by: Eternal Yoshi on March 08, 2013, 02:25:28 AM
Moar

([url]http://i.imgur.com/zr7i7Hi.png[/url])

([url]http://i.imgur.com/bQss5lA.jpg[/url])

([url]http://i.imgur.com/cCxbKUv.png[/url])

([url]http://i.imgur.com/mXLKRHg.png[/url])


Nice SSF2 Ports. I'm gonna be rebooting and reviving my old stages while I wait for certain conditions to be satisfied on the character, .rel, article, and PSA fronts.


Title: Re: Stage Workshop
Post by: jjookkeekkiidd on March 08, 2013, 04:41:20 AM
kage_ryu, any `pssibility of getting that battlefield stage as a normal battlefield with the rotating plattforms?
i really like the concept.


Title: Re: Stage Workshop
Post by: Kage Ryu on March 08, 2013, 11:49:28 AM
kage_ryu, any `pssibility of getting that battlefield stage as a normal battlefield with the rotating plattforms?
i really like the concept.
Yep, that's entirely possible.
I should probably be focusing on finishing my finals, though...Brawl modding sucks me in like quicksand.


Title: Re: Stage Workshop
Post by: LegacyWolf on March 08, 2013, 09:18:42 PM
(http://i.imgur.com/vwPmfrF.jpg)

(http://i.imgur.com/91U1SGX.jpg)


Title: Re: Stage Workshop
Post by: jjookkeekkiidd on March 09, 2013, 05:03:39 AM
great background, ice ring needs some shine though, but im sure u already know that


Title: Re: Stage Workshop
Post by: LegacyWolf on March 09, 2013, 02:05:28 PM
great background, ice ring needs some shine though, but im sure u already know that

 Yes, either a simple shine or some spec maps.

It also needs better transparency.


Title: Re: Stage Workshop
Post by: DSX8 on March 14, 2013, 03:51:15 AM
well... who wants a stage... WITH WORKING SCREENS!?!? Introducing a new MMD stage with television screens.
(http://i.imgur.com/EiQCtyF.png)
(http://i.imgur.com/NdNzqkP.png)
(http://i.imgur.com/m5VEJeK.png)
(http://i.imgur.com/ymtZSoY.png)
(http://i.imgur.com/RsJT4Qd.png)


Title: Re: Stage Workshop
Post by: DemonBoy on March 14, 2013, 04:15:47 AM
You have to teach me how to do that. it's amazing


Title: Re: Stage Workshop
Post by: LegacyWolf on March 14, 2013, 06:26:11 AM
You have to teach me how to do that. it's amazing

Take it from the screen model from Pokemon stadium 2. Really that simple.


Title: Re: Stage Workshop
Post by: DSX8 on March 14, 2013, 03:26:09 PM
Take it from the screen model from Pokemon stadium 2. Really that simple.
lol technically its not from the screen model. the model is from MMD, not pokemon stadium, but is built over pokemon stadium


Title: Re: Stage Workshop
Post by: LegacyWolf on March 14, 2013, 05:18:42 PM
lol technically its not from the screen model. the model is from MMD, not pokemon stadium, but is built over pokemon stadium

Yeah, and technically that's not what I meant at all. I said you could easily grab a screen like that by taking it from Pokemon Stadium.


Title: Re: Stage Workshop
Post by: Kage Ryu on March 14, 2013, 08:48:54 PM
well... who wants a stage... WITH WORKING SCREENS!?!? Introducing a new MMD stage with television screens.
([url]http://i.imgur.com/EiQCtyF.png[/url])
([url]http://i.imgur.com/NdNzqkP.png[/url])
([url]http://i.imgur.com/m5VEJeK.png[/url])
([url]http://i.imgur.com/ymtZSoY.png[/url])
([url]http://i.imgur.com/RsJT4Qd.png[/url])
Definitely gonna need the Nuclear Fusion Dojo music to go with that stage.


Title: Re: Stage Workshop
Post by: BlackJax96 on March 14, 2013, 08:50:43 PM
Yeah, and technically that&#039;s not what I meant at all. I said you could easily grab a screen like that by taking it from Pokemon Stadium.

I'm assuming he just technically meant he technically took shaders and materials from the screen model on pkmn stadium and pasted them on his own model technically and made sure some bone/material names were the same or w/e. Whereas you're like, oh technically take the whole screen model from pkmn stadium. His response was just extremely vague.


technically.



Title: Re: Stage Workshop
Post by: LegacyWolf on March 14, 2013, 09:19:48 PM
I'm assuming he just technically meant he technically took shaders and materials from the screen model on pkmn stadium and pasted them on his own model technically and made sure some bone/material names were the same or w/e. Whereas you're like, oh technically take the whole screen model from pkmn stadium. His response was just extremely vague.


technically.



I'm sure it was done to make it seem to others like it's something no one has ever done before. That's most assuredly what he did, the shaders and materials thing, and probably modified the screen model as well.

My original intentions were to generally explain the simple way of "creating" that screen. Seems some people lack knowledge today.


Title: Re: Stage Workshop
Post by: BlackJax96 on March 14, 2013, 09:21:51 PM
I'm sure it was done to make it seem to others like it's something no one has ever done before. That's most assuredly what he did, the shaders and materials thing, and probably modified the screen model as well.

My original intentions were to generally explain the simple way of "creating" that screen. Seems some people lack knowledge today.

true but who cares :P


Title: Re: Stage Workshop
Post by: LegacyWolf on March 20, 2013, 03:55:07 PM
Re: This should be my next release.

(http://i.imgur.com/md7fzAw.jpg)


Title: Re: Stage Workshop
Post by: Kage Ryu on March 20, 2013, 05:23:26 PM
Re: This should be my next release.

([url]http://i.imgur.com/md7fzAw.jpg[/url])
Nice. It'll be pleasant to have a DK stage where DK is not actually at a disadvantage.


Title: Re: Stage Workshop
Post by: Leon Exodio on March 20, 2013, 05:27:22 PM
Re: This should be my next release.

([url]http://i.imgur.com/md7fzAw.jpg[/url])
nice a dk stage i can put on my sd card


Title: Re: Stage Workshop
Post by: Pervyman Trigger on March 20, 2013, 10:01:04 PM
O Hai
Still not done
(http://i1121.photobucket.com/albums/l502/pervyTHEshadow/HulleGranzCathedral_zpsfbdb9130.png)
(http://i1121.photobucket.com/albums/l502/pervyTHEshadow/HulleGranzCathedral1_zps92f3897b.png)


Title: Re: Stage Workshop
Post by: Haseyo on March 21, 2013, 06:35:09 AM
Re: This should be my next release.

([url]http://i.imgur.com/md7fzAw.jpg[/url])


I've been needing a solid DK stage.


Title: Re: Stage Workshop
Post by: Syeo on March 21, 2013, 10:41:33 AM
It'd be quite cool to see the DKCR volcano in the background as well.

(http://s1.directupload.net/images/130321/cxz48nf3.png)


Title: Re: Stage Workshop
Post by: LegacyWolf on March 30, 2013, 11:45:22 PM
Oops

(http://i.imgur.com/3zoC8Gr.jpg)

(http://i.imgur.com/fGRpMYp.jpg)

Edit:

SSBB Preview - Tower of the Wing Cap (http://www.youtube.com/watch?v=mYiiugpX0xk#)


Title: Re: Stage Workshop
Post by: xxWutzMercyxx on April 03, 2013, 03:49:40 PM
I feel crappy that I'm never contributing more to the community when I have so much to give. Here's a preview of a stage I started today ;D
(http://img803.imageshack.us/img803/8024/mgood.png)


Title: Re: Stage Workshop
Post by: KTH on April 03, 2013, 04:03:41 PM
Sexy.


Title: Re: Stage Workshop
Post by: jjookkeekkiidd on April 03, 2013, 04:33:05 PM
the bakground, is it from planet's core?


Title: Re: Stage Workshop
Post by: xxWutzMercyxx on April 03, 2013, 04:46:13 PM
Nope some Subspace stage crap, but yea its the same one used for EternalYoshi's Planet's Core cept with a different color. I'm gonna change the background textures a bit to look more like the one in Dark Moon.


Title: Re: Stage Workshop
Post by: Segtendo on April 03, 2013, 09:55:28 PM
Funny. I beat the game recently. I'll probably grab this once it's out ;D


Title: Re: Stage Workshop
Post by: Haseyo on April 04, 2013, 07:07:03 AM
I'm assuming that's what the final boss fight looks like? I haven't gotten past the second Mansion yet.


Title: Re: Stage Workshop
Post by: Segtendo on April 04, 2013, 10:32:53 AM
^You got it.


Title: Re: Stage Workshop
Post by: agent-s on April 05, 2013, 05:44:20 PM
really nice stages everyone

in my side i work always on the other but for instance it is unplayable on vs because i don't arrive to decrease the death of the character on this stage


 so in waiting i have tought retexture in hd the space stage now all is in 1024 about a new sky

it stay a little problem there is a bad shader with touch one side the main side unfortunatey if we stay on the two first planets

in the others side it is like this what do you think of my work ?

i have taken 4 pictures of space and edit ( recolor effects ,clone , light ....)

(http://i.imgur.com/6xs0cR2.jpg)

(http://i.imgur.com/OVbFktk.jpg)


(http://i.imgur.com/gkQpxBt.jpg)

and the part with a problem of shader too like a sort of cloud in front of is this one :
(http://i.imgur.com/nV6M1gX.jpg)


Title: Re: Stage Workshop
Post by: jjookkeekkiidd on April 10, 2013, 04:56:33 AM
(http://i.imgur.com/rfWUtre.png)

not sure if i'll end up making this, but the idea is to make a new background for battlefield or whatever stage. . .


Title: Re: Stage Workshop
Post by: Peardian on April 10, 2013, 08:29:37 PM
(Reposting from DSX8's thread)

Since DSX8 is out doing stuff, he's given me permission to post this message:

(http://img507.imageshack.us/img507/2842/skeeppreview.png)

Bowser's Keep is up for grabs! Anybody who thinks they are up to the challenge of completing this dynamic stage should contact both DSX8 and I via PM. DSX8 can provide his current progress on the scene and all of the assets that go with it, and I will provide all of the details such as keyframe timing, precise coordinates, etc.

Now, this is a complex stage (moving parts, animated lights, complex shaders), so having a decent amount of skill in stage creation is highly recommended. Please know that if you take on this task, it will require a good amount of effort, but I will be here to give you support every step of the way.

So, any takers?

Edit: Here's a list of things that have already been accomplished for the stage (as far as I can tell)
-import of stage floor, walls, and skybox
-vertex painting for floor and walls
-animated candle flames


Title: Re: Stage Workshop
Post by: Vaanrose on April 10, 2013, 08:48:41 PM
([url]http://img507.imageshack.us/img507/2842/skeeppreview.png[/url])


Love it. Can't wait to see it with all its textures applied.


Title: Re: Stage Workshop
Post by: LegacyWolf on April 10, 2013, 08:59:01 PM
(Reposting from DSX8's thread)

Since DSX8 is out doing stuff, he's given me permission to post this message:

([url]http://img507.imageshack.us/img507/2842/skeeppreview.png[/url])

Bowser's Keep is up for grabs! Anybody who thinks they are up to the challenge of completing this dynamic stage should contact both DSX8 and I via PM. DSX8 can provide his current progress on the scene and all of the assets that go with it, and I will provide all of the details such as keyframe timing, precise coordinates, etc.

Now, this is a complex stage (moving parts, animated lights, complex shaders), so having a decent amount of skill in stage creation is highly recommended. Please know that if you take on this task, it will require a good amount of effort, but I will be here to give you support every step of the way.

So, any takers?

Edit: Here's a list of things that have already been accomplished for the stage (as far as I can tell)
-import of stage floor, walls, and skybox
-vertex painting for floor and walls
-animated candle flames


What's left to be completed?


Title: Re: Stage Workshop
Post by: Peardian on April 10, 2013, 09:41:48 PM
@Vaanrose: You mean shaders/materials? Because it's fully textured there. Of course, that image was rendered in C4D. That's not exactly how it will look in Brawl.
What's left to be completed?
A number of things.
-Env shader for windows
-Import of chandelier platforms
-collision for chandelier platforms
-Import of background characters (Kinklink, etc)
-Positioning of walls, chandeliers, and characters (separate objects)
-Animation for background, chandeliers, characters, and props
-Shader animation for candle wax
-Lighting in General
-Animation frames for chandelier lighting
-Setting of player/item spawn points, camera boundaries, etc.


Title: Re: Stage Workshop
Post by: Vaanrose on April 10, 2013, 10:02:12 PM
Huh. Guess I just thought the walls were more colorful than that.


Title: Re: Stage Workshop
Post by: LegacyWolf on April 11, 2013, 07:50:05 AM
-Env shader for windows
-Import of chandelier platforms
-collision for chandelier platforms
-Import of background characters (Kinklink, etc)
-Positioning of walls, chandeliers, and characters (separate objects)
-Animation for background, chandeliers, characters, and props
-Shader animation for candle wax
-Lighting in General
-Animation frames for chandelier lighting
-Setting of player/item spawn points, camera boundaries, etc.

So DSX8 honestly can't do these himself? Perhaps he's lost interest in it...

Well, good luck.


Title: Re: Stage Workshop
Post by: Segtendo on April 11, 2013, 08:39:19 AM
He lost interest due to not being interested in Brawl hacking and/or League of Legends, which seems to be a craze nowadays.


Title: Re: Stage Workshop
Post by: Peardian on April 11, 2013, 04:40:26 PM
So DSX8 honestly can't do these himself? Perhaps he's lost interest in it...

Well, good luck.

See his thread for more details. (http://forums.kc-mm.com/index.php?topic=35139.msg1124394#msg1124394)

He said he would be happy if someone could finish the job, as it would relieve a lot of stress for him. It's very likely that this stage may never be completed unless someone steps in. All of the vertex colors, animation timing, coordinates, and most every other detail have already been established. All that needs to be done is to put it together.


Title: Re: Stage Workshop
Post by: Kage Ryu on April 11, 2013, 04:55:47 PM
See his thread for more details. ([url]http://forums.kc-mm.com/index.php?topic=35139.msg1124394#msg1124394[/url])

He said he would be happy if someone could finish the job, as it would relieve a lot of stress for him. It's very likely that this stage may never be completed unless someone steps in. All of the vertex colors, animation timing, coordinates, and most every other detail have already been established. All that needs to be done is to put it together.
I probably would if I wasn't already putting a level together in Unity for school. Hope someone picks up the torch, though, because that stage looks really sweet.


Title: Re: Stage Workshop
Post by: Chaos_Knight on April 13, 2013, 09:32:40 AM
See his thread for more details. ([url]http://forums.kc-mm.com/index.php?topic=35139.msg1124394#msg1124394[/url]) He said he would be happy if someone could finish the job, as it would relieve a lot of stress for him. It's very likely that this stage may never be completed unless someone steps in. All of the vertex colors, animation timing, coordinates, and most every other detail have already been established. All that needs to be done is to put it together.
I really hope someone takes up this stage. This cannot go to waste.


Title: Re: Stage Workshop
Post by: jjookkeekkiidd on April 21, 2013, 11:08:33 AM
(http://i.imgur.com/BYeNzXl.jpg)

as you can see, it needs to be bigger xD


Title: Re: Stage Workshop
Post by: jjookkeekkiidd on April 26, 2013, 07:20:51 AM
double post yeah!

(http://i.imgur.com/PaeXJtY.jpg)
(http://i.imgur.com/XSSU2Uy.jpg)
copletely made up, heavily inspired by a stage from PS all-stars though


Title: Re: Stage Workshop
Post by: LegacyWolf on April 26, 2013, 09:36:54 PM
double post yeah!

([url]http://i.imgur.com/PaeXJtY.jpg[/url])
([url]http://i.imgur.com/XSSU2Uy.jpg[/url])
copletely made up, heavily inspired by a stage from PS all-stars though


I don't even know what this is, but I want mor preevyoos


Title: Re: Stage Workshop
Post by: jjookkeekkiidd on April 27, 2013, 03:38:16 AM
that can be managed :P
(http://i.imgur.com/20QN7Ap.jpg)
used norfair's lighting

i need a guide to animating textures though, cuz the lava is static atm


Title: Re: Stage Workshop
Post by: LegacyWolf on April 27, 2013, 12:02:35 PM
i need a guide to animating textures though, cuz the lava is static atm

Need some assistance with that? It's ironically quite easier done than said.


Title: Re: Stage Workshop
Post by: jjookkeekkiidd on April 27, 2013, 02:05:31 PM
(http://i.imgur.com/bB9CCVW.jpg)
(http://i.imgur.com/OfD3qbY.jpg)
(http://i.imgur.com/fynVVix.jpg)


Title: Re: Stage Workshop
Post by: jjookkeekkiidd on April 28, 2013, 04:54:42 AM
ok
do you guys think i should make those side plattforms as wide as the walls?


Title: Re: Stage Workshop
Post by: Haseyo on April 28, 2013, 08:38:21 AM
I like the way they are now. Easy to determine where the platform is.


Title: Re: Stage Workshop
Post by: Riddler on April 29, 2013, 08:01:43 PM
For the love of god and all that is holy, someone do Bowser's Keep.


Title: Re: Stage Workshop
Post by: LegacyWolf on April 30, 2013, 03:54:03 PM
Probably should've posted this here

SSBB Preview - Freezeflame Galaxy (http://www.youtube.com/watch?v=U2G4A5MN-Xw#ws)


Title: Re: Stage Workshop
Post by: xxWutzMercyxx on May 01, 2013, 10:21:43 AM
Dude you make me wanna work on my SSF2 stages again XD Nice work as usual you've really improved your skills drastically, [censored] I ask you for help now XD


Title: Re: Stage Workshop
Post by: LegacyWolf on May 01, 2013, 03:37:56 PM
Dude you make me wanna work on my SSF2 stages again XD Nice work as usual you've really improved your skills drastically, [censored] I ask you for help now XD


Love you too, man.

Edit:

(http://i.imgur.com/QvkUFKP.jpg)


Title: Re: Stage Workshop
Post by: LegacyWolf on May 17, 2013, 05:16:44 PM
Bpum

(http://i.imgur.com/p0ITWNr.jpg)


Title: Re: Stage Workshop
Post by: SSBBFREAK18 on May 20, 2013, 01:14:18 AM
My very first stage in the works :) I'm making a Hanenbow II stage, based off of another setup for that minigame on Electroplankton, I need to raise the trees and try to find a way to delete those extra trees or make them invisible because I don't need/want them but they're connected to my two main bottom trees... any suggestions or help on that part?  (http://i40.tinypic.com/2myra4k.jpg)
I'm just really excited it's going this well so far for my 1st stage :D


Title: Re: Stage Workshop
Post by: fake_jokekid on May 21, 2013, 07:58:27 AM
never been a fan of hanenbow...


Title: Re: Stage Workshop
Post by: SSBBFREAK18 on May 21, 2013, 08:25:26 AM
never been a fan of hanenbow...

To be honest neither have I, but because you can't put music on the Hanenbow hacks and can't make the characters 3D I figured I'd just make a new one that made it a bit fresher :)


Title: Re: Stage Workshop
Post by: Mewtwo2000 on May 24, 2013, 06:58:10 PM
Mute City progress...

[SSBB hack] - Mute City [WIP 3] (http://www.youtube.com/watch?v=ucmmcYBBw9E#ws)


Title: Re: Stage Workshop
Post by: Akeno Archer Vergil on May 24, 2013, 08:06:17 PM
never been a fan of hanenbow...
I hate this stage too...


Title: Re: Stage Workshop
Post by: LegacyWolf on May 25, 2013, 12:24:32 AM
Mute City progress...

[SSBB hack] - Mute City [WIP 3] ([url]http://www.youtube.com/watch?v=ucmmcYBBw9E#ws[/url])


I like how this one completely defecates on the first Mute City WIP.

SSBB Imports - SSBM Mute City (Progress 1) (http://www.youtube.com/watch?v=7V4I3HDpHfI#ws)


Title: Re: Stage Workshop
Post by: DSX8 on May 25, 2013, 01:26:50 AM
I like how this one completely defecates on the first Mute City WIP.

SSBB Imports - SSBM Mute City (Progress 1) ([url]http://www.youtube.com/watch?v=7V4I3HDpHfI#ws[/url])
hah yeah... its a major improvement.. xD

and it all started with the OBJ importing method for MKW.. xD


Title: Re: Stage Workshop
Post by: DSX8 on May 28, 2013, 09:24:35 PM
enjoy this giant.. willing to have some1 help me animate all 4 of them.. so if your able to, PM me then.
(http://i.imgur.com/vBJju7X.jpg)


Title: Re: Stage Workshop
Post by: fake_jokekid on May 29, 2013, 01:58:28 AM
they all animate the same, but with different orientations, just import 3 more with the same bone names, but with a parent bone that distinguishes them, to rotate it around the moon. :P


Title: Re: Stage Workshop
Post by: DSX8 on May 29, 2013, 04:23:05 PM
they all animate the same, but with different orientations, just import 3 more with the same bone names, but with a parent bone that distinguishes them, to rotate it around the moon. :P
hah yeah, i know that, but i suck at animating xD

anyways...
SSBB Stages - Great Bay Revamp (WIP#2) (http://www.youtube.com/watch?v=RJwgtRRvtDA#ws)


Title: Re: Stage Workshop
Post by: SSBBFREAK18 on May 29, 2013, 09:33:40 PM
Somebody pleeeeease finish Bowser's Keep!! D: I would but I'm a total n00b


Title: Re: Stage Workshop
Post by: ItalianStallion on June 01, 2013, 03:46:44 PM
Somebody pleeeeease finish Bowser's Keep!! D: I would but I'm a total n00b

Sorry to break your noobifull heart, but knowing Mike [DSX8] he won't finish it ANYTIME soon. Your best hope is for someone else with skills, and lots of free time to pick it up, though I do believe that he sent it to Mewtwo to finish? Then I think he said he was gonna finish it himself so God knows when that's gonna be.

Move on sir.


Title: Re: Stage Workshop
Post by: LegacyWolf on June 01, 2013, 06:01:44 PM
Sorry to break your noobifull heart, but knowing Mike [DSX8] he won't finish it ANYTIME soon. Your best hope is for someone else with skills, and lots of free time to pick it up, though I do believe that he sent it to Mewtwo to finish? Then I think he said he was gonna finish it himself so God knows when that's gonna be.

Move on sir.

Mike doesn't finish anything anymore. He's probably busy with important life [censored] right now.


Title: Re: Stage Workshop
Post by: ItalianStallion on June 01, 2013, 10:47:22 PM
Mike doesn't finish anything anymore. He's probably busy with important life [censored] right now.

Can't blame him, we all are man.


Title: Re: Stage Workshop
Post by: Ricky (Br3) on June 05, 2013, 06:50:29 PM
Important life [censored] is the most common hacker-killing disease


Title: Re: Stage Workshop
Post by: superben2008 on June 05, 2013, 08:04:15 PM
i cant believe i did not post this wip.
(http://i196.photobucket.com/albums/aa104/superben_2007/al_120208_1342binout.jpg) (http://s196.photobucket.com/user/superben_2007/media/al_120208_1342binout.jpg.html)


Title: Re: Stage Workshop
Post by: xxWutzMercyxx on June 05, 2013, 11:18:18 PM
Looks like some of that classic Zelda XD I approve. Gotta appreciate the classics ;D


Title: Re: Stage Workshop
Post by: Hero © on June 05, 2013, 11:24:24 PM
([url]http://i196.photobucket.com/albums/aa104/superben_2007/al_120208_1342binout.jpg[/url]) ([url]http://s196.photobucket.com/user/superben_2007/media/al_120208_1342binout.jpg.html[/url])

Ganon's room from A Link to the Past?


Title: Re: Stage Workshop
Post by: superben2008 on June 06, 2013, 12:21:01 PM
Ganon's room from A Link to the Past?
yep. thats what i'm working on. gotta make it better.


Title: Re: Stage Workshop
Post by: Syeo on June 06, 2013, 01:10:32 PM
yep. thats what i'm working on. gotta make it better.

Pwease make the small platforms disappearing after a certain amount of time like that (at 1:13 for example) so it's harder for the players to get on the stage again. Something like Mewtwo2000's OoT Ganon Stage:

Zelda link to the past last boss + ending (http://www.youtube.com/watch?v=hGLBBE_edF0#)

Maybe adding those torches and changing light?




Title: Re: Stage Workshop
Post by: Akeno Archer Vergil on June 06, 2013, 01:12:36 PM
i cant believe i did not post this wip.
([url]http://i196.photobucket.com/albums/aa104/superben_2007/al_120208_1342binout.jpg[/url]) ([url]http://s196.photobucket.com/user/superben_2007/media/al_120208_1342binout.jpg.html[/url])

That's really good!
Keep going!


Title: Re: Stage Workshop
Post by: Legend of Jesse on June 28, 2013, 08:20:44 AM
that kami's lookout looks amazing hope to see it done soon... and that mute city... i don't even know what more can be done xD


Title: Re: Stage Workshop
Post by: Snivy on July 05, 2013, 03:21:49 PM
Currently working on this: (http://i.imgur.com/2wimv7p.png)

Things I need to fix currently:
Lights, Collision and model size.


Title: Re: Stage Workshop
Post by: Carnage on July 06, 2013, 02:59:49 PM
theres some amazing stages in here its a shame most of them dont get released

still waiting for pokefloats xD


Title: Re: Stage Workshop
Post by: Leon Exodio on July 06, 2013, 05:23:10 PM
working on V2 of my Skyscraper stage with a way better model

(http://i.imgur.com/60Im6nM.jpg)


Title: Re: Stage Workshop
Post by: Snivy on July 06, 2013, 05:25:20 PM
working on V2 of my Skyscraper stage with a way better model
([url]http://i.imgur.com/60Im6nM.jpg[/url])

Sweet.


Title: Re: Stage Workshop
Post by: Akeno Archer Vergil on July 06, 2013, 07:21:21 PM
working on V2 of my Skyscraper stage with a way better model

([url]http://i.imgur.com/60Im6nM.jpg[/url])

:falcon: says : HYYEESS!


Title: Re: Stage Workshop
Post by: Leon Exodio on July 06, 2013, 07:27:46 PM
i may have item boxs and coins in the back ground of the stage just to make it look nicer and maby some people in karts

(http://i.imgur.com/fWGMDJl.jpg)


Title: Re: Stage Workshop
Post by: Anivernage on July 06, 2013, 07:35:03 PM
theres some amazing stages in here its a shame most of them dont get released

still waiting for pokefloats xD
Did you listened DSX8?!   :>.>:
Im not the only one,everyone wants poke floats, finish it now you lazy bastard! :V Lol but first finish the boxing ring stage from smash 4, im prefer that one atm.


Title: Re: Stage Workshop
Post by: Haseyo on July 06, 2013, 07:38:23 PM
Did someone say PokeFloats?

How
bout
dem
Floats


Title: Re: Stage Workshop
Post by: DSX8 on July 06, 2013, 08:09:26 PM
Did you listened DSX8?!   :>.>:
Im not the only one,everyone wants poke floats, finish it now you lazy bastard! :V Lol but first finish the boxing ring stage from smash 4, im prefer that one atm.
Did someone say PokeFloats?

How
bout
dem
Floats
stfu plz :3


Title: Re: Stage Workshop
Post by: Eternal Yoshi on July 06, 2013, 11:12:48 PM
(http://i.imgur.com/mrsUuuY.jpg)
(http://i.imgur.com/sFuqtKq.jpg)
Forgot about this for a while. After taking way too long with the sky and fog settings and picking it up again, I'm almost done. I just have to animate the flag to flap in the wind and that's the end.


Title: Re: Stage Workshop
Post by: Snivy on July 07, 2013, 01:10:31 AM
([url]http://i.imgur.com/mrsUuuY.jpg[/url])
([url]http://i.imgur.com/sFuqtKq.jpg[/url])
Forgot about this for a while. After taking way too long with the sky and fog settings and picking it up again, I'm almost done. I just have to animate the flag to flap in the wind and that's the end.

I thought you already finished that. Heh, we all forget about things sometimes.


Title: Re: Stage Workshop
Post by: DSX8 on July 08, 2013, 11:21:20 PM
well... im back.. and in action.. WITH SCREENS!!!!

(http://i.imgur.com/Jo53Sse.png)
(http://i.imgur.com/DcaCaD6.png)
(http://i.imgur.com/Wr5yN2m.png)
(http://i.imgur.com/FK48RZA.png)


Title: Re: Stage Workshop
Post by: Segtendo on July 08, 2013, 11:23:15 PM
The left screen is drunk.


Title: Re: Stage Workshop
Post by: DSX8 on July 08, 2013, 11:58:47 PM
haha yeah that it is... i fixed it tho.. i think


Title: Re: Stage Workshop
Post by: LegacyWolf on July 09, 2013, 03:57:32 AM
well... im back.. and in action.. WITH SCREENS!!!!

([url]http://i.imgur.com/Jo53Sse.png[/url])
([url]http://i.imgur.com/DcaCaD6.png[/url])
([url]http://i.imgur.com/Wr5yN2m.png[/url])
([url]http://i.imgur.com/FK48RZA.png[/url])


Those are some flat-ass textures on the stage.


Title: Re: Stage Workshop
Post by: DSX8 on July 09, 2013, 04:18:02 AM
i kno... the MMD stage came with no textures.. it was colored via either color nodes, or material coloring! >_<

so i had to make the textures 8x8 and all flat colored, and its UV's r all in 1 spot, so cant really do much with it, which is y i want to see if the PMD importer for the next BB will show anything to this stage or not .-.


but the stage doesnt transform, the 2 smaller screens r set as "always display" while the big 1 shows the time/names/etc and the game display.


Title: Re: Stage Workshop
Post by: Leon Exodio on July 10, 2013, 04:37:21 PM
update on my Skyscraper Stage

(http://i.imgur.com/dbdPId9.jpg)


Title: Re: Stage Workshop
Post by: Akeno Archer Vergil on July 10, 2013, 05:46:13 PM
update on my Skyscraper Stage

([url]http://i.imgur.com/dbdPId9.jpg[/url])

That's the one from MKWII, right? It looks awesome!


Title: Re: Stage Workshop
Post by: Leon Exodio on July 10, 2013, 05:56:04 PM
That's the one from MKWII, right? It looks awesome!
yes it is i made one this stage before but i was the mario kart 64 model but the wii model is wayyy better


Title: Re: Stage Workshop
Post by: Akeno Archer Vergil on July 10, 2013, 06:22:16 PM
yes it is i made one this stage before but i was the mario kart 64 model but the wii model is wayyy better
Yup!
I use the N64 one. I love that lil' hole xD
spiking the enemy inside it, the best way to win!


Title: Re: Stage Workshop
Post by: DSX8 on July 10, 2013, 09:33:59 PM
.... would any1 like some Metroid Other M stages? i finally got em all named (took a whole day to go through most of the files, what to keep and what not)

(http://i.imgur.com/ehbFQtr.png)(http://i.imgur.com/aU4U7I5.png)


Title: Re: Stage Workshop
Post by: Forte on July 11, 2013, 08:26:37 AM
I'll take up your offer DSX8, the models could possibly come in handy for future projects.
- Forte



Title: Re: Stage Workshop
Post by: jjookkeekkiidd on July 11, 2013, 10:01:09 AM
did u nae ALL the files?
or just the scenaries?




Title: Re: Stage Workshop
Post by: DSX8 on July 12, 2013, 06:37:34 AM
did u nae ALL the files?
or just the scenaries?
i named them all... besides the graphic effect files and some monsters/animations/sfx files

edit:
enjoy some final boss room.. will add the other windows, phantoon, and lighting edits later.. already resized the stage
(http://i.imgur.com/ojYDYoY.png)
(http://i.imgur.com/B2OwLgc.png)


Title: Re: Stage Workshop
Post by: Angelglory on July 13, 2013, 08:32:59 PM
I will also take those Other M models if it's not too much trouble.


Title: Re: Stage Workshop
Post by: DSX8 on July 14, 2013, 05:39:03 PM
I will also take those Other M models if it's not too much trouble.
oh?  which 1 would u like to have?


all thats left is to animate Phantoon, and animate/destroy the glass windows when they break.. and also add the monitors on top.

(http://i.imgur.com/95x9JrV.jpg)


Title: Re: Stage Workshop
Post by: jjookkeekkiidd on July 15, 2013, 09:57:05 AM
was the shadow blue?


Title: Re: Stage Workshop
Post by: DSX8 on July 15, 2013, 02:36:19 PM
was the shadow blue?
what.. what shadow?

anyways.. new pics... windows r now animated (i forgot how to do VIS0 for a bit but it came back). might make phantoon smash the windows 5secs into the match, so that u can see it do the first hit after the countdown.
(http://i.imgur.com/qcYPBO4.png)
(http://i.imgur.com/P38Q38E.png)
(http://i.imgur.com/CHlW9Z6.png)
(http://i.imgur.com/zlm4fu6.png)
(http://i.imgur.com/FoB8agK.png)
(http://i.imgur.com/muIAyQ7.png)


Title: Re: Stage Workshop
Post by: Angelglory on July 15, 2013, 10:47:56 PM
oh?  which 1 would u like to have?

For the moment I'll just go with the Geothermal Power Plant and whatever goes with it (Including Ridley). I have a pretty cool idea that won't make it a boring flat stage, yay~ But if it somehow doesn't work out then I'd have to research  other possible locations since I haven't played or watched Other M.


Title: Re: Stage Workshop
Post by: DSX8 on July 15, 2013, 11:53:11 PM
For the moment I'll just go with the Geothermal Power Plant and whatever goes with it (Including Ridley). I have a pretty cool idea that won't make it a boring flat stage, yay~ But if it somehow doesn't work out then I'd have to research  other possible locations since I haven't played or watched Other M.
haha damn... idk which #'s those r cause i dont have it called "geothermal" .-.


Title: Re: Stage Workshop
Post by: xxWutzMercyxx on July 16, 2013, 01:42:51 AM
That Phantoom bastard whatever looks creepy bro o_0


Title: Re: Stage Workshop
Post by: Angelglory on July 16, 2013, 10:21:18 AM
haha damn... idk which #'s those r cause i dont have it called "geothermal" .-.
Oh, right, then my guess is that it would be one of the 'volcano' stages. It's the place where you fight Ridley, so it's a huge circular platform surrounded walls and lava.


Title: Re: Stage Workshop
Post by: Carnage on July 16, 2013, 11:26:01 AM
Oh, right, then my guess is that it would be one of the 'volcano' stages. It's the place where you fight Ridley, so it's a huge circular platform surrounded walls and lava.
you have that imported on the vault lol by gamma


Title: Re: Stage Workshop
Post by: DSX8 on July 17, 2013, 05:44:20 AM
well i could record a video of what i have SOOOO far... <.>

but instead... have some pics! 1 pic didnt save properly =_=  (smashing out the top middle window)
(http://i.imgur.com/Sb0DDsI.png)
(http://i.imgur.com/EPO1RJb.png)
(http://i.imgur.com/c9W2VSK.png)
(http://i.imgur.com/KL665Ep.png)
(http://i.imgur.com/XJYhiE6.png)
(http://i.imgur.com/OsK8qNo.png)
(http://i.imgur.com/DpFzcbr.png)


Title: Re: Stage Workshop
Post by: Carnage on July 17, 2013, 05:45:05 AM
i want to see that animated so much xD


Title: Re: Stage Workshop
Post by: jjookkeekkiidd on July 17, 2013, 12:23:36 PM
i'd swear there's a shadow in the preview... (i mean a shadow of a character, in this case samus)


Title: Re: Stage Workshop
Post by: DSX8 on July 17, 2013, 07:52:51 PM
i'd swear there's a shadow in the preview... (i mean a shadow of a character, in this case samus)
hah nope... no shadow of samus at all, its the shadow from the ceiling :p

i want to see that animated so much xD
u already have my man!


for those who dont look in my thread.. here's a video of the stage!
SSBB Stages - Metroid Other M Phantoon Stage WIP#1 (http://www.youtube.com/watch?v=9Fhrnh7fUxo#ws)


Title: Re: Stage Workshop
Post by: jjookkeekkiidd on July 18, 2013, 07:23:41 AM
phantoon still looks a bit glitchy, other tha that it's looking great!


Title: Re: Stage Workshop
Post by: DSX8 on July 22, 2013, 04:25:03 AM
phantoon still looks a bit glitchy, other tha that it's looking great!
lol ya... somehow the lighting is making him glitch.. idk y.. O_o

well.. here's what i'll show..
u'll have 3 choices of which 1 to pick out of. each 1 will have different lighting
(http://i.imgur.com/B1ZuNgL.jpg)


Title: Re: Stage Workshop
Post by: Syeo on July 22, 2013, 04:41:26 AM
The first one looks amazing, really like the colors there.


Title: Re: Stage Workshop
Post by: Eternal Yoshi on July 22, 2013, 07:25:01 AM
The proper Big Shell is out on BV.

Now I can revisit my VR stage and get the lighting and background right now that I have more knowledge of how MGS2 skydome textures work.


Title: Re: Stage Workshop
Post by: DSX8 on July 24, 2013, 04:36:00 AM
well here's a vid of the telstar dance stage that is
http://youtu.be/t1BEhzssDEw (http://youtu.be/t1BEhzssDEw)


Title: Re: Stage Workshop
Post by: jjookkeekkiidd on July 24, 2013, 09:06:02 AM
i'd make a more noticeable fram around the main screen, i think it'd make it look a lot better, and it's a simple thing (i think?)


Title: Re: Stage Workshop
Post by: Eternal Yoshi on July 24, 2013, 01:29:56 PM
(http://i.imgur.com/XiSWfAa.jpg)
Picked this stage up again. The stage is now colored properly(It's the evening theme), the effects are working(though you won't see it in pics), and I'm gonna make a new background(currently there's none).

Post Merge: July 26, 2013, 11:00:55 AM
(http://i.imgur.com/xDPNKNm.jpg)
(http://i.imgur.com/5XItqUi.jpg)
(http://i.imgur.com/IDK3n4B.jpg)
More progress.

(http://i.imgur.com/hn2iZ16.jpg)



Title: Re: Stage Workshop
Post by: ToadKart on July 26, 2013, 11:37:00 AM
What's that stage from?


Title: Re: Stage Workshop
Post by: Eternal Yoshi on July 26, 2013, 01:12:28 PM
Metal Gear Solid 2 Substance's VR Missions. This VR screen is used for the last Assult Rifle Missions.
https://www.youtube.com/watch?v=CbyFtS9JLhk (https://www.youtube.com/watch?v=CbyFtS9JLhk)


Title: Re: Stage Workshop
Post by: Legend of Jesse on July 28, 2013, 10:55:46 PM
Well here is a work in progress by the Project Z team... although i'm having an issue with setting up the clr0 :/ not really sure what i messed up... but... it just wont color the dang thing... -.-
(http://i.imgur.com/YDhZycf.jpg)

made a help thread with details... http://forums.kc-mm.com/index.php?topic=61513.0 (http://forums.kc-mm.com/index.php?topic=61513.0)
or if ya want to help i can send ya a copy of the stage if you pm me


Title: Re: Stage Workshop
Post by: LegacyWolf on July 28, 2013, 11:10:25 PM
(http://i.imgur.com/ciB9WAW.jpg)

(http://i.imgur.com/ZHeQcZk.jpg)


Title: Re: Stage Workshop
Post by: DSX8 on July 29, 2013, 02:11:49 AM
ehh... getting back to work on PokeFloats... pretty much been over a year since i last worked on it .-.

(http://i.imgur.com/8KIhxPV.png)


Title: Re: Stage Workshop
Post by: Carnage on July 29, 2013, 02:38:35 AM
aleluia xD  finaly we may get pokefloats done you were almost at half of it as i remenber you reached the unknowns right?


Title: Re: Stage Workshop
Post by: DSX8 on July 29, 2013, 05:28:39 AM
aleluia xD  finaly we may get pokefloats done you were almost at half of it as i remenber you reached the unknowns right?
lol no.. more like at snorlax xD
ignore the camera distance in the 2nd pic... still working on that
(http://i.imgur.com/BETlx9K.png)
(http://i.imgur.com/Xd3d1yr.png)


Title: Re: Stage Workshop
Post by: Segtendo on July 29, 2013, 10:26:05 AM
Jesus Wooper's eyes...


Title: Re: Stage Workshop
Post by: LegacyWolf on August 07, 2013, 04:57:15 AM
Haven't previewed this in awhile.

(http://i.imgur.com/sqxUYSA.jpg)


Title: Re: Stage Workshop
Post by: Leon Exodio on August 13, 2013, 05:46:55 AM
Haven't previewed this in awhile.

([url]http://i.imgur.com/sqxUYSA.jpg[/url])
wow looks very nice also you should have classic sonic running in the loop that would be awesome

also i got bored so i started to make a random stage
(http://i.imgur.com/nYkZw8M.jpg)


Title: Re: Stage Workshop
Post by: Link990 on August 22, 2013, 06:52:36 PM
Been dead for a quite awhile...
(http://i.imgur.com/vqIbYwK.png)


Title: Re: Stage Workshop
Post by: Syeo on August 23, 2013, 05:49:35 PM
Been dead for a quite awhile...
([url]http://i.imgur.com/vqIbYwK.png[/url])


Does this stage have a moving platform? It'd be a pity just to see the mouth of the DK Island. There's a Mario Kart stage that includes a platform to move you to different areas. Seeing all the entrances of each world where you can fight for 30 seconds might be awesome, and when the platform moves, it could also fly around the DK Island. Just a suggestion, I don't know what you planned for it.


Title: Re: Stage Workshop
Post by: Leon Exodio on September 02, 2013, 04:58:10 PM
making ricco harbor from mario sunshine
(http://i.imgur.com/se7xtmA.jpg)


Title: Re: Stage Workshop
Post by: KTH on September 02, 2013, 06:12:06 PM
Hope this will have a flying platform.


Title: Re: Stage Workshop
Post by: BBreon on September 02, 2013, 06:32:34 PM
also i got bored so i started to make a random stage
([url]http://i.imgur.com/nYkZw8M.jpg[/url])


CHAO IN SPACE 2 <3 <3


Title: Re: Stage Workshop
Post by: Gamma Ridley on September 02, 2013, 08:58:40 PM
Got distracted while working on a model

(http://i42.tinypic.com/28bh0dt.png)

(http://i42.tinypic.com/delc1e.png)

oops


Title: Re: Stage Workshop
Post by: Segtendo on September 02, 2013, 10:53:25 PM
Looks like a good stamina stage.


Title: Re: Stage Workshop
Post by: Gamma Ridley on September 03, 2013, 10:18:11 AM
It's actually a lot bigger than it looks. For reference, the middle portion is about the width of Final Destination. Also Groudon was scaled up by about 10x.


Title: Re: Stage Workshop
Post by: Akeno Archer Vergil on September 03, 2013, 10:26:26 AM
It's actually a lot bigger than it looks. For reference, the middle portion is about the width of Final Destination. Also Groudon was scaled up by about 10x.
:srs: How big is that stage?!? :srs:


Title: Re: Stage Workshop
Post by: Gamma Ridley on September 03, 2013, 10:32:45 AM
Pretty [censored] big, now that I look at it. I'll probably scale it down a bit.

Let's just say the crystals are bigger than Captain Falcon, heheh.

I made it intentionally large so that the walls and such aren't directly visible while playing. Plus, I'm not a big fan of closed-in stages, so there will be death boundaries on both sides. There will also be a platform in the middle.

Incidentally this stage is shaping out to look a lot like Mushroom Kingdom with a different background, eheheh.


Title: Re: Stage Workshop
Post by: jjookkeekkiidd on September 03, 2013, 11:10:00 AM
i'd loveto see a "stamina version", or a hard to kill one if u prefer calling it like that xD


Title: Re: Stage Workshop
Post by: Gamma Ridley on September 03, 2013, 11:12:03 AM
Well if people want that, I suppose I can make it.

I plan on making a Kyogre version as well.


Title: Re: Stage Workshop
Post by: Akeno Archer Vergil on September 03, 2013, 11:20:14 AM
i'd loveto see a "stamina version", or a hard to kill one if u prefer calling it like that xD
That would be really awesome to play on a stage like this!


Title: Re: Stage Workshop
Post by: Mewtwo2000 on September 04, 2013, 08:21:59 AM
Hi. Just showing my last updates.

I've been working on a Gerudo Valley stage. This is the latest video I've recorded on it:

[SSBB hack] - Wii U styled characters on Gerudo Valley (http://www.youtube.com/watch?v=lliu_KAvjBk#ws)

I've also been working on Fire Temple, with a new room to go with the other 2 rooms I showed months ago:

[SSBB hack] - Fire Temple (Boss Door room) (http://www.youtube.com/watch?v=tcLeV0Mh77E#ws)

I've completed and released my version of Melee Peach's Castle:

[SSBB hack] - Peach's Castle Melee (3rd preview) (http://www.youtube.com/watch?v=zBTV3Gmlm9k#ws)

http://forums.kc-mm.com/Gallery/BrawlView.php?Number=34048 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=34048)

I've mixed Peach's Castle with Rainbow Cruise:

[SSBB hack] - Peach's Castle Cruise (http://www.youtube.com/watch?v=RneCHUNTkE4#ws)

http://forums.kc-mm.com/Gallery/BrawlView.php?Number=34061 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=34061)

And I've made multiple changes to the Great Bay I got once collaborated:

[SSBB hack] - More changes on Great Bay (http://www.youtube.com/watch?v=ucI5mgFxJsU#ws)

http://forums.kc-mm.com/Gallery/BrawlView.php?Number=22800 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=22800)

DSX8 is supposed to release a better one in a few months, but I thought it was fair to let people have something better than before in the meantime. Well, I wanted a better Great Bay for myself but didn't want to make a new one knowing that DSX8 is working hard on his, so I just edited this one to suffice my own needs.


Title: Re: Stage Workshop
Post by: ALM5252 on September 06, 2013, 09:49:06 AM
Here is a stage that I'm working on.

(http://i824.photobucket.com/albums/zz161/A_ssbb_player/day_zpse5c4e7ae.jpg)
Wuhu Island!

I changed some of the textures to match Brawl's graphics better while also giving it a more realistic look than it usually appears.

I've released two versions of this stage before, but I been working on it since then to make it look better. Here are some more pictures. There are three different versions right now; Day, Night, and Sunset.

(http://i824.photobucket.com/albums/zz161/A_ssbb_player/day2_zps24a5d16e.jpg)
Added a plane as well! Can't jump on it or anything since it's in the background, and only one plane appears, I've tried two but the file size breaks. Need to work on that some more.


(http://i824.photobucket.com/albums/zz161/A_ssbb_player/night_zps9ac8403a.jpg)
(http://i824.photobucket.com/albums/zz161/A_ssbb_player/night2_zpsa25eb5a5.jpg)
The Night time version. Need to work on the lighting and maybe change the sky texture to something better.


(http://i824.photobucket.com/albums/zz161/A_ssbb_player/sunset_zps3204355f.jpg)
(http://i824.photobucket.com/albums/zz161/A_ssbb_player/sunset2_zpse1e2f846.jpg)
This is my favorite one at the moment. The lighting gives a good sunset vibe. Really sells the illusion.


(http://i824.photobucket.com/albums/zz161/A_ssbb_player/WiiFranchise_zpsac91f6f8.png)
This is the franchise symbol I made. Since the Island originated in both Wii Fit Plus and Wii Sports Resort and those games are apart of the "Wii" Series, I thought a Wii Remote would be appropriate.

Things that need to be done:
- Animated Water and Waterfall
- Get the propeller texture to work and animate it for the planes

I don't know how to get either of those two to work.

Also, I was making another version of the stage where you are riding on a plane instead, but I can't get the collisions to be animated. Followed all the steps, but they don't work in-game. Like they aren't even there. Tried for hours and gave up. :(



Title: Re: Stage Workshop
Post by: xxWutzMercyxx on September 11, 2013, 06:27:16 PM
Mirror's Edge Stage Preview, almost done. Made from scratch ;D
(http://img690.imageshack.us/img690/7415/qodh.jpg)


Title: Re: Stage Workshop
Post by: Ricky (Br3) on September 11, 2013, 06:32:20 PM
Mirror's Edge Stage Preview, almost done. Made from scratch ;D
([url]http://img690.imageshack.us/img690/7415/qodh.jpg[/url])


Looks amazing. You should add some fog to it too.


Title: Re: Stage Workshop
Post by: xxWutzMercyxx on September 11, 2013, 06:36:27 PM
Oh yea, there's gonna be moving clouds, some fog in the BG and some steam coming from some vents.


Title: Re: Stage Workshop
Post by: DSX8 on September 15, 2013, 04:28:01 AM
welcome to a small... village!!

still working on the objects and the such...
(http://i.imgur.com/NH7qCQ2.jpg)(http://i.imgur.com/y6drpJ4.jpg)
(http://i.imgur.com/7OzFTH5.jpg)


Title: Re: Stage Workshop
Post by: jjookkeekkiidd on September 15, 2013, 04:58:22 AM
DSX8, what game is that stage from?


Title: Re: Stage Workshop
Post by: Akeno Archer Vergil on September 15, 2013, 05:18:30 AM
Epic stuff you brought here DSX! Where did you get that model?


Title: Re: Stage Workshop
Post by: DSX8 on September 15, 2013, 06:02:16 AM
ripped the stage files from Magna Carta II.. all the objects r like all in 1 file (aka area's), but all the pieces has to be manually placed. its pretty low poly objects too, except for the 2 buildings atm..


Title: Re: Stage Workshop
Post by: ɴᴇᴢʜᴀ on September 15, 2013, 06:19:08 PM
*Subscribes*
Please, do not mind this post...
 


Title: Re: Stage Workshop
Post by: DocStrange on September 15, 2013, 09:46:05 PM
Alm I love your Wuhu stage... except when I get flown off every damn time lol. I think you shoul consider making the planes go offscreen on the bottom instead, it seems like it would make them get in the way of the camera les and be easier to react to. But seriously, love the stage.


Title: Re: Stage Workshop
Post by: DSX8 on September 16, 2013, 06:13:54 AM
well have some more pics of that village... x3
(http://i.imgur.com/1Z3993Q.jpg)
(http://i.imgur.com/5Zeq4k8.jpg)
(http://i.imgur.com/ghFzr2Z.jpg)
(http://i.imgur.com/MhLSxBh.jpg)


Title: Re: Stage Workshop
Post by: Mudkip97 on September 21, 2013, 04:17:08 PM
To see past stage updates: http://forums.kc-mm.com/index.php?topic=62401.0 (http://forums.kc-mm.com/index.php?topic=62401.0)

With the help of LegacyWolf we where able to resolve the problems of the stage...

This is what Scuttle Town looks like for now:
(http://fc04.deviantart.net/fs70/f/2013/264/e/9/ssbb_hack_scuttle_town_progress_3_by_mudkip97-d6n9bnp.jpg)


This is what it will look like:
(http://fc08.deviantart.net/fs70/f/2013/264/8/9/test_by_mudkip97-d6n9c01.jpg)


I still need to add a few models(not a lot), I'll probably add the background and sea from the Pirat Ship stage in the background of my stage and I'll add better textures...

Credit also goes to user LegacyWolf  :kdance:


Title: Re: Stage Workshop
Post by: Chaos_Knight on September 21, 2013, 04:28:45 PM
To see past stage updates: [url]http://forums.kc-mm.com/index.php?topic=62401.0[/url] ([url]http://forums.kc-mm.com/index.php?topic=62401.0[/url])

With the help of LegacyWolf we where able to resolve the problems of the stage...

This is what Scuttle Town looks like for now:
([url]http://fc04.deviantart.net/fs70/f/2013/264/e/9/ssbb_hack_scuttle_town_progress_3_by_mudkip97-d6n9bnp.jpg[/url])


This is what it will look like:
([url]http://fc08.deviantart.net/fs70/f/2013/264/8/9/test_by_mudkip97-d6n9c01.jpg[/url])


I still need to add a few models(not a lot), I'll probably add the background and sea from the Pirat Ship stage in the background of my stage and I'll add better textures...

Credit also goes to user LegacyWolf  :kdance:
Er....have you ever heard of using this button?
(http://socialerr.com/wp-content/uploads/2011/01/prnt-scrn-button.jpg)


Title: Re: Stage Workshop
Post by: Mudkip97 on September 21, 2013, 04:30:31 PM
Er....have you ever heard of using this button?
([url]http://socialerr.com/wp-content/uploads/2011/01/prnt-scrn-button.jpg[/url])


Nope  :oshi:


Title: Re: Stage Workshop
Post by: DoctorFlux(Mariodk) on October 04, 2013, 01:02:06 PM
 
Er....have you ever heard of using this button?
([url]http://socialerr.com/wp-content/uploads/2011/01/prnt-scrn-button.jpg[/url])
got same questing for ppl who dont use the screenshot button on blackbox,dolphin emulator,SSBB´s own screenshot&the converter


Title: Re: Stage Workshop
Post by: KeiroStarr on October 06, 2013, 09:55:36 PM
(http://puu.sh/4JHTZ.png)

Finally doing something Brawl Hax related, using OizenX'sSSB4arena as a base, I finally decided to make a WWE Arena in Brawl a reality.


Title: Re: Stage Workshop
Post by: Gamidame_K on October 07, 2013, 11:57:57 AM
(https://fbcdn-sphotos-h-a.akamaihd.net/hphotos-ak-prn1/v/1372758_580211265375867_237234860_n.jpg?oh=c376a1fa68affaa1764fe8d237fa91b0&oe=5255174E&__gda__=1381339439_5a3289572db47c6455ce3527bb7b89f6)

「まどか☆マギカOP」をお菓子の魔女で再現してみた。sm14200395 (http://www.youtube.com/watch?v=C2bkPfbIZDU#ws)


Title: Re: Stage Workshop
Post by: Peardian on October 08, 2013, 04:18:19 PM
Awwww yeah! <3


That reminds me, I made that background for Oktavia's barrier.


Title: Re: Stage Workshop
Post by: Gamidame_K on October 09, 2013, 12:45:38 AM
oh, I want to see it


Title: Re: Stage Workshop
Post by: Syeo on October 09, 2013, 07:36:09 AM
([url]https://fbcdn-sphotos-h-a.akamaihd.net/hphotos-ak-prn1/v/1372758_580211265375867_237234860_n.jpg?oh=c376a1fa68affaa1764fe8d237fa91b0&oe=5255174E&__gda__=1381339439_5a3289572db47c6455ce3527bb7b89f6[/url])


Land of Chocolate for 10 Min! (http://www.youtube.com/watch?v=mMPT09lJjcE#)


Title: Re: Stage Workshop
Post by: Peardian on October 09, 2013, 04:41:47 PM
oh, I want to see it
You can find it in my models thread, which you can get to by clicking the image in my signature.

Hmm. I guess I didn't make it very obvious that it's a link...

Edit: There, now my link is a little more obvious.


Title: Re: Stage Workshop
Post by: DoctorFlux(Mariodk) on October 10, 2013, 04:10:20 AM
my first stage(not a big stage project):
(http://i.imgur.com/TjOjTc3.png)
 just needing a light on the top of the tardis and done(maybe needs alittle help with that)
the tardis just flying around in the background of FD stage
mainly a FD stage for Doctor Who fans


Title: Re: Stage Workshop
Post by: Leon Exodio on October 30, 2013, 02:40:51 PM
Update on my SkyScraper V2 Stage almost done! just need to add the item boxes and other stuff
(http://i.imgur.com/9NJKZ99.png)


Title: Re: Stage Workshop
Post by: xxWutzMercyxx on November 12, 2013, 02:08:47 AM
Been awhile since I preview anything :P Here's a Portal 2 stage I started yesterday. Glad to see to stage makers being active though ;D
(http://i.imgur.com/SpILGlQ.jpg)


Title: Re: Stage Workshop
Post by: Peardian on November 12, 2013, 05:37:46 PM
I'm surprised this wasn't posted here already.

http://www.youtube.com/watch?v=tFhVDAbIFOk#ws (http://www.youtube.com/watch?v=tFhVDAbIFOk#ws)

Bowser's Keep is finally nearing completion. Credit to LegacyWolf for the video.


Title: Re: Stage Workshop
Post by: xxWutzMercyxx on November 15, 2013, 04:29:40 AM
Cut me some slack only spent 2 hours on it thus far and haven't slept yet. Don't mind the weak sky and ground texture, those are only placeholder textures.  :P
(http://i.imgur.com/nDHJHsJ.jpg)

*Edit* Here's a BrawlBox preview, I fixed the Sky a little bit and added a quick House as a placeholder  :P
(http://i.imgur.com/epBF1D0.jpg)


Title: Re: Stage Workshop
Post by: Leon Exodio on November 15, 2013, 05:00:57 AM
wow the new mario galaxy stage was just shown and we have some body making the stage lol i was going to make one but then i saw you and was like yeah he will do a way better job then me lol


Title: Re: Stage Workshop
Post by: xxWutzMercyxx on November 15, 2013, 05:02:56 AM
Dude you're more than welcome to make your own ;D Anyone could, I just couldn't resist when I finally saw that stage being revealed, I couldn't wait until tomorrow so I just had to make it soon before I lost interest :P


Title: Re: Stage Workshop
Post by: Leon Exodio on November 15, 2013, 05:08:28 AM
Dude you're more than welcome to make your own ;D Anyone could, I just couldn't resist when I finally saw that stage being revealed, I couldn't wait until tomorrow so I just had to make it soon before I lost interest :P
i dont blame you at all i would do the same lol

also an update on my Skyscraper V2 i fixed the lighting so its not as blue as it was before
(http://i.imgur.com/6Y7b8BG.png)


Title: Re: Stage Workshop
Post by: ForOhFor Error on November 15, 2013, 08:29:13 PM
Been awhile since I preview anything :P Here's a Portal 2 stage I started yesterday. Glad to see to stage makers being active though ;D
([url]http://i.imgur.com/SpILGlQ.jpg[/url])

Is that an edit of my old Aperture labs stage? I recognize the general layout, as well as the test chamber plaque and goo textures.
I'm fine with that (as long as you give credit) but I recommend that you reimport the model, if you haven't already. It was an obj import stage (the first, in fact) and that method tends to be... unstable.


Title: Re: Stage Workshop
Post by: ɴᴇᴢʜᴀ on November 15, 2013, 08:41:45 PM
I wish I could be this talented while making stages :/ you guys are incredible! As far as I ever made it importing stuff myself is by downloading the wii scrubber... there I got lost because I needed a "key" or something. Guess I have to surf the tutorials for some advises.

That and I don't have a brawl disk anymore, I don't know what to do.


Title: Re: Stage Workshop
Post by: xxWutzMercyxx on November 15, 2013, 09:13:44 PM
@ForOhForError - Naw it's not your import, I tried using yours but it wouldn't save properly no matter how many times I edited it. What you see is a bunch of builder blocks with some of your textures in different shapes and sizes.

@Scout - Stage making will become second nature to you the longer you do it. I use to suck at it but now I've improved greatly. Making stages aren't as hard as some say, just takes time and knowledge, keep at it. Also my Brawl disk is gone so I got a DVDR and burned Brawl onto it and it works fine and I've been using that same disk since March 2010 and it still works  ;) Also here's a new preview of that Galaxy stage from Smash 4, still has ways to go but playable  ;D
(http://i.imgur.com/Pk7Ryn0.jpg)


Title: Re: Stage Workshop
Post by: ɴᴇᴢʜᴀ on November 15, 2013, 09:21:25 PM
@Scout - Stage making will become second nature to you the longer you do it. I use to suck at it but now I've improved greatly. Making stages aren't as hard as some say, just takes time and knowledge, keep at it. Also my Brawl disk is gone so I got a DVDR and burned Brawl onto it and it works fine and I've been using that same disk since March 2010 and it still works  ;) Also here's a new preview of that Galaxy stage from Smash 4, still has ways to go but playable  ;D
([url]http://i.imgur.com/Pk7Ryn0.jpg[/url])


Wait, wait.... you can play mods on a burned DVD-R?! You sir, made my day a ton happier!
And, thanks for the encouraging words. Once December starts I will learn the ways of importing and not (censored) on it.

The stage looks awesome, that speed is... waoh :O



Title: Re: Stage Workshop
Post by: xxWutzMercyxx on November 15, 2013, 09:25:57 PM
When I get inspired I make things quick ;) Also regarding the DVDR make sure you get a disk with at least 8GB storage, copy Brawl's ISO over to the disk. I use NeoGamma, it allows you to play burned Wii and Gamecube games from a DVDR. That's all I say on that, there's more info on the internet, hope that helps a bit though  ;D

P.S-You also need a 2GB SD card with the codes to do it as well, that's the most important thing so don't forget that.


Title: Re: Stage Workshop
Post by: ɴᴇᴢʜᴀ on November 15, 2013, 09:33:51 PM
Well, the thing is,
I already have my wii soft moded with configurable usb loader, neogama, wiiflow, usb Loader GX and other stuff, I already have the codes for the launchers and stuff.

Besides, my wii has darckorps installed, it can read dvd-r without the need of an sd, I have over 25 melee DVD-R and I dunno what to do with them. I will not sell them just in case  :angel: just play frisbee with some friends  >D

Thanks for the info  :)


Title: Re: Stage Workshop
Post by: ALM5252 on November 19, 2013, 05:52:35 PM
I've been making a new update for my Wuhu Plane Ride stage. Credit to DSX8 for getting the Biplane to have animated collisions.

(http://i824.photobucket.com/albums/zz161/A_ssbb_player/1_zps7d2523f5.jpg)
(http://i824.photobucket.com/albums/zz161/A_ssbb_player/3_zpse3b9e13d.jpg)
(http://i824.photobucket.com/albums/zz161/A_ssbb_player/4_zps67623e17.jpg)

I plan on making 3 different versions with 3 different sub-versions. (Day, Night, Sunset)

One version (as shown in the pictures above) is the "No Tilting" version, making it a great neutral stage.
The second version will be one that does Tilt to go with the way the stage animates.

The third version will be just like the second version, but have a plane transition midway through. Problem is that I can't make it an easy transition without it looking weird or randomly teleporting characters to the middle of the stage.

(http://i824.photobucket.com/albums/zz161/A_ssbb_player/5_zpscf2f8618.jpg)

Falco is running on air because the collisions and the plane aren't cooperating. The plane goes into the background, but the collisions stay there. I need help finding a way to make this work seemlessly so people won't die easily. Ideas are welcomed.

I did make another version where the planes swap between the rideable and non-rideable versions to accomplish the transitions, but the characters teleport to the middle of the stage, right inside the Seaplane.


Title: Re: Stage Workshop
Post by: Peardian on November 19, 2013, 05:56:59 PM
Falco is running on air because the collisions and the plane aren't cooperating. The plane goes into the background, but the collisions stay there. I need help finding a way to make this work seemlessly so people won't die easily. Ideas are welcomed.
What I'd do is have a child bone under the main plane bone tied to the collision rather than the main bone, and have that bone disappear somehow when you want the collision to go away.


Title: Re: Stage Workshop
Post by: DSX8 on November 19, 2013, 05:57:20 PM
when the plane goes into the back, make the bone collision scale to 0, that way the collision will be gone


Title: Re: Stage Workshop
Post by: ALM5252 on November 19, 2013, 06:21:15 PM
when the plane goes into the back, make the bone collision scale to 0, that way the collision will be gone

I'm gonna try this. Thank you DSX8.

What I'd do is have a child bone under the main plane bone tied to the collision rather than the main bone, and have that bone disappear somehow when you want the collision to go away.

I don't know how to do that, so if what DSX8 said does not work, I'll ask if he can make the child bone for me. Unless it's simple and doesn't involve rigging. :)


Title: Re: Stage Workshop
Post by: jjookkeekkiidd on November 20, 2013, 07:43:47 AM
also, for the sake of looks, you could make the plane do a spin before going in the background, throwing all characters off...


Title: Re: Stage Workshop
Post by: ALM5252 on November 20, 2013, 05:59:47 PM
also, for the sake of looks, you could make the plane do a spin before going in the background, throwing all characters off...
Haha, I did that before on one of my very first versions of the stage, and it just killed everyone. I can try it again, but I hope people don't instantly die this time.


Title: Re: Stage Workshop
Post by: masamune on November 29, 2013, 07:43:29 AM
Stormship Stadium (Still WIP)
(http://i40.tinypic.com/2hdn1c0.png)
I need some help to fix some things, then it should be okay.


Title: Re: Stage Workshop
Post by: KTH on November 29, 2013, 12:57:34 PM
(http://i.imgur.com/WYzL6lE.jpg)


Title: Re: Stage Workshop
Post by: Bad Box Art Mega Man on November 29, 2013, 04:33:14 PM
I need this stage and fast! (well im willing to wait, but now you know how I feel of this stage)


Title: Re: Stage Workshop
Post by: Turbo on November 29, 2013, 04:40:33 PM
([url]http://i.imgur.com/WYzL6lE.jpg[/url])
It needs one of those 4 moving block things.


Title: Re: Stage Workshop
Post by: KTH on November 29, 2013, 05:22:42 PM
Look more on the stage, they are on the background.


Title: Re: Stage Workshop
Post by: Bad Box Art Mega Man on November 29, 2013, 06:04:14 PM
Look more on the stage, they are on the background.
teehee, you said 'moron'


Title: Re: Stage Workshop
Post by: Ricky (Br3) on December 01, 2013, 09:12:58 AM
teehee, you said 'moron'

This was so random it made me lol

The stage is looking amazing, KTH!


Title: Re: Stage Workshop
Post by: Gamma Ridley on December 05, 2013, 09:30:02 AM
While the site was in the pooper I did a thing:

(http://i.imgur.com/LDGOXzJ.png)
(http://i.imgur.com/Ir2EZsu.png)
(http://i.imgur.com/Dz5IGOT.png)
(http://i.imgur.com/26wNd5N.png)

Whenever I edit something from the stage, I seem to break it, though. The searchlights still work, but the background doesn't spontaneously break and the Metal Gear (well I only tested with Ray but I assume Rex and the Geckos all function similarly) spawns in the middle and just stays there. Not sure if I'm gonna continue working on this or not, but if I do, I'm probably gonna have to remove all the extra doo-dads like the searchlight and stuff.


Title: Re: Stage Workshop
Post by: Leon Exodio on December 05, 2013, 02:02:19 PM
While the site was in the pooper I did a thing:

([url]http://i.imgur.com/LDGOXzJ.png[/url])
([url]http://i.imgur.com/Ir2EZsu.png[/url])
([url]http://i.imgur.com/Dz5IGOT.png[/url])
([url]http://i.imgur.com/26wNd5N.png[/url])

Whenever I edit something from the stage, I seem to break it, though. The searchlights still work, but the background doesn't spontaneously break and the Metal Gear (well I only tested with Ray but I assume Rex and the Geckos all function similarly) spawns in the middle and just stays there. Not sure if I'm gonna continue working on this or not, but if I do, I'm probably gonna have to remove all the extra doo-dads like the searchlight and stuff.
that looks really nice cant wait


Title: Re: Stage Workshop
Post by: Dr. on December 05, 2013, 02:56:49 PM
([url]http://i.imgur.com/LDGOXzJ.png[/url])
([url]http://i.imgur.com/Ir2EZsu.png[/url])
([url]http://i.imgur.com/Dz5IGOT.png[/url])
([url]http://i.imgur.com/26wNd5N.png[/url])


I... just...

Awesome work!


Title: Re: Stage Workshop
Post by: Segtendo on December 05, 2013, 04:50:41 PM
This could finally be something to replace Shadow Moses. ^-^
Haven't touched that stage's files.


Title: Re: Stage Workshop
Post by: Bad Box Art Mega Man on December 05, 2013, 05:29:58 PM
This could finally be something to replace Shadow Moses. ^-^
Haven't touched that stage's files.
it's too good a stage for me to remove as well. still will be too, unless a rip from twin snakes is made available as a stage (same effects and everything).


Title: Re: Stage Workshop
Post by: SwingSet on December 05, 2013, 08:10:22 PM
While the site was in the pooper I did a thing:

([url]http://i.imgur.com/LDGOXzJ.png[/url])
([url]http://i.imgur.com/Ir2EZsu.png[/url])
([url]http://i.imgur.com/Dz5IGOT.png[/url])
([url]http://i.imgur.com/26wNd5N.png[/url])
(http://www.armature.com/wp-content/gallery/screenshots/mgs3-snake-salute.jpg)


Title: Re: Stage Workshop
Post by: Eternal Yoshi on December 25, 2013, 07:05:41 PM
Excellent SMI mod...

BTW EVERYBODY needs to update because the tristripper is a reality, meaning stage lag will be a thing of the past.

On that topic, Big Shell was updated. http://forums.kc-mm.com/Gallery/BrawlView.php?Number=33346 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=33346)


Title: Re: Stage Workshop
Post by: masamune on January 10, 2014, 11:23:16 AM
(http://i43.tinypic.com/2uyiro0.png)


Title: Re: Stage Workshop
Post by: LlamaJuice on January 10, 2014, 02:40:47 PM
Hello everyone, first post here.  I'm Llama Juice.

I started my first stage.  Trying to build a new environment from scratch, working on a Golden Sun map.

Picture that's a few days old, but shows some reference images of the game that I'm replicating.
(http://i.imgur.com/X2a9q5U.png)

Current state of the stage.
(http://i.imgur.com/jBOENh6.png)

I'm trying to create the skybox based off of the original game's overworld geography as well.


Title: Re: Stage Workshop
Post by: Eternal Yoshi on January 10, 2014, 03:02:35 PM
I like what I see so far in your first post LlamaJuice.

Can you do me a favor and make a version of this stage so that the center area has both doors open that you can exit and enter so that there are no perma walls? It can function kinda like the tent in Hyrule Castle 64.

As for the background, I wouldn't worry too much about accuracy. I would just go the Castle Siege route and put mountains, forest, and a lake in the background with a skydome. It will be less taxing facepoint wise and won't lag nearly as much.


Title: Re: Stage Workshop
Post by: LlamaJuice on January 10, 2014, 03:17:30 PM
I looked at Castle Siege and then looked at the overworld map for Golden Sun and realized that I'm basically going to be doing a Castle Siege style skybox. I thought it'd be interesting to have that lake, forest, and mountain be accurate to the game's geography though.

I also was going back and forth about opening those walls up, as I didn't want it to turn into something like stock Spear Pillar where you end up with a chasing game running laps around the center platform.

What exactly causes lag?  Mainly high polycounts?  What sort of polycount do you usually shoot for on these stages?  I went and looked through a bunch of the stages with BrawlBox and saw stages ranging from 25K triangles all the way up to 100K triangles.  I was planning on aiming for about 40K-50K


Title: Re: Stage Workshop
Post by: Eternal Yoshi on January 10, 2014, 03:23:37 PM
I see... guess I underestimated the size of the main platform.

Stage lag is mainly caused by too much draw calls caused by a large # of facepoints. Most stages made before Christmas of 2013 lag because they were imported and made with a not optimal importer that inflated the facepoint count. Now we have a more optimal importer in the new Brawlbox so this is no longer an issue with stages anymore.

I would look at the NumFacepoints/Number of facepoints as a total instead of triangle count as facepoint count is a better gauge of how many draw calls the stage makes. I would aim for a Max of 40,000 Facepoints.


Title: Re: Stage Workshop
Post by: LlamaJuice on January 10, 2014, 03:45:19 PM
I'm new to the whole Brawl modding scene... what is a "facepoint" and how do I measure them?

The width of the platform is about as wide as Battlefield's main platform.  I might open up those doors after some playtesting and seeing what feels better for the stage.  That's been a common thought throughout making this thing.

As this is my first custom stage for the game, I still don't have a fantastic idea of what is a good scale of things yet.


Title: Re: Stage Workshop
Post by: Eternal Yoshi on January 10, 2014, 04:56:54 PM
I see.... well Brawlbox's new revision gives you the facepoint count of a model when you choose it.  

Facepoints are.... well it's hard to explain since it appears the definition isn't all that well expressed. I think that facepoints are the average of the vertices of the polygon/model.

If you're using Maya, check the Edges count as that's closest to the value Facepoints would be at.


Title: Re: Stage Workshop
Post by: Gamidame_K on January 10, 2014, 05:32:57 PM
([url]http://i43.tinypic.com/2uyiro0.png[/url])

please finish it d_d


Title: Re: Stage Workshop
Post by: DSX8 on January 10, 2014, 07:44:35 PM
Hello everyone, first post here.  I'm Llama Juice.

I started my first stage.  Trying to build a new environment from scratch, working on a Golden Sun map.

Picture that's a few days old, but shows some reference images of the game that I'm replicating.
([url]http://i.imgur.com/X2a9q5U.png[/url])

Current state of the stage.
([url]http://i.imgur.com/jBOENh6.png[/url])

I'm trying to create the skybox based off of the original game's overworld geography as well.
i am LOVING what i see atm... i LOVE the golden sun series!!


Title: Re: Stage Workshop
Post by: LlamaJuice on January 13, 2014, 02:59:07 AM
I worked on UVs and started making textures for a few of the scenery objects.  At first I wasn't a fan of the purple/green color pallet, but now it's starting to grow on me.  I'm planning on redoing my purple brick texture with some green brick patterns throughout it as well to spruce things up a bit.  Not sure exactly what I'll do with it yet, but it'll be there.  Also, I'm fairly certain that I'm going to be knocking down the wall and making a tunnel through the center.

(http://i.imgur.com/ZQ4VoxF.png)

(http://i.imgur.com/48c7YbT.png)


Title: Re: Stage Workshop
Post by: jjookkeekkiidd on January 13, 2014, 03:01:15 AM
idk where you've come from all of a sudden, but you're epic.
i don't even know the stage and im in love with it...


Title: Re: Stage Workshop
Post by: LlamaJuice on January 13, 2014, 03:14:48 AM
I come from the land of Halo 1 modding.  That game is stupid hard to model for.  Smash is easy (in comparison).  If you're interested, here's the last project I worked on.
CMT's The Silent Cartographer: Evolved - Pool Encounter (http://www.youtube.com/watch?v=ml8Uf4fIrtA#ws)
I did all of the organic environment art in that scene.  That project was a collab between 20 or so people.  It's still in development, but I stepped away after working on it for a year to be able to pursue other projects.  This one is what's grabbing me right now.

The idea is to make something pretty enough to get a job out of.  I know I can do it, I just need to push it hard.  If brawl's engine doesn't allow me to push the art as far as I want it to go then I can always port it to a different engine after the fact.

Anyone else interested in seeing if we can make the prettiest stage that the Brawl community has made?  That's my goal.  Lets see if we can get there.  (I say we because I'll no doubt need some help with learning the Brawl engine.  I got the basics of model importing and assigning textures to it, but that's about all I know so far.  I don't know anything about shaders and the like.)


Title: Re: Stage Workshop
Post by: DSX8 on January 13, 2014, 05:16:10 AM
I worked on UVs and started making textures for a few of the scenery objects.  At first I wasn't a fan of the purple/green color pallet, but now it's starting to grow on me.  I'm planning on redoing my purple brick texture with some green brick patterns throughout it as well to spruce things up a bit.  Not sure exactly what I'll do with it yet, but it'll be there.  Also, I'm fairly certain that I'm going to be knocking down the wall and making a tunnel through the center.

([url]http://i.imgur.com/ZQ4VoxF.png[/url])

([url]http://i.imgur.com/48c7YbT.png[/url])
glad to see more progress from ya Llama! so far it looks good, and also noticed u still have plenty of faces to use for other area's that might need it if its not smooth enough.


Title: Re: Stage Workshop
Post by: LlamaJuice on January 13, 2014, 08:57:59 AM
I'm at roughly 33K triangles right now.  (Ignore the tricount in the images, they're wrong.  There's stuff out of frame that isn't being counted)  Originally I was planning on trying to keep it under 50K when i didn't know what my limits were.  I've been trying to cut corners and optimize meshes wherever I can, so right now I feel that I'm getting a lot more out of my polycount than what you'd expect of 33K.  I still do plan on adding a lot of decorative pieces to flesh it out more.  With this pass I just needed to put a dent in the objects that still needed textures. 

=================================

To do list:
Textures:
1: "Runway path"  I want some sort of fancy path that runs along the stage everywhere that the player can go.  Something to visually differentiate the playable space from non-playable space.  Currently that's what those colorful checker pattern pieces are, but I'm going to redo those entirely probably.
2: Various trim pieces.  I have models running along the areas where purple sidebrick meets green floortile.  I need those textured.  Planning on using the same trim texture for the side of the small platforms on the far left and right.
3: Stairs:  Right now I'm literally using the stairs from the Golden Sun game as my texture.  Obviously I need to make my own and make them look good.
4: Door Archway: This archway will stay in the build, I don't know if the door in the middle of it will.
5: Grass: Background texture assets.
6: Mountain: Background texture assets.
7: Babi lighthouse card: Background texture assets.
8: Small town card: Background texture assets.
9: Clouds: Background texture assets.
10: Water: Background textre assets.
11: Sky: Background texture assets.
12: Dirt Path: Background Texture assets.  I want to mirror the ground map from the original Golden Sun game.  That includes all the weird little things in the background.

Models: (And textures that'll go with them)
1: Fancy green brick  deco that I can just stab into the purple brick texture that already is in place.  The idea is to have some green bricks extruding from the purple bricks in some places for some visual flair.  This will probably be used to cap off any angled corners and in large flat boring purple brick spaces.
2: Small plants: It would be neat to have some plants growing through the tiles/vines running up some walls.
3: Babi Lighthouse: Simple model to be able to make a card out of it for the background.
4: Small Town: Simple model to be able to make a card out of it for the background.

=================================

I'm sure there's a bunch of other stuff that I'm missing from this list at the moment, but it's a good idea to have a list of what to work on so that I know where to go next and have a measurable way to say what I've completed and what I still have yet to do.


Title: Re: Stage Workshop
Post by: ForOhFor Error on January 13, 2014, 02:48:45 PM
For environmental texture resources, battlefield, castle siege, and a lot of the SSE stages have some nice stuff already in the game's art style. The stage looks amazing, and I wish you luck on it.

Maybe even have the lighthouse activated, using the Smash Ball's model, or maybe a modified subspace bomb blast model?


Title: Re: Stage Workshop
Post by: LlamaJuice on January 13, 2014, 02:58:34 PM
I know there are a lot of textures already created and exist within the game's stages, but I want to go through the full process of what to do with a stage and build my own texture repository.  Plus, since a lot of the remaining textures are background assets I should be fine with making some really quick and dirty low resolution stuff that'd work fine for a background asset.

I've been kicking around ideas of having the lighthouse activated, and what that would do to the gameplay.  In the game when the lighthouse gets activated it splits the building into four pieces.  I've considered trying to replicate that effect/animation but right now that's all after I'm done with the things on my list.  Again, it'd be custom made art to try to fit the art style of Golden Sun while still looking good in Brawl.


Title: Re: Stage Workshop
Post by: Segtendo on January 13, 2014, 05:24:51 PM
Haven't played Golden Sun, but that map is super sexy. Glad to have you here., Llama.


Title: Re: Stage Workshop
Post by: masamune on January 13, 2014, 08:08:23 PM
Haven't played Golden Sun, but that map is super sexy. Glad to have you here, Llama.
This.


Title: Re: Stage Workshop
Post by: Peardian on January 13, 2014, 08:22:06 PM
Hello everyone, first post here.  I'm Llama Juice.

I started my first stage.  Trying to build a new environment from scratch, working on a Golden Sun map.

Picture that's a few days old, but shows some reference images of the game that I'm replicating.
[...]

Current state of the stage.
[...]

I'm trying to create the skybox based off of the original game's overworld geography as well.
Looks awesome so far! I'm glad to see there is someone else making stages as ambitious as mine and with the same attention to detail. :D


Title: Re: Stage Workshop
Post by: LlamaJuice on January 14, 2014, 10:40:55 AM
Haha thanks @Peardian, I recently went through this entire thread to see what else people have done, try to learn the community a bit.  You're the Bowser's Keep guy, right?  Your comments mean a lot with a stage like that under your belt :P  Thanks bro


Title: Re: Stage Workshop
Post by: sluigi123 on January 14, 2014, 04:01:01 PM
Wish I have 3DS Max right now...

FFFFFFFFFUUUUUUUUuuuuuu...! :oshi:


Title: Re: Stage Workshop
Post by: Chuy on January 14, 2014, 04:12:02 PM
Haven't played Golden Sun, but that map is super sexy. Glad to have you here., Llama.
Agreed i really can't wait to see the final product of this stage it won't disappoint

Looks awesome so far! I'm glad to see there is someone else making stages as ambitious as mine and with the same attention to detail. :D
After reading your comment i saw your vault out of curiosity i'm thoroughly impressed
For both of you two:
(http://imagizer.imageshack.us/v2/800x600q90/202/g68l.png)Been forever since i could use it XD 

Wish I have 3DS Max right now...

FFFFFFFFFUUUUUUUUuuuuuu...! :oshi:
I believe you can get it for free if you're a student and use it for "educational" purposes


Title: Re: Stage Workshop
Post by: LlamaJuice on January 15, 2014, 02:55:53 AM
I didn't get to work on it at all Monday night, so today is just a small update.

I worked on creating textures for the "center fight path" and for the stairs.  I wanted to make a path that ran along the ground where the players are actually fighting to help separate that part of the stage from the non-playable bits.

(http://i.imgur.com/B5wMKhO.png)

(http://i.imgur.com/2Vy7tHt.png)

Creating that Golden Sun: Lost Age logo took way too long. (and yes I know that mine is damaged differently than the original one, I don't care hahaha)


Title: Re: Stage Workshop
Post by: Peardian on January 15, 2014, 05:11:37 PM
The texturing looks great so far! Only thing I'd bring up about it is the line along the center where the mirrored tile texture meets up, but I'm sure you already know about it.

Also, judging by the references, it looks like there are suppposed to be one of those pyramid blocks at the top of the staircases. Are you leaving them out on purpose, or is that an oversight?


Title: Re: Stage Workshop
Post by: LlamaJuice on January 15, 2014, 05:53:46 PM
Right now that center line is mirrored, but I'm planning on just re-UVing that platform after I do my last mirror task so that I don't run into that mirrored effect at all.  Right now it doesn't make sense to fix that as my workflow has me just re-mirror the platform whenever I want to take a picture to show you guys.

Also, the pyramid that's at the top of the stairs is stupid, so I didn't want it there.  I'm pulling reference from a few of the lighthouses in the game, (The main shape of this lighthouse is actually the Jupiter lighthouse from Golden Sun 2, but I'm using the Venus lighthouse color scheme and world placement and themes....)  It's not a perfect copy of any one lighthouse, and so that lets me kinda pick reference from any of them and add additional stuff to it that makes it more visually interesting.

Thanks again everyone for the super positive feedback, you guys rock.

Post Merge: January 16, 2014, 02:43:15 AM
Added trim around nearly everything, added a few small decorative touches.  Made the carpets droop off the sides of the platform, as I couldn't figure out any other way to make them look decent.
(http://i.imgur.com/uqmqpey.png)
The only textures remaining in the foreground currently are the door/door frame and the hole between the statue ladies.  I'm pretty excited.
(http://i.imgur.com/DXB9g5o.png)
My first attempt at making the carpet.  I made it have circle endcaps to it with the idea that it'd make them get closer to my ledges.  Eventually I decided on having them droop off the sides instead.
(http://i.imgur.com/8VihvUZ.png)


Title: Re: Stage Workshop
Post by: LlamaJuice on January 18, 2014, 11:54:22 AM
t-t-t-t-riple post.

(http://i.imgur.com/xBusCit.jpg)

I'm not sure if I like it.

I want to break up the MOUNTAIN OF PURPLE... and so I made a bunch of bricks, made them green (not sure if I even have the right green yet) and placed them throughout the stage.  I think I like it, but I'm unsure haha.  Feedback?


Title: Re: Stage Workshop
Post by: Gamma Ridley on January 18, 2014, 11:57:48 AM
I think the green does break it up nicely, but I think it needs to be more organic? Rather than the bricks just being green, I think it would look cool if they were green due to them being, like, grimy or dirty. Maybe have the purple ones look a little worn, too.


Title: Re: Stage Workshop
Post by: LlamaJuice on January 19, 2014, 08:45:51 AM
That's what is weird about using a green and purple color scheme.  When something is green, it's because it's just green hahaha.  I do feel that my placement of the green bricks should feel more structured though, that they're placed where they are on purpose, rather than just placed there to break things up.

Last night I was playing around with the engine again, trying to figure out how to get the stage to be playable in game. 

Super Smash Bros Project M custom stage: Golden Sun Lighthouse (WIP Test 1) (http://www.youtube.com/watch?v=Hk26SCdclPs#)

A problem that i'm running into with the game is that when I complete a match the game crashes.  If I revert my collision back to Final Destination Collision then it's fine and I don't understand why.

Is this a common problem?  Is there a "rookie mistake" with collision issues that cause crashing problems commonly?

Either way, this is probably my last update for a week or so.  I'm going to Florida with the girlfriend for a week starting today.  Probably won't be working on my stage at all while on my trip.


Title: Re: Stage Workshop
Post by: Peardian on January 19, 2014, 11:12:04 AM
Nice so far! The green contrasts with the purple a bit too much to be used as a subtle detail. I'd use darker/lighter purple instead. Also, maybe you could use green for a dovetail on the corners?


Title: Re: Stage Workshop
Post by: jjookkeekkiidd on January 19, 2014, 11:16:34 AM
looking great, the FD background even gives it a spooky feel xD

anyway i kind of agree with peardian on the purple-green thing, it seems like a bit too much of a contrast...

i'd suggest a less saturated or darker tone of purple instead of green


Title: Re: Stage Workshop
Post by: ALM5252 on January 20, 2014, 02:04:41 AM
I'm currently working on Great Bay using an older version of it as a base, and importing things that DSX8 updated from his free public version.

Here are 3 pictures.
(http://i824.photobucket.com/albums/zz161/A_ssbb_player/1_zps5919b472.jpg)

l made the Moon bigger and now it blends in with the fog similar to Melee.

(http://i824.photobucket.com/albums/zz161/A_ssbb_player/2_zpsdb8e783d.jpg)

The Four Giants appearing to stop the Moon. I don't have them animated other than slowly moving upward to where they are now. I'd appreciate that someone with animating can animate them like in Melee when they stop the Moon and walk away.

(http://i824.photobucket.com/albums/zz161/A_ssbb_player/3_zps79ab4e88.jpg)

I also need to fix their texture issue. I have no idea how to do that, so if someone can help, please do. :)


I have other things I need to do like adding in a few seagulls and needing the Turtle animated. DSX8 had an animated Turtle in the newest version, but importing that one into the one I'm making doesn't work and redoing the animations is tedious. Oh well. That can be last.


Title: Re: Stage Workshop
Post by: Bad Box Art Mega Man on January 20, 2014, 10:14:26 AM
I'm currently working on Great Bay using an older version of it as a base, and importing things that DSX8 updated from his free public version.

Here are 3 pictures.
([url]http://i824.photobucket.com/albums/zz161/A_ssbb_player/1_zps5919b472.jpg[/url])

l made the Moon bigger and now it blends in with the fog similar to Melee.

([url]http://i824.photobucket.com/albums/zz161/A_ssbb_player/2_zpsdb8e783d.jpg[/url])

The Four Giants appearing to stop the Moon. I don't have them animated other than slowly moving upward to where they are now. I'd appreciate that someone with animating can animate them like in Melee when they stop the Moon and walk away.

([url]http://i824.photobucket.com/albums/zz161/A_ssbb_player/3_zps79ab4e88.jpg[/url])

I also need to fix their texture issue. I have no idea how to do that, so if someone can help, please do. :)


I have other things I need to do like adding in a few seagulls and needing the Turtle animated. DSX8 had an animated Turtle in the newest version, but importing that one into the one I'm making doesn't work and redoing the animations is tedious. Oh well. That can be last.

make sure there's a swimmable version, even if it does have CPU problems


Title: Re: Stage Workshop
Post by: DSX8 on January 20, 2014, 04:33:33 PM
I'm currently working on Great Bay using an older version of it as a base, and importing things that DSX8 updated from his free public version.

Here are 3 pictures.
([url]http://i824.photobucket.com/albums/zz161/A_ssbb_player/1_zps5919b472.jpg[/url])

l made the Moon bigger and now it blends in with the fog similar to Melee.

([url]http://i824.photobucket.com/albums/zz161/A_ssbb_player/2_zpsdb8e783d.jpg[/url])

The Four Giants appearing to stop the Moon. I don't have them animated other than slowly moving upward to where they are now. I'd appreciate that someone with animating can animate them like in Melee when they stop the Moon and walk away.

([url]http://i824.photobucket.com/albums/zz161/A_ssbb_player/3_zps79ab4e88.jpg[/url])

I also need to fix their texture issue. I have no idea how to do that, so if someone can help, please do. :)


I have other things I need to do like adding in a few seagulls and needing the Turtle animated. DSX8 had an animated Turtle in the newest version, but importing that one into the one I'm making doesn't work and redoing the animations is tedious. Oh well. That can be last.
question... y would u use the old version as a base when the newer 1 is about that same scale size as the melee version and looks more better than the old version? ._.


Title: Re: Stage Workshop
Post by: ALM5252 on January 20, 2014, 05:16:48 PM
question... y would u use the old version as a base when the newer 1 is about that same scale size as the melee version and looks more better than the old version? ._.

I tested your new one in project m, and didn't really "feel" it. felt too big and off.

i was also working on the older version before finding out about the newer one. i already did some good progress on the older version too. I'm just going from there.

you think you can help with the giants texture problem? idon't know how to fix that.


Title: Re: Stage Workshop
Post by: DSX8 on January 20, 2014, 05:50:46 PM
the giants were fine in the version i have, so just use those o.o


Title: Re: Stage Workshop
Post by: ALM5252 on January 20, 2014, 05:57:11 PM
the giants were fine in the version i have, so just use those o.o

i did, i took one of the giants from there, but the textures mess up ingame for me.  dunno if  i need to have the textures someplace else or what.

and I'm sorry if i might have offended you by using an older version. the newer one kinda scared me on trying to edit. lol a lot of things i feel i can mess up by editing, so I'm just playing it safe. I'm still very much new to stage hacking. learning little by little all the time.  :)


Title: Re: Stage Workshop
Post by: Mewtwo2000 on January 21, 2014, 06:38:21 AM
More than an older version, it's more like a parallel version. After all, it's not just the colorless glitchy version it was once, but an improved version made from the old one. Of course it doesn't have as many features as the new one, cause the step from old to parallel was made in one day. But still, it's decent. Be sure you're updating the water model with the one in the 'competitive' version of Great Bay posted not long ago in the vault, I made a fix in that one that's noticeable when you get a Smash Ball, but it's not present in the original stage yet.

For the textures for the giants, maybe you're using a wrong texture type or something. Looks like it's loading the wrong texture, so the name may be wrong or the texture may be missing. Also, they look too dark, be sure they're using the proper lighting node.

Now, what I came here for, new stage preview:

[SSBB hack] - Windmill Hut (Ocarina of Time) [First preview] (http://www.youtube.com/watch?v=JreOQUYAW0A#ws)


Title: Re: Stage Workshop
Post by: jjookkeekkiidd on January 21, 2014, 06:49:04 AM
looks pretty cool, i think i might get a bit dizzy if i'd play it for too long though xD


Title: Re: Stage Workshop
Post by: Akeno Archer Vergil on January 21, 2014, 07:14:16 AM
More than an older version, it's more like a parallel version. After all, it's not just the colorless glitchy version it was once, but an improved version made from the old one. Of course it doesn't have as many features as the new one, cause the step from old to parallel was made in one day. But still, it's decent. Be sure you're updating the water model with the one in the 'competitive' version of Great Bay posted not long ago in the vault, I made a fix in that one that's noticeable when you get a Smash Ball, but it's not present in the original stage yet.

For the textures for the giants, maybe you're using a wrong texture type or something. Looks like it's loading the wrong texture, so the name may be wrong or the texture may be missing. Also, they look too dark, be sure they're using the proper lighting node.

Now, what I came here for, new stage preview:

[SSBB hack] - Windmill Hut (Ocarina of Time) [First preview] ([url]http://www.youtube.com/watch?v=JreOQUYAW0A#ws[/url])
Fun stage! When do you think you'll release this... Circus-ish stage :D


Title: Re: Stage Workshop
Post by: SJS on January 22, 2014, 12:20:16 PM
That's what is weird about using a green and purple color scheme.  When something is green, it's because it's just green hahaha.  I do feel that my placement of the green bricks should feel more structured though, that they're placed where they are on purpose, rather than just placed there to break things up.

Last night I was playing around with the engine again, trying to figure out how to get the stage to be playable in game. 

A problem that i'm running into with the game is that when I complete a match the game crashes.  If I revert my collision back to Final Destination Collision then it's fine and I don't understand why.

Is this a common problem?  Is there a "rookie mistake" with collision issues that cause crashing problems commonly?

Either way, this is probably my last update for a week or so.  I'm going to Florida with the girlfriend for a week starting today.  Probably won't be working on my stage at all while on my trip.
Looking forward to this. Can't wait to fill it up with music from RPGs. Oh yes.

Will you be making a bigger version for vBrawl?


Title: Re: Stage Workshop
Post by: Peardian on January 22, 2014, 05:36:46 PM
[Windmill]
Brilliant, but dizzying!


Title: Re: Stage Workshop
Post by: Riddler on January 24, 2014, 10:51:16 AM
Now, what I came here for, new stage preview:

[SSBB hack] - Windmill Hut (Ocarina of Time) [First preview] ([url]http://www.youtube.com/watch?v=JreOQUYAW0A#ws[/url])
I love it, but a few things I would do with it:
1) Add the music-man. He's gotta be there.
2) Maybe create a custom song for the stage where the song starts of standard speed, then speeds up, and when it speeds up, it starts raining in the stage and spinning faster. (and if you add the music-man, show him turn angry)
3) I notice they bounced off the ceiling, but they can be knocked through the wall. If they can be knocked through either, they should be able to knocked through both. Obviously you need some way to be taken out of the stage, but it should be consistent.
4) Slow down the spinning, this stage will give people the dizzies.
5) Are the side platforms land-able when you spin past them? If not and if that's possible, do it.


Title: Re: Stage Workshop
Post by: Mewtwo2000 on January 27, 2014, 05:36:28 AM
I had not thought about a speeding-up version, but it may be interesting to do. About the rest of things:

- The music man will be there. I stated my wish of getting him in there in the video descryption in youtube.
- The current collisions are just WIP. My plan, at least for one version, is that the only way to die is being thrown into the gap in the wall, which is only there twice for each spin, once on each side. I'd probably make another version with no ceiling and no walls.
- I'll probably slow down the spinning, I'll test carefully to see at what point it's slow enough to not give people the dizzies. I may make a non-moving version for those who still get too dizzy anyway.
- The idea with the platforms is that they're land-able for a second, just when they're there. That's still to be made.


Title: Re: Stage Workshop
Post by: moneyscheme94 on January 27, 2014, 09:41:05 AM
My suggestion for the windmill hut, although it didnt do this in the original game, would be to have the windmill spin at a moderate spped. Then, maybe every minute or more, or even less, have it stop to where the two side platforms are on screen and can be stood and fought on. This would give the stage some versatility and make it fun too. Also, while the stage is spinning, there could be no way to die, giving players a chance to accumulate damage. Then, when the spinning stops again, players can be killed from either the entrace to Dampe's grave, and you could even throw your own twist on the age by adding another doorway on the otherside where players can be killed. I don't know how you feel about this idea, or how difficult it would be to implement. I know nothing about stage hacking, just a suggestion  :)


Title: Re: Stage Workshop
Post by: Mewtwo2000 on January 27, 2014, 11:09:13 AM
I like it. I don't want to add a new doorway though, but the idea of stopping and having different ways to play during the match is interesting. I'll try that as an alternate version ;)

By the way, I've just released my Prime Cup stage. I've included a version with 2 platforms, but both platformed and regular versions are walkoff stages.

[Project M 3.0] - Mewtwo2000 (Mewtwo) Vs Tase (ROB) [Prime Cup Hall] (http://www.youtube.com/watch?v=spy9C0sqAws#ws)


Title: Re: Stage Workshop
Post by: moneyscheme94 on January 27, 2014, 01:48:42 PM
I like it. I don't want to add a new doorway though, but the idea of stopping and having different ways to play during the match is interesting. I'll try that as an alternate version ;)

By the way, I've just released my Prime Cup stage. I've included a version with 2 platforms, but both platformed and regular versions are walkoff stages.
[Project M 3.0] - Mewtwo2000 (Mewtwo) Vs Tase (ROB) [Prime Cup Hall] ([url]http://www.youtube.com/watch?v=spy9C0sqAws#ws[/url])




That's really cool. If possible, is there anyway you could make a non-walk-off version? And how's progress coming along on those series of other OoT stages you were working on(gerudo valley, fire temple, dodongo cavern, etc.) if you dont mind me asking?


Title: Re: Stage Workshop
Post by: Mewtwo2000 on January 27, 2014, 05:01:37 PM
Yeah, I'll make a non-walkoff version. In fact it was in my plans at first, and the current model even has parts that can be disabled for that, but when I tested it I thought it didn't look very well and discarded it. Now people are asking for a possible non-walkoff version, I'll try it again, I'll add some extra element to make it look a little better and will include the result in the current download folder as soon as I can. Maybe it's done by tomorrow.

The OoT stages are coming along fine, I may make some new video showing any of them one of these days.


Title: Re: Stage Workshop
Post by: moneyscheme94 on January 27, 2014, 06:02:13 PM
Yeah, I'll make a non-walkoff version. In fact it was in my plans at first, and the current model even has parts that can be disabled for that, but when I tested it I thought it didn't look very well and discarded it. Now people are asking for a possible non-walkoff version, I'll try it again, I'll add some extra element to make it look a little better and will include the result in the current download folder as soon as I can. Maybe it's done by tomorrow.

The OoT stages are coming along fine, I may make some new video showing any of them one of these days.

Excellent, really big fan of all of your work man, wish I knew how to do the things you do or where to even begin learning lol. Is there anything you can point me to?


Title: Re: Stage Workshop
Post by: Mewtwo2000 on January 27, 2014, 07:29:33 PM
Brawlbox is almost everything. If you understand brawlbox and how stages are structured in brawlbox, it's only a matter of knowing what you want to do and getting the models you need from somewhere, either brawl, other wii games, or elsewhere through model imports.

In the tutorials section, I guess there's some info about stages.


Title: Re: Stage Workshop
Post by: LlamaJuice on January 28, 2014, 01:20:12 AM
Yea, you're insane man.

Would it be possible to have it so that if the player is on the ground along the wall when those pegs come by it kills them?  That'd be an interesting gimick.

Anyhow... HI GUYS

I got home, had a fantastic vacation, jumped back into my project today.

I worked on putting some serious effort into the background of the scene. The blue boxes on the left are placeholder for a small town that's going in there.  I still need to make another small lighthouse that goes behind those blue houses as well.

(http://i.imgur.com/etuL47s.png)

Sky color and such is all placeholder as well.

New assets from today:
Sand Path
Dirt Path
Cliffs along islands into water
"Mountains"
Water
Clouds
BlueTown


Title: Re: Stage Workshop
Post by: jjookkeekkiidd on January 28, 2014, 02:02:43 AM
looking really good.
not much else to say about it that i haven't already said before...


Title: Re: Stage Workshop
Post by: DSX8 on January 28, 2014, 02:44:57 AM
@_@


ok i love what i just saw.. i need another pair of pants now...


Title: Re: Stage Workshop
Post by: Akeno Archer Vergil on January 28, 2014, 06:03:31 AM
Yea, you're insane man.

Would it be possible to have it so that if the player is on the ground along the wall when those pegs come by it kills them?  That'd be an interesting gimick.

Anyhow... HI GUYS

I got home, had a fantastic vacation, jumped back into my project today.

I worked on putting some serious effort into the background of the scene. The blue boxes on the left are placeholder for a small town that's going in there.  I still need to make another small lighthouse that goes behind those blue houses as well.

([url]http://i.imgur.com/etuL47s.png[/url])

Sky color and such is all placeholder as well.

New assets from today:
Sand Path
Dirt Path
Cliffs along islands into water
"Mountains"
Water
Clouds
BlueTown
i need another pair of pants now...
*Akeno likes your post*


Title: Re: Stage Workshop
Post by: Link990 on January 28, 2014, 01:56:39 PM
Finally... Had time to finish my Eyerock hack.
(http://i.imgur.com/3hRo40w.png)

Stage improved with shadows, custom lighting and star's eye transparency was fixed


Title: Re: Stage Workshop
Post by: Segtendo on January 28, 2014, 02:19:57 PM
Don't link to stages in this thread. It's a WIP stage thread.


Title: Re: Stage Workshop
Post by: Link990 on January 28, 2014, 02:22:17 PM
Don't link to stages in this thread. It's a WIP stage thread.
Ok, sorry.


Title: Re: Stage Workshop
Post by: Mewtwo2000 on January 29, 2014, 09:54:59 AM
Dodongo's Cavern, WIP:

[SSBB hack] - Dodongo's Cavern (First Preview) (http://www.youtube.com/watch?v=tWDRYbPk5ws#ws)


Title: Re: Stage Workshop
Post by: LlamaJuice on January 29, 2014, 01:41:28 PM
You're a machine dude, how quick is the average turnaround for a stage for you?  Your content is always just absurdly impressive that you're able to pump out this much stuff that quickly.


Title: Re: Stage Workshop
Post by: Segtendo on January 29, 2014, 01:52:32 PM
Hey Llama. What else are you a fan of?


Title: Re: Stage Workshop
Post by: LlamaJuice on January 29, 2014, 02:07:10 PM
I’m not sure how to answer that question.  I chose my Golden Sun project based off of Project M’s requirements for being included into their mod (An IP that exists in Brawl).  Originally I was planning on trying to submit my map to the PMBR and have them throw it into their pack, but now that’s not really a concern.  Now it’s just more of me wanting to create good looking and fun content.  Golden Sun wasn't a game that I had even thought about in years until I looked through the IPs found within brawl and had a nostalgia blast from Golden Sun haha.  I figured it was an IP that was great, but didn't have much love in the game’s community.

Other games that I’m a fan of are games like Banjo Kazooie, Tales of Vesperia, Portal, Kerbal Space Program, Minecraft, Halo, Donkey Kong Country, Super Mario World, Rocket Knight Adventures, Pokemon Snap, Conker’s Bad Fur Day… I’m kinda all over the place.

I haven’t tried to think of what I want to do for my next project after I finish my Golden Sun stage, I just really want to be able to focus on the one stage and not get sidetracked onto other stuff before I complete it.


Title: Re: Stage Workshop
Post by: Segtendo on January 29, 2014, 02:11:14 PM
A Tales of Vesperia stage would be awesome to have at one point.


Title: Re: Stage Workshop
Post by: Bad Box Art Mega Man on January 29, 2014, 03:11:43 PM
Dodongo's Cavern, WIP:

[SSBB hack] - Dodongo's Cavern (First Preview) ([url]http://www.youtube.com/watch?v=tWDRYbPk5ws#ws[/url])

CPUs might need a little work; Ganondorf died more than he should have if he were level 9.
here's an idea, maybe make the lower jaw of the skull lower every minute or so, for like 10 seconds, and have it raise back up?


Title: Re: Stage Workshop
Post by: Syvkal on January 29, 2014, 04:41:40 PM
Mewtwo, that looks beautiful! I can't wait to play it!

Also, just a little mod I whipped up:

(http://i.imgur.com/DPbVXTS.jpg)
It takes up one slot only, but I couldn't get the Metal Gears working =/

It's not quite finished yet. I need help deciding where to put the death boundaries.
Also, need advice on whether or not to remove the railings from the (no longer existent) side platforms? I can't tell if they still look like they are part of the stage - instead of the background...


Title: Re: Stage Workshop
Post by: DSX8 on January 29, 2014, 11:40:37 PM
well, here's some BB pics of DemonBoys stage - Spirit Tracks

(http://i.imgur.com/IUZuE16.jpg)
(http://i.imgur.com/qJbzrLI.jpg)
(http://i.imgur.com/IdJMhNZ.jpg)


Title: Re: Stage Workshop
Post by: Bad Box Art Mega Man on January 30, 2014, 12:12:00 AM
well, here's some BB pics of DemonBoys stage - Spirit Tracks

([url]http://i.imgur.com/IUZuE16.jpg[/url])
([url]http://i.imgur.com/qJbzrLI.jpg[/url])
([url]http://i.imgur.com/IdJMhNZ.jpg[/url])

awe yeah, that's the sturff! tristrip the hell out of it, even if it isnt yer stage; something tells me it'll lag under certain conditions. might need alfonzo there too XD


Title: Re: Stage Workshop
Post by: DSX8 on January 30, 2014, 12:39:09 AM
awe yeah, that's the sturff! tristrip the hell out of it, even if it isnt yer stage; something tells me it'll lag under certain conditions. might need alfonzo there too XD
lol dont forget, these r ripped models and textures from the DS game.. so its like very low poly.

total poly's/faces - 5593

VERY VERY LOW POLY!!!

Before resize
(http://i.imgur.com/ahczziK.jpg)

after reseize
(http://i.imgur.com/0COmefR.jpg)


Title: Re: Stage Workshop
Post by: Akeno Archer Vergil on January 30, 2014, 11:05:43 AM
lol dont forget, these r ripped models and textures from the DS game.. so its like very low poly.

total poly's/faces - 5593

VERY VERY LOW POLY!!!

Before resize
([url]http://i.imgur.com/ahczziK.jpg[/url])

after reseize
([url]http://i.imgur.com/0COmefR.jpg[/url])
Aaaaaaaahh!! That stage was in a request thread! If we had it, we would've done it! Did you rip the models yourself?


Title: Re: Stage Workshop
Post by: Segtendo on January 30, 2014, 11:18:09 AM
might need alfonzo there too XD
"Leave it to me!"


Title: Re: Stage Workshop
Post by: Chaos_Knight on January 30, 2014, 11:28:01 AM
lol dont forget, these r ripped models and textures from the DS game.. so its like very low poly.

total poly's/faces - 5593

VERY VERY LOW POLY!!!

Before resize
([url]http://i.imgur.com/ahczziK.jpg[/url])

after reseize
([url]http://i.imgur.com/0COmefR.jpg[/url])
Geezus. That overworld needs a lot of texture work.


Title: Re: Stage Workshop
Post by: Syvkal on January 30, 2014, 01:18:23 PM
Took a break from improving vBrawl stages and deciding to try making something new.

I present to you an incredibly early version of Nimbus Land:
(http://i.imgur.com/Dx6EI6E.jpg)
Well technically it's "Bean Valley"... but I think I prefer Nimbus Land :P

This will be a personal recreation of one of the Mario RPG levels because I thought it would be an awesome theme for a level.

As far as finishing it, I think I'm going to shrink the Beanstalks nearest the stage as well as adding another one (with leaf) to the opposite end. Oh and the background will need some major working to make it less dull - thinking clouds and more Beanstalks.

If anyone could explain to me (via PM or whatever) how I could make the leaves dip down when you stand on them (like in Distant Planet), that would be great! =]


Title: Re: Stage Workshop
Post by: Eternal Yoshi on January 30, 2014, 01:52:54 PM
The Dipping leaves are done through already premade elements from DP. You need to base your stage on distant planet.

As for the stage, I would recommend having the Nimbus Castle(Sorry I can't remember the exact name of it, but it's the castle that Valetina has taken over when you first arrive) in the background.


Title: Re: Stage Workshop
Post by: Syvkal on January 30, 2014, 01:56:26 PM
I can easily import everything I've done into distant planet, however, I've not yet been able to figure out how to map the bones to a different model (other than the leaves they currently use)...

As for the castle... I think I know somewhere to find a full 3D model of that (relatively low quality), but I doubt I would be able to export it in a format that I can load into brawlbox... I'll have a look :P

:EDIT: Ok well the model I was thinking of is in a custom Garry's Mod stage... and I don't know how to contact the creator to ask permission to use it (nor do I have Garry's Mod or the capability to rip the model from it)...
Ah well, lots of Beanstalks, clouds and (hopefully) spinning mario coins :P

Post Merge: January 30, 2014, 06:54:20 PM
Update on my stage, it's coming together nicely ^-^

(http://i.imgur.com/tkV4hHs.jpg)

I just need to add some clouds around the Beanstalks in the background (positions of them aren't 100% fixed), then I'm hopefully going to have some gold coins floating around some of the stalks and finally - if I can find/animate them - some paratroopers flying around in the background :P

Oh and I should probably stick a few more leaves in here and there xD


Title: Re: Stage Workshop
Post by: LlamaJuice on January 31, 2014, 02:26:23 AM
I spent a bunch of time tinkering with BrawlBox, got the full stage ingame, but was having a bunch of problems with transparency shaders and stuff.  So after spending a silly amount of time trying to research how to do it... I gave up.

Then I worked more on background assets.

(http://i.imgur.com/KbHt7x2.png)

Created the small town to the left of the tower
Created simple log bridges to go across the rivers
Added mountains/clouds to the skydome to make the sky more interesting.
Created textures for the doors on the main platform.


Title: Re: Stage Workshop
Post by: DSX8 on January 31, 2014, 03:14:45 AM
i am loving it pal!


Title: Re: Stage Workshop
Post by: Syvkal on January 31, 2014, 01:14:47 PM
Too much going on???

(http://i.imgur.com/V6JUoFT.jpg)
I wanted to add the blue, red and yellow beanstalks... but I'm having trouble making it not seem overly cluttered...

Or does it look alright?

Also, looking good LlamaJuice!


Title: Re: Stage Workshop
Post by: Eternal Yoshi on January 31, 2014, 01:16:04 PM
I'm loving it too LlamaJuice... which is why I have to tell you that the stage as is with those poly/edge/tri counts is almost guaranteed to lag in 4 player situations.

I would simplify the background or lower the poly count/fidelity of the surrounding area while still finding a way to make it look good. I would say look at other Brawl stages for how they handle it in unrestricted pause camera in game.

The stage itself is excellent.

Like I said, I would recommend 50K or less.


Title: Re: Stage Workshop
Post by: jjookkeekkiidd on January 31, 2014, 01:59:41 PM
maybe get rid of one of the main green ones, to make space for the other colors?
idk, it does seem kind of busy, but the "fog" makes it fall far enough in the background for it not to be a problem in a fight...

so yeah, i think it could be better, but it could also be worse, just imagine all those things dancing around... xD


Title: Re: Stage Workshop
Post by: Syvkal on January 31, 2014, 02:09:52 PM
Dancing around you say? Haha! Now I feel the need to animate them all! Neah, just kidding :P

Ok, so I've got rid of most of them and replaced some of the larger green ones and replaced it with blue. Red has stayed put. Yellow has got sparser and more to the outer parts of the level.

(http://i.imgur.com/CicxrDs.jpg)

Any better? Also, its not this zoomed out ingame, so it the picture actually seems more chaotic... but I wanted to show off the entire stage :P

Once this is down, its clouds and Parakooper time! ^-^

:EDIT: Actually... I dunno where I'd put the clouds now... xD


Title: Re: Stage Workshop
Post by: LlamaJuice on January 31, 2014, 03:17:10 PM
I'm loving it too LlamaJuice... which is why I have to tell you that the stage as is with those poly/edge/tri counts is almost guaranteed to lag in 4 player situations.

I would simplify the background or lower the poly count/fidelity of the surrounding area while still finding a way to make it look good. I would say look at other Brawl stages for how they handle it in unrestricted pause camera in game.

The stage itself is excellent.

Like I said, I would recommend 50K or less.

Thanks sir!  I've been pretty conservative with my polycount, trying to keep everything pretty low poly while still looking good.  All of the mountains put together are only 5,000 triangles for example.  I could squeeze it down to 50K probably, right now I think everything in the stage put together is close to 65K, but I can trim it up a bit and get it down to 50K.  Most of those mountains don’t have any faces showing on the backsides, for example, and each town is a total of around 150 triangles.  I was told that with the new tristripping magic that we’re able to have up to 80,000 triangles, and when I was looked through the stages included with Project M3.0 I saw that Skyloft was able to run fairly well with 100,000 triangles.

I plan on making the mountains and such look reflective off of the water as well, and so that’ll be another chunk of polys that I’ll have to go through haha.

@Syvkal, looks good buddy.  I like it better without as many beanstalks going up.  The color variation is also really nice.  The one thing that kinda stands out is the green/blue stalks in the top right corner are the same mesh and very close together, so it looks strange to have identical curve in the stalk that close together.


Title: Re: Stage Workshop
Post by: Syvkal on January 31, 2014, 03:20:35 PM
@Syvkal, looks good buddy.  I like it better without as many beanstalks going up.  The color variation is also really nice.  The one thing that kinda stands out is the green/blue stalks in the top right corner are the same mesh and very close together, so it looks strange to have identical curve in the stalk that close together.


Thanks for the input! =]
Hmm, I'll have to check the green/blue stalk in-game. It does look odd in that screenshot... However, the blue one is far away in the background and much bigger... I'll see what I can do :P

:EDIT:
Ah, well the problem is worse than you thought:
(http://i.imgur.com/6jTS1JO.png)
But you can't really notice the yellow one being the same in game... the blue one is a bit more hassle, not sure what to replace it with =/


Title: Re: Stage Workshop
Post by: LlamaJuice on January 31, 2014, 04:02:49 PM
Can you just mirror it instead?  I'd try to mirror that object and rotate it a bit, it'd solve your problem :P


Title: Re: Stage Workshop
Post by: Syvkal on January 31, 2014, 04:19:10 PM
Can you mirror objects in brawlbox? If so, good plan, if not... I'm useless at using modelling programs xD


Title: Re: Stage Workshop
Post by: jjookkeekkiidd on January 31, 2014, 04:26:36 PM
yes you can mirror, set the X scale value to -1 in the animation.
it does need it's own bone though obviously.


Title: Re: Stage Workshop
Post by: Syvkal on January 31, 2014, 06:26:07 PM
Took me a while to figure out how to stop the texture from being inside out >.< Stupid material cull :P

Anywho, finally got a design I'm pretty happy with, here's the full stage:
(http://i.imgur.com/vkFC7Dc.jpg)
Only thing I'm undecided on is that far back right blue stalk... but w/e :P

Here's a shot more 'in-game' instead of zoomed out:
(http://i.imgur.com/YW60tYs.png)

Bonus:
(http://i.imgur.com/ULylBod.png)
This is what I like to call the 'Sea of extra parts' :P

Leaves on all the background plants will come soonish, then paratroopers and finally - if I can figure out how to texture it  - I'll import some gold mario coins to spin around while floating next to the Beanstalks ^-^

Oh and the clouds... and maybe some leaves that bend when you stand on them :P



Title: Re: Stage Workshop
Post by: Peardian on January 31, 2014, 06:31:33 PM
I spent a bunch of time tinkering with BrawlBox, got the full stage ingame, but was having a bunch of problems with transparency shaders and stuff.  So after spending a silly amount of time trying to research how to do it... I gave up.

Then I worked more on background assets.

[...]

Created the small town to the left of the tower
Created simple log bridges to go across the rivers
Added mountains/clouds to the skydome to make the sky more interesting.
Created textures for the doors on the main platform.
Looks nice! If the polygon count ends up getting too high, I'm sure you'll be able to shed a ton of polygons by rendering and flattening the mountains. Just look at how Shadow Moses Island does it, for example.


Title: Re: Stage Workshop
Post by: Chuy on January 31, 2014, 06:54:19 PM
I spent a bunch of time tinkering with BrawlBox, got the full stage ingame, but was having a bunch of problems with transparency shaders and stuff.  So after spending a silly amount of time trying to research how to do it... I gave up.

Then I worked more on background assets.
([url]http://i.imgur.com/KbHt7x2.png[/url])
Created the small town to the left of the tower
Created simple log bridges to go across the rivers
Added mountains/clouds to the skydome to make the sky more interesting.
Created textures for the doors on the main platform.
That looks really impressive i can't wait to see the final design :D
Anyway this is just a suggestion but if you wanted to make the sky look more interesting you could have used the skydome from battlefield as its already animated and would hopefully save some time in the long run assuming it wouldn't give any problems transferring it over

Took me a while to figure out how to stop the texture from being inside out >.< Stupid material cull :P

Anywho, finally got a design I'm pretty happy with, here's the full stage:
([url]http://i.imgur.com/vkFC7Dc.jpg[/url])
Only thing I'm undecided on is that far back right blue stalk... but w/e :P

Here's a shot more 'in-game' instead of zoomed out:
([url]http://i.imgur.com/YW60tYs.png[/url])

Bonus:
([url]http://i.imgur.com/ULylBod.png[/url])
This is what I like to call the 'Sea of extra parts' :P

Leaves on all the background plants will come soonish, then paratroopers and finally - if I can figure out how to texture it  - I'll import some gold mario coins to spin around while floating next to the Beanstalks ^-^

Oh and the clouds... and maybe some leaves that bend when you stand on them :P

I'm loving this one as well keep up the good work!
It makes me so happy that there's more than a handful of stage makers again


Title: Re: Stage Workshop
Post by: LlamaJuice on January 31, 2014, 07:39:10 PM
@Chuy Thanks :)

I looked at the Battlefield background as some form of inspiration when thinking of what I wanted to do for my background, but I was tired of seeing so many stages with reused backgrounds (how many stages use the waterfall or crevice background from SSE?)

This made me want to create something somewhat high quality that would be unique to my stage.

also, I'm glad that the stage scene seems to be picking up (I have an extremely short frame of reference).  There was a solid page or so of just me posting updates haha.  It's nice to have other people's work to look at too :)


Title: Re: Stage Workshop
Post by: Syvkal on January 31, 2014, 08:16:57 PM
I'm loving this one as well keep up the good work!
It makes me so happy that there's more than a handful of stage makers again

Thanks =] However, I hardly count as a stage maker, all of my creations are pretty much just edits of existing stages or an arrangement of imported objects from other stages. But if someone likes them, then I guess it doesn't matter :P


Title: Re: Stage Workshop
Post by: Chuy on January 31, 2014, 08:50:34 PM
@Chuy Thanks :)

I looked at the Battlefield background as some form of inspiration when thinking of what I wanted to do for my background, but I was tired of seeing so many stages with reused backgrounds (how many stages use the waterfall or crevice background from SSE?)

This made me want to create something somewhat high quality that would be unique to my stage.

also, I'm glad that the stage scene seems to be picking up (I have an extremely short frame of reference).  There was a solid page or so of just me posting updates haha.  It's nice to have other people's work to look at too :)
You sir just gained more respect in my book for that statement for being original as i do agree there are alot of unoriginal bg swaps in the vault however i didn't think that battlefield`s background had become popular to swap which is why i recommended it to using it.
Granted though i haven't gotten to good a look at brawlvault in a long time.

Thanks =] However, I hardly count as a stage maker, all of my creations are pretty much just edits of existing stages or an arrangement of imported objects from other stages. But if someone likes them, then I guess it doesn't matter :P
Take it as you will but the stage has great potential in it and i really do look forward to the final product


Title: Re: Stage Workshop
Post by: LlamaJuice on February 01, 2014, 03:56:03 PM
(http://i.imgur.com/EYlcvOa.png)

Made red "Babi Lighthouse", redid the side towers, recolored the floating circle platforms, Optimized everything, redid all of the mountains, Optimized everything some more.

I also added/moved some clouds.

I'm currently at 49,880 triangles.  Just for you Eternal Yoshi.


Title: Re: Stage Workshop
Post by: iwantgames on February 01, 2014, 04:11:42 PM
([url]http://i.imgur.com/EYlcvOa.png[/url])

Made red "Babi Lighthouse", redid the side towers, recolored the floating circle platforms, Optimized everything, redid all of the mountains, Optimized everything some more.

I also added/moved some clouds.

I'm currently at 49,880 triangles.  Just for you Eternal Yoshi.
this looks amazing, can't wait til it's finished


Title: Re: Stage Workshop
Post by: jjookkeekkiidd on February 01, 2014, 05:14:46 PM
idk how it'll look in-game if you use some sort of fog, but the red house stands a bit too much out to me...


Title: Re: Stage Workshop
Post by: DSX8 on February 01, 2014, 05:30:20 PM
idk how it'll look in-game if you use some sort of fog, but the red house stands a bit too much out to me...
nothing like a bit of fog cant fix :p


Title: Re: Stage Workshop
Post by: LlamaJuice on February 02, 2014, 03:42:16 AM
Played a lot with the engine today trying to figure stuff out.

I for the life of me can't figure out transparencies, animated textures, or an easy way to do lighting/fog that doesn't involve launching brawl each time to see my changes so that makes things a bit ugly at the moment. #Noob

(http://i.imgur.com/oOHyAhw.png)

Also, I started playing with trying to figure out how I'm going to light the lighthouse and introduce this stage's gimmick.... haven't split the mesh apart yet, but I did this instead.
(http://i.imgur.com/lfpKqrj.png)

Preview video of my mockup of the animation in Maya.
http://www.youtube.com/watch?v=E5l81GDHm8U#

Also, realized that I'm the only person who doesn't spoiler tag all of my images.  I'll stop being rude now.

@jjookkeekkiidd, I'm not too sure about the red yet either.  It's easy enough to fix though that I'm not too worried about it just yet.  I wanted to go for a color similar to what's in the game's overworld map.  I assumed the fog would fix it as well.  I'm just bad with fog/lighting in this engine though right now haha.

Here's the overworld from Golden Sun for comparison.
(http://i.imgur.com/expjakU.png)


Title: Re: Stage Workshop
Post by: Eternal Yoshi on February 02, 2014, 05:16:53 AM
Hmm...

First off in order to do transparency, you need the texture to be transparent (as in a checkered background in photoshop/gimp, not a black background) and to save it as a .png.

When you get it in there, you need to make the format either CMPR or RGBA8(For semi transparency)

Also for materials that have textures you want transparent, you need to edit the highlighted part of the material that the clouds/whatever you want transparent use.
(http://i.imgur.com/ydSygtW.png)

Also right click the Mdl0 block and make a new Shader for the transparent parts to use. Here's an example of a Shader ready for transparency usage.

http://www.mediafire.com/download/bwv1862u8nn1do6/ShaderTrans (http://www.mediafire.com/download/bwv1862u8nn1do6/ShaderTrans)

Don't worry about the name; just use the newest Brawlbox to replace the new shader you made with this.

Lastly, make sure that your transparent materials are using the Shader by checking this setting:

(http://i.imgur.com/tZpxgLf.png)


Title: Re: Stage Workshop
Post by: DSX8 on February 02, 2014, 11:06:17 AM
Played a lot with the engine today trying to figure stuff out.

I for the life of me can't figure out transparencies, animated textures, or an easy way to do lighting/fog that doesn't involve launching brawl each time to see my changes so that makes things a bit ugly at the moment. #Noob

([url]http://i.imgur.com/oOHyAhw.png[/url])

Also, I started playing with trying to figure out how I'm going to light the lighthouse and introduce this stage's gimmick.... haven't split the mesh apart yet, but I did this instead.
([url]http://i.imgur.com/lfpKqrj.png[/url])

Preview video of my mockup of the animation in Maya.
[url]http://www.youtube.com/watch?v=E5l81GDHm8U#[/url]

Also, realized that I'm the only person who doesn't spoiler tag all of my images.  I'll stop being rude now.

@jjookkeekkiidd, I'm not too sure about the red yet either.  It's easy enough to fix though that I'm not too worried about it just yet.  I wanted to go for a color similar to what's in the game's overworld map.  I assumed the fog would fix it as well.  I'm just bad with fog/lighting in this engine though right now haha.

Here's the overworld from Golden Sun for comparison.
([url]http://i.imgur.com/expjakU.png[/url])
looks nice so far, but i did tell ya that i'd help ya on the stage :p

So if u beed help, then im here to do it for ya!


Title: Re: Stage Workshop
Post by: Bad Box Art Mega Man on February 02, 2014, 12:18:34 PM
tristrip the hell out of it and you've got my download


Title: Re: Stage Workshop
Post by: LlamaJuice on February 02, 2014, 12:43:01 PM
@DSX8 - Yessir! I plan on handing things to you after I struggle for a while.  I want to learn the engine so that I can be self sufficient. Plus its fun to struggle some times and its been interesting to learn.  I plan on trying to put together a Maya stage guide for noobs when i finish this project.  Basically every wall that i hit and couldn't find answers to online should be documented somewhere.

Theres another problem that im having right now where when someone gets hit by the sweet spot of an attack and there is that bright flash on screen it causes all of my UVs to get distorted for a frame or two.  It was strange because i played four matches against my roommates and none of them even noticed it, but it was glaringly obvious to me.

@Eternal Yoshi, thanks for the writeup.  I'll give that a shot.  I need to make both semi transparent objects (clouds) and also hard masked items (tres).  What do I need to do differently between these two, or can I just use the same shader that you provided?


Title: Re: Stage Workshop
Post by: Eternal Yoshi on February 02, 2014, 12:58:24 PM
For Semi transparent objects, you have to make the first number 100 instead of 128, and you need to set the option EnableBlend(It's below the green box) to true in the material.

There's a slightly different Material that you have to use as well.


Title: Re: Stage Workshop
Post by: DSX8 on February 02, 2014, 01:59:35 PM
@DSX8 - Yessir! I plan on handing things to you after I struggle for a while.  I want to learn the engine so that I can be self sufficient. Plus its fun to struggle some times and its been interesting to learn.  I plan on trying to put together a Maya stage guide for noobs when i finish this project.  Basically every wall that i hit and couldn't find answers to online should be documented somewhere.

Theres another problem that im having right now where when someone gets hit by the sweet spot of an attack and there is that bright flash on screen it causes all of my UVs to get distorted for a frame or two.  It was strange because i played four matches against my roommates and none of them even noticed it, but it was glaringly obvious to me.

@Eternal Yoshi, thanks for the writeup.  I'll give that a shot.  I need to make both semi transparent objects (clouds) and also hard masked items (tres).  What do I need to do differently between these two, or can I just use the same shader that you provided?
sure thing, i can wait for it!


Title: Re: Stage Workshop
Post by: kiro on February 02, 2014, 04:28:03 PM
I've started my second stage import but I'm unsure how i would get the lighting to resemble the original version from Defiance. I heard that vertex painting might help in some aspects but as for the main lighting I'm lacking some direction as of where to go from here.
Original:
(http://static1.wikia.nocookie.net/__cb20110125154540/legacyofkain/images/f/f0/Avernus_Cathedral%27s_main_altar.jpg)
My progress:
(http://i.imgur.com/8Kk11sM.png)


Title: Re: Stage Workshop
Post by: Syvkal on February 02, 2014, 04:55:26 PM
That looks pretty damn beautiful Kiro! And if you manage to get the lighting working O.o

Here's my current project:

(http://i.imgur.com/cTzUxMg.jpg)
The platform on the right will also be an ice pillar thing.
Each platform moves around randomly and disappears (they are just the Luigi's mansion platforms reskinned ;) ). However, they look out of place slightly because of their Shaders... and I can't for the life of my figure out how to make them look pretty... man I suck with Shaders XD

Also tempted to make a larger version using the middle of the mountain and making the slopes slippy? Not sure if I can manage that yet...
Oh also, the stage doesn't have a name yet... currently been calling it 'Broken Summit'

What the platforms look like disappearing:
(http://i.imgur.com/tqqvmiy.png)


Title: Re: Stage Workshop
Post by: Akeno Archer Vergil on February 03, 2014, 05:17:07 AM
That looks pretty damn beautiful Kiro! And if you manage to get the lighting working O.o

Here's my current project:

([url]http://i.imgur.com/cTzUxMg.jpg[/url])
The platform on the right will also be an ice pillar thing.
Each platform moves around randomly and disappears (they are just the Luigi's mansion platforms reskinned ;) ). However, they look out of place slightly because of their Shaders... and I can't for the life of my figure out how to make them look pretty... man I suck with Shaders XD

Also tempted to make a larger version using the middle of the mountain and making the slopes slippy? Not sure if I can manage that yet...
Oh also, the stage doesn't have a name yet... currently been calling it 'Broken Summit'

What the platforms look like disappearing:
([url]http://i.imgur.com/tqqvmiy.png[/url])
Nice! :D


Title: Re: Stage Workshop
Post by: Mewtwo2000 on February 03, 2014, 06:22:45 AM
Hmm...

First off in order to do transparency, you need the texture to be transparent (as in a checkered background in photoshop/gimp, not a black background) and to save it as a .png.

When you get it in there, you need to make the format either CMPR or RGBA8(For semi transparency)

Also for materials that have textures you want transparent, you need to edit the highlighted part of the material that the clouds/whatever you want transparent use.

Also right click the Mdl0 block and make a new Shader for the transparent parts to use. Here's an example of a Shader ready for transparency usage.

[url]http://www.mediafire.com/download/bwv1862u8nn1do6/ShaderTrans[/url] ([url]http://www.mediafire.com/download/bwv1862u8nn1do6/ShaderTrans[/url])



A few notes here:

PNG is fine, but it kills the color information in the fully transparent pixels. Well, at least for me, not sure if it happens in all cases. Anyway, there's cases in which those invisible pixels are transparent black pixels, and they're visible in-game because of the blur used in the materials. If you import a TGA texture with an alpha channel instead, you can have fully transparent pixels with colors other than black, which makes the borders look better.

CMPR only has hard transparency (pixels are visible or not visible, not middle terms). RGBA8 is the best for semitransparency, but the image files in this format are too big. Sometimes the quality doesn't need to be that good and RGB5A3 is another option for semitransparency. RGB5A3 can also be used for hard transparency materials in case CMPR compresses too much the textures and look bad. And there's also the CI8, but materials need to know that there's a palette in this case.

About the shader, there's no real need to use a new shader specifically for the transparent materials. If the light properties are the same, transparent and not transparent materials can share the same shader. If the one generated by brawlbox automatically doesn't work, disable the alpha in the first color channel in the material:

(http://i.imgur.com/JNgidV4.png)

You may need different shaders if you're using materials that use lighting together with materials that don't use it. For example, you may be interested on having a sky that's not affected by lighting. That could use a different shader that doesn't have the 'RasterColor' in its stages, and whose ColorScale is smaller. Depending on the vertex colors you're using if any, you'd need MultiplyBy2 or MultiplyBy1 instead of the standard MultiplyBy4. The MultiplyBy4 comes because the lighting in stages have small color values (something like 120,120,120 overall), and that color is multiplied by the color in the stage model, usually (128,128,128). This means that you get something like an overall (60,60,60) in the model. To look fine, the model should have values around white (255,255,255), that's why the shader gets that (60,60,60) and multiplies it by 4, so the model in this case would get colors around (240,240,240).

If you make the material not to use the stage lighting, you'll have that (128,128,128) alone. The shader in this case needs to multiply only by 2, to get an exact (255,255,255).

Also, if instead of a standard (128,128,128) you're using vertex colors, and your brightest color is white (255,255,255), then your shader doesn't need to multiply by anything, so your shader should have the MultiplyBy1.

(http://i.imgur.com/eb23h51.png)

So, in short, you don't really need different shaders for different transparency options, materials can share the same shader. It's when you combine lighting-affected with lighting-unaffected models that you may need different shaders.

The better option for stages is vertex-coloring, so you don't need a complex and specific lighting set to obtain nice colors. You can emulate the casting of shadows and other stuff that the brawl lighting will never do. If you vertex-paint your model, use a shader for that. If you're using parts without coloring, you can either paint them white and keep the same shader, or paint them grey and use a MultiplyBy2 shader. For materials affected by lighting, you'll need (128,128,128) as the vertex colors and the MultiplyBy4 shader. You can also have vertex colors plus stage lighting, but you have to remember that stage lighting will darken those vertex colors and you'll probably still need the MultiplyBy4 one.


Title: Re: Stage Workshop
Post by: LlamaJuice on February 03, 2014, 11:04:46 AM
You're insane dude, I appreciate it.

I was having limited success with Yoshi's writeup (Stuff kinda worked, but... i eventually just went through a bunch of brawl stages, looked at all the shaders/materials used in similar situations that I'd need and tried to replicate them.
It's not perfect, but it gets the job done for now. (Example of not perfect, the clouds don't dim with the lighting changes in my stage)

Anyhow, I played with the lighting a lot today.  I wanted to try to figure out how I could make a day/night cycle in the game and I think I came pretty close.  I was running into a wall of errors when trying to add animated fog to the mix, where it seems like the fog item would just constantly get corrupted.  Set a value in a fog item... have it work.  make any tweak at all and it'll just show solid black across the whole stage aside from the characters.  Was not cool.

In the process, I got tired of going through the flows of injecting my maps into a virtual SD card to use in Dolphin... so I made a macro using AutoHotKey that lets me click one button to go from saving in brawlbox to loading my map in about three seconds.  It's pretty glorious, expecially for stuff like this, where I can't see my changes until I launch the game.

I'm too happy with myself to spoiler this one.  You'll all just have to suffer.
Venus Lighthouse (Golden Sun) custom stage for Super Smash Bros. WIP 02 (http://www.youtube.com/watch?v=excChfj0gfE#ws)

I still have to do player shadows, the effect of the tower splitting apart, and if the day/night cycle thing is working... I might try to push the effect further.  (Add lights to the town at night, make the small pyramids on my tower into some sort of lanterns or something that'd light up at night) not too sure yet.

Has anyone else done a day/night cycle?  I'm guessing someone has, but I just hadn't ever seen one in brawl that animates as the stage progresses.  (That being said, my knowledge of the contents of the Brawl Vault is pretty limited.)


Title: Re: Stage Workshop
Post by: Chaos_Knight on February 03, 2014, 11:33:53 AM
You're insane dude, I appreciate it.

I was having limited success with Yoshi's writeup (Stuff kinda worked, but... i eventually just went through a bunch of brawl stages, looked at all the shaders/materials used in similar situations that I'd need and tried to replicate them.
It's not perfect, but it gets the job done for now. (Example of not perfect, the clouds don't dim with the lighting changes in my stage)

Anyhow, I played with the lighting a lot today.  I wanted to try to figure out how I could make a day/night cycle in the game and I think I came pretty close.  I was running into a wall of errors when trying to add animated fog to the mix, where it seems like the fog item would just constantly get corrupted.  Set a value in a fog item... have it work.  make any tweak at all and it'll just show solid black across the whole stage aside from the characters.  Was not cool.

In the process, I got tired of going through the flows of injecting my maps into a virtual SD card to use in Dolphin... so I made a macro using AutoHotKey that lets me click one button to go from saving in brawlbox to loading my map in about three seconds.  It's pretty glorious, expecially for stuff like this, where I can't see my changes until I launch the game.

I'm too happy with myself to spoiler this one.  You'll all just have to suffer.
Venus Lighthouse (Golden Sun) custom stage for Super Smash Bros. WIP 02 ([url]http://www.youtube.com/watch?v=excChfj0gfE#ws[/url])

I still have to do player shadows, the effect of the tower splitting apart, and if the day/night cycle thing is working... I might try to push the effect further.  (Add lights to the town at night, make the small pyramids on my tower into some sort of lanterns or something that'd light up at night) not too sure yet.

Has anyone else done a day/night cycle?  I'm guessing someone has, but I just hadn't ever seen one in brawl that animates as the stage progresses.  (That being said, my knowledge of the contents of the Brawl Vault is pretty limited.)
I feel there's too many clouds in the background, but that's just my opinion.


Title: Re: Stage Workshop
Post by: Syvkal on February 03, 2014, 11:38:49 AM
Holy crap that stage looks beautiful, especially in-game!
I wasn't sure how the actual stage layout would affect gameplay, but it looks like it really flows well - kind of like a more manageable version of Peach's Castle :P


Title: Re: Stage Workshop
Post by: Mewtwo2000 on February 03, 2014, 12:21:24 PM

Has anyone else done a day/night cycle?  I'm guessing someone has, but I just hadn't ever seen one in brawl that animates as the stage progresses.  (That being said, my knowledge of the contents of the Brawl Vault is pretty limited.)


Well, I have one, but it's not in the vault yet:

[Project M] - Gerudo Valley: Red Team Vs Peach (http://www.youtube.com/watch?v=JTe2_b9Q-hg#ws)

I got another, it's not a day-night cycle, but it's also a stage with changing lighting. This one can be found in the vault:

[SSBB hack] - All SM64 Bowser stages (smaller, tilting and looped) (http://www.youtube.com/watch?v=gq3sD0JVZXE#ws)


Title: Re: Stage Workshop
Post by: Eternal Yoshi on February 03, 2014, 12:29:05 PM
Thank you M22K, for a superior look into this and for offering better help.


Title: Re: Stage Workshop
Post by: Segtendo on February 03, 2014, 12:37:17 PM
Llama. That looks [censored]ing beautiful.

I gotta play Golden Sun, but I want to finish up Tales of Vesperia first.


Title: Re: Stage Workshop
Post by: LlamaJuice on February 03, 2014, 04:52:39 PM
Thanks for all the love everyone :P

@Chaos_Knight: I agree, I intend on animating them to slowly pan to the left, loop it with the day/night cycle to have the clouds only really thick during the bright blue part of the day.  Thanks for the feedback sir!

Mewtwo2000, how did you accomplish that day-night transition in Geurdo Valley?  I'm assuming your job of it is more clean than mine.

I have my one scn0 that has a 10,000 frame animation that loops.  Every 2,000 frames hitting the next main point of the day cycle.  (Morning, noon, evening, dusk, midnight.)

Also, in my stage there's a weird issue where when someone gets hit with a smash attack at high percentages it kills all of my UVs for a frame or two, does anyone know why this would be happening?  It's been happening before I got any of the transparency or lighting or anything to work too, so I don't think it was something I broke in a shader.

You can see it happening at the 2:25 point in my video when Samus dsmashes me and again at 2:30 when I fsmash her.  All of the meshes I imported do that at the same time, players aren't effected.  Does anyone have any idea as to why this might happen?


Title: Re: Stage Workshop
Post by: Peardian on February 03, 2014, 06:18:04 PM
Very cool so far! And yes, from what I understand, the latest versions of BrawlBox have a habit of corrupting the Lighting/Fog if you edit them. This is why the lighting in Bowser's Keep isn't as perfect as I'd like it to be. I'm looking forward to seeing the stage split!


Title: Re: Stage Workshop
Post by: LlamaJuice on February 03, 2014, 09:41:58 PM
Are there older versions of BrawlBox that are more stable with lighting/fog?  Or is there some other tool I could use?


Title: Re: Stage Workshop
Post by: Riddler on February 03, 2014, 10:08:07 PM
Llama do not read me wrong here: I think your stage looks absolutely beautiful.

But I think it looks small. When you see Mario and Samus on it like that, they seem like giants. Compare them to the staircases and the statues in the back... and consider in game when the characters walk around it.

If you could upsize it just a little it would look better, I think.


Title: Re: Stage Workshop
Post by: Peardian on February 04, 2014, 11:08:35 PM
But I think it looks small. When you see Mario and Samus on it like that, they seem like giants. Compare them to the staircases and the statues in the back... and consider in game when the characters walk around it.

If you could upsize it just a little it would look better, I think.
It wouldn't be the only stage in which the fighters are larger-than-life in the stage's world. A short character like Ness would barely be able to fit into the door on the roof of the building in Fourside, Fox wouldn't be able to fit inside the Arwings that fly around Corneria, and Luigi would barely be able to squeeze his way up the stairs in Luigi's Mansion. What matters is that the proportions of the stage are good for playing on.

That said, I do think the stage looks a bit small. My main concern comes from watching Samus and Mario struggle on the small side ledges. It looks like they can barely fit on it together, so I can't imagine what having Bowser in the fray would do. Of course, upscaling it would also mean increasing the vertical distance between the ledges. A battle could still work with a ledge that narrow, so I'd prioritize keeping the jumps reasonable when scaling it up.


Title: Re: Stage Workshop
Post by: Mewtwo2000 on February 05, 2014, 12:49:28 AM
Mewtwo2000, how did you accomplish that day-night transition in Geurdo Valley?  I'm assuming your job of it is more clean than mine.

I have my one scn0 that has a 10,000 frame animation that loops.  Every 2,000 frames hitting the next main point of the day cycle.  (Morning, noon, evening, dusk, midnight.)

Also, in my stage there's a weird issue where when someone gets hit with a smash attack at high percentages it kills all of my UVs for a frame or two, does anyone know why this would be happening?  It's been happening before I got any of the transparency or lighting or anything to work too, so I don't think it was something I broke in a shader.

You can see it happening at the 2:25 point in my video when Samus dsmashes me and again at 2:30 when I fsmash her.  All of the meshes I imported do that at the same time, players aren't effected.  Does anyone have any idea as to why this might happen?

My Gerudo Valley uses a light that moves from right to left during day, changes color when in sunset, and goes dark blue on night, while moving back from left to right. The sky uses different textures, they change with clr0 animations that modify the transparency.

The UV issue is something I've only seen with BrawlBox 0.71. The standard shader is wrong for some reason, because all the TextureRef things in the shader are false. The first one (TextureRef0) needs to be true.

Are there older versions of BrawlBox that are more stable with lighting/fog?  Or is there some other tool I could use?

You can only use Brawlbox for this. The newer versions should be the more stable ones, but I recall having used older versions combined with the newer ones for specific things, like changing the number of frames or things like that.


Title: Re: Stage Workshop
Post by: LlamaJuice on February 05, 2014, 08:48:22 AM
I'll try changing that and see if that helps.  Thanks man.

Yesterday I wanted to learn how to do stage animations, collision animations, texture animations, and water.

http://www.youtube.com/watch?v=xDdaRsQU8G8

So now the stage has a (very WIP) animation of the stage splitting apart and the ball rising up and "spinning" (The texture on the ball is animated, I didn't want to make the ball actually spin because it creates a weird effect along the left and right visible edges of the ball)  I also tried to create water for the stage, borrowing heavily from the Rayquaza lake water, and tried to add in "reflections" to the water.

Yesterday was a lot of engine related learning, and a lot of "How the heck do I split this thing apart and still make it look good?"  I think I did alright at that part :P


Title: Re: Stage Workshop
Post by: jjookkeekkiidd on February 05, 2014, 08:53:34 AM
when the stage splits, you should make the camera shake, as if there is a earthquake, and i say camera, because shaking the stage itself could maybe give weird stuff... xD

also, maybe you could make the stage assymetric when it's split up, like one side being higher than the other, or slightly tilted...


Title: Re: Stage Workshop
Post by: LlamaJuice on February 05, 2014, 09:22:47 AM
That's a good idea... how do I make the camera shake?

i'll play with offsetting the tower's parts.  I hadn't even thought of that (Yay for working on this past 3 AM for five days in a row!).

Also, how do I trigger sound effects?  I need to have some sort of SFX when that animation is playing.


Title: Re: Stage Workshop
Post by: Akeno Archer Vergil on February 05, 2014, 09:26:32 AM
That's a good idea... how do I make the camera shake?

i'll play with offsetting the tower's parts.  I hadn't even thought of that (Yay for working on this past 3 AM for five days in a row!).

Also, how do I trigger sound effects?  I need to have some sort of SFX when that animation is playing.
I don't know if that's possible with stage (I'd say no... But I'm not a stage modder, so not sure...)


Title: Re: Stage Workshop
Post by: Segtendo on February 05, 2014, 09:27:46 AM
SFX with stages aren't possible yet.


Title: Re: Stage Workshop
Post by: LlamaJuice on February 05, 2014, 09:40:04 AM
That makes me sad.

There isn't any hacky workaround?  Could I force spawn a hatched pokemon or something?  Hide it inside the stage, only care about it's sounds?  Or have we not found any way to trigger any sounds at all in a stage?


Title: Re: Stage Workshop
Post by: Akeno Archer Vergil on February 05, 2014, 09:45:44 AM
That makes me sad.

There isn't any hacky workaround?  Could I force spawn a hatched pokemon or something?  Hide it inside the stage, only care about it's sounds?  Or have we not found any way to trigger any sounds at all in a stage?
Any sounnds at all... Unfortunately...


Title: Re: Stage Workshop
Post by: Syvkal on February 05, 2014, 11:34:59 AM
If the animations are on a loop, make a custom soundtrack for the stage with the effects incorporated into it? If they're not... No idea sorry =/


Title: Re: Stage Workshop
Post by: Segtendo on February 05, 2014, 11:40:55 AM
If the animations are on a loop, make a custom soundtrack for the stage with the effects incorporated into it? If they're not... No idea sorry =/
Thing is, people would need to not pause for it to loop properly.


Title: Re: Stage Workshop
Post by: Riddler on February 05, 2014, 12:17:53 PM
It wouldn't be the only stage in which the fighters are larger-than-life in the stage's world. A short character like Ness would barely be able to fit into the door on the roof of the building in Fourside, Fox wouldn't be able to fit inside the Arwings that fly around Corneria, and Luigi would barely be able to squeeze his way up the stairs in Luigi's Mansion. What matters is that the proportions of the stage are good for playing on.

That said, I do think the stage looks a bit small. My main concern comes from watching Samus and Mario struggle on the small side ledges. It looks like they can barely fit on it together, so I can't imagine what having Bowser in the fray would do. Of course, upscaling it would also mean increasing the vertical distance between the ledges. A battle could still work with a ledge that narrow, so I'd prioritize keeping the jumps reasonable when scaling it up.
Fourside was a Melee stage, they weren't as detailed and accurate, but most of the Brawl stages are. It doesn't even need to be much  bigger, just a little, imo.


Title: Re: Stage Workshop
Post by: Eternal Yoshi on February 05, 2014, 12:27:23 PM
Thing is, people would need to not pause for it to loop properly.

Yup. See: The Summit and the song labeled Ice Climber.


Title: Re: Stage Workshop
Post by: Syvkal on February 05, 2014, 01:42:33 PM
Ah yeah good point... forgot about that XD


Title: Re: Stage Workshop
Post by: DSX8 on February 05, 2014, 04:27:34 PM
what seggy said.. adding sfx to stages isnt possible for now


Title: Re: Stage Workshop
Post by: Bad Box Art Mega Man on February 05, 2014, 04:31:38 PM
tis a shame, too. imagine a Great Mighty Poo stage with him singing on cue


Title: Re: Stage Workshop
Post by: DSX8 on February 05, 2014, 04:51:34 PM
tis a shame, too. imagine a Great Mighty Poo stage with him singing on cue

no... just no :srs:

but back on topic.. i do love what i see so far Llama! seems like u might not need my help after all :p


Title: Re: Stage Workshop
Post by: LlamaJuice on February 06, 2014, 12:13:01 AM
Haha I always was intending on sending you the files.  I always assumed I'd hit a wall that I couldn't pass and I'd have to call in backup, but I've been able to churn along pretty well thanks to the mass of knowledge in the search box and the answers you fine folk have given me in this thread.

Plus, it's been really comforting to know that at any point I could just pass off the stage to someone who knows what they're doing and have it turn out well.

That being said... Shaders still confuse the hell out of me.  I've pretty much been just going into other stages and finding something that looks like what I want, then pulling their shader/material and applying it to my mesh.  I can't find any good descriptions of what the items in a shader do, or what to change to make something look a certain way.  How do I make a shader appear emissive?  Stuff like this I can't find any information on in the forums.  If someone has information about shader creation I'd be very interested in seeing it.

I was thinking that it would be handy to either have a big writeup saying how shaders work, or have a folder of premade shaders where you could have a metal(Shiny) shader and a cloud(Transparent) shader and a water(animated) shader all just setup ready to import into a stage.

Or, how do I get a texture (like a giant light beam) to be semi transparent, and look neat from any angle?

The other thing that's been confusing me is how do I get multiple CHR0 animations to play, or how do I queue up a string of them to play?  Right now I'm only seeing one able to play at a time it seems, so I end up just making a 6,000 frame animation that should loop


Title: Re: Stage Workshop
Post by: DSX8 on February 06, 2014, 01:24:10 AM
sadly u cant get multiple chr0's to play.. i also have a folder with alot of materials and shaders for stages.


Title: Re: Stage Workshop
Post by: LlamaJuice on February 08, 2014, 12:20:21 AM
How do I do camera shake tied to an animation?
Here's my stage with the current animations going on that I've come up with so far.  I think it works pretty well for the stage.

http://www.youtube.com/watch?v=JC9E3ela4jE

I've been trying to make the shader for the green ball look good and I think I'm finally happy with it.

The one big shader issue that I'm running into is that the beam that comes out will look like garbage in front of water
(http://i.imgur.com/H4J2Pc9.png)

I can't figure that out.


Title: Re: Stage Workshop
Post by: Bad Box Art Mega Man on February 08, 2014, 01:17:07 AM
hmmyes... i am enjoying this progress


Title: Re: Stage Workshop
Post by: Syvkal on February 08, 2014, 06:51:48 AM
The one big shader issue that I'm running into is that the beam that comes out will look like garbage in front of water
([url]http://i.imgur.com/H4J2Pc9.png[/url])

I can't figure that out.


This has happened to me before. I believe that's to do with the order in brawlbox...
Try putting them in a ModelData[ # ] with a higher index than the water model. Should fix the problem as far as I know.

Or it could simply be coincidence that this solution worked for me... xD


Title: Re: Stage Workshop
Post by: DSX8 on February 08, 2014, 07:00:47 AM
its not really a shader issue, its more of like a material issue


go to the beam material and u want to change EnableDepthUpdate to True instead of False (Located in Z Mode)

if it is set to true, then its the water material (which i have no clue wat its set as)


Title: Re: Stage Workshop
Post by: Angelglory on February 08, 2014, 12:12:24 PM
Working on a new stage here:
(http://puu.sh/6ODfF.png)
(http://puu.sh/6ODgU.png)

It's going to be over one of the Pokemon Stadiums, but I'm not sure what 3DS games to use as stage transformations. So far I've picked Dillon's Rolling Western and Pushmo but still need two other notable 3DS games to include. Any suggestions?


Title: Re: Stage Workshop
Post by: Chaos_Knight on February 08, 2014, 12:33:21 PM
Working on a new stage here:
([url]http://puu.sh/6ODfF.png[/url])
([url]http://puu.sh/6ODgU.png[/url])

It's going to be over one of the Pokemon Stadiums, but I'm not sure what 3DS games to use as stage transformations. So far I've picked Dillon's Rolling Western and Pushmo but still need two other notable 3DS games to include. Any suggestions?
Maybe HarmoKnight and Mighty Switch Force?


Title: Re: Stage Workshop
Post by: Bad Box Art Mega Man on February 08, 2014, 01:07:02 PM
Working on a new stage here:
([url]http://puu.sh/6ODfF.png[/url])
([url]http://puu.sh/6ODgU.png[/url])

It's going to be over one of the Pokemon Stadiums, but I'm not sure what 3DS games to use as stage transformations. So far I've picked Dillon's Rolling Western and Pushmo but still need two other notable 3DS games to include. Any suggestions?

please have one of them be megaman 2.


Title: Re: Stage Workshop
Post by: SonicBrawler on February 08, 2014, 01:09:40 PM
Working on a new stage here:
([url]http://puu.sh/6ODfF.png[/url])
([url]http://puu.sh/6ODgU.png[/url])

It&#039;s going to be over one of the Pokemon Stadiums, but I&#039;m not sure what 3DS games to use as stage transformations. So far I&#039;ve picked Dillon&#039;s Rolling Western and Pushmo but still need two other notable 3DS games to include. Any suggestions?


That looks pretty good

How about Megaman Legends 3 Mario vs Donkey Kong?

and here is my first stage. all thats left is to get a good camera system going cuz right now its odd

(http://i.imgur.com/nPdYknL.jpg)
(http://i.imgur.com/4xniI8T.jpg)
(http://i.imgur.com/OG63uqJ.jpg)
(http://i.imgur.com/hwExfax.jpg)

I may add a few more spaceish pokemon or something


Title: Re: Stage Workshop
Post by: Chaos_Knight on February 08, 2014, 02:00:27 PM
please have one of them be megaman 2.
NES game = / = 3DS game


Title: Re: Stage Workshop
Post by: Bad Box Art Mega Man on February 08, 2014, 02:04:32 PM
NES game = / = 3DS game
i know. why not have a bit of VC representation in there?


Title: Re: Stage Workshop
Post by: LlamaJuice on February 08, 2014, 03:11:45 PM
This has happened to me before. I believe that's to do with the order in brawlbox...
Try putting them in a ModelData[ # ] with a higher index than the water model. Should fix the problem as far as I know.

Or it could simply be coincidence that this solution worked for me... xD

I had to move it to the same ModelData as the water.  I had all of my animated bits in ModelData[1] before because somewhere I read that I can only have animated collisions in ModelData[1].  Moving this down to the same ModelData as my water plane solved the issue.  I had tried moving my water plane up to the same ModelData as the beam earlier and that didn't solve the issue, so I'm clueless as to why moving it managed to solve the problem.  I don't care, it works now.

@DSX8, I had tried your suggestion, and had tried toggling almost every option that I could find in the materials for both the beam and the water, nothing was working.  On the upside, I now understand a lot more about how those materials work from tweaking them so much, and now my beam looks better because of it haha.

@SonicBrawler: Nice basic stage.  It's simple but effective and pretty.  Keep it up man.

@Angelglory: I would put a bit of time into UVmapping that 3DS properly.  Right now the stretched textures on the sides of everything makes my head hurt.  Other than that, I'd be interested in seeing some Mutant Mudds or SteamWorld Dig love in that stage.


Title: Re: Stage Workshop
Post by: Akeno Archer Vergil on February 08, 2014, 03:21:38 PM
That looks pretty good

How about Megaman Legends 3 Mario vs Donkey Kong?

and here is my first stage. all thats left is to get a good camera system going cuz right now its odd

([url]http://i.imgur.com/nPdYknL.jpg[/url])
([url]http://i.imgur.com/4xniI8T.jpg[/url])
([url]http://i.imgur.com/OG63uqJ.jpg[/url])
([url]http://i.imgur.com/hwExfax.jpg[/url])

I may add a few more spaceish pokemon or something
Why not adding Deoxys? The Space pokemon could fit well in this stage... Just suggesting though...


Title: Re: Stage Workshop
Post by: Peardian on February 08, 2014, 06:09:57 PM
On the upside, I now understand a lot more about how those materials work from tweaking them so much, and now my beam looks better because of it haha.
This is why this community really needs to have some kind of material/shader documentation project. A handful of people methodically and thoroughly messing with shader parameters like this could create a comprehensive guide on understanding and using them, which is something that a lot of hackers could really use.

Also, nice job on the stage so far!


Title: Re: Stage Workshop
Post by: Syvkal on February 08, 2014, 06:14:17 PM
I'm clueless as to why moving it managed to solve the problem.  I don't care, it works now.
Haha, told you it should work xD No idea why it works though, I'm guessing something to do with transparency and the priority that it loads the models. But I could be wrong :P

I believe someone used this "glitch" as a feature in a stage. Portals open up around the stage and you can see a second model behind the normal one. I think one model was a desert and the other was the same location but in the past, covered in grass and trees. Was pretty cool!


Title: Re: Stage Workshop
Post by: Dr. on February 08, 2014, 06:55:27 PM
This is why this community really needs to have some kind of material/shader documentation project. A handful of people methodically and thoroughly messing with shader parameters like this could create a comprehensive guide on understanding and using them, which is something that a lot of hackers could really use.

Also, nice job on the stage so far!


There is documentation, right here:
http://forums.kc-mm.com/index.php?topic=39649 (http://forums.kc-mm.com/index.php?topic=39649)

Although is not something easy to read.


Title: Re: Stage Workshop
Post by: ɴᴇᴢʜᴀ on February 09, 2014, 12:08:32 AM
Although is not something easy to read.

78% of the words mentioned  aren't even words I haven't learned yet,


Title: Re: Stage Workshop
Post by: LlamaJuice on February 09, 2014, 12:20:18 AM
I was going to link to that as it was rather helpful, but yea... really not easy to read at all.

I'm not at the point of being able to really teach someone how to make a material or shader, so I wouldn't feel confident in being able to put a guide together or anything like that just yet.  I'm sure Mewtwo2000 or DSX8 would be able to do so though :P

Also, was trying to animate my camera when the stage splits apart, loaded up the map and this happened.

BustedLighting (http://www.youtube.com/watch?v=kAnRzx9Q8ok#ws)

I was just surprised at how well it matched the music.

Now I'm trying to create waves that crash into the shores.  Painting waves is strange.  I don't know where to begin with a lot of it.


Title: Re: Stage Workshop
Post by: DSX8 on February 09, 2014, 01:38:21 AM
I was going to link to that as it was rather helpful, but yea... really not easy to read at all.

I'm not at the point of being able to really teach someone how to make a material or shader, so I wouldn't feel confident in being able to put a guide together or anything like that just yet.  I'm sure Mewtwo2000 or DSX8 would be able to do so though :P

Also, was trying to animate my camera when the stage splits apart, loaded up the map and this happened.

BustedLighting ([url]http://www.youtube.com/watch?v=kAnRzx9Q8ok#ws[/url])

I was just surprised at how well it matched the music.

Now I'm trying to create waves that crash into the shores.  Painting waves is strange.  I don't know where to begin with a lot of it.
ill be honest with ya here... animating a camera doesnt work in brawl (i even imported scn0's from other wii games that has animated camera's and they dont work at all)

and since u added frames to the scn0, ur scn0 lighting got all messed up


Title: Re: Stage Workshop
Post by: LlamaJuice on February 09, 2014, 10:35:25 AM
So is there any way to do something like Bridge of Eldin where the thing spawns in the middle and stretches the camera there while the bridge is being repaired?  Or do I just not have any control over camera stuff at all?


Title: Re: Stage Workshop
Post by: Peardian on February 09, 2014, 12:01:46 PM
@Dr: I'm glad that exists at least, but they key word I mentioned is "comprehensive". Not even I would be able to use that for anything, and I know most of those terms.

Now I'm trying to create waves that crash into the shores.  Painting waves is strange.  I don't know where to begin with a lot of it.
Smashville may be a good starting point. They may be cartoony waves, but they could give you ideas.


Title: Re: Stage Workshop
Post by: LlamaJuice on February 09, 2014, 12:46:56 PM
I based my waves off of the work I did in a previous game.  Was able to setup the shader/materials pretty easy for this one. (I'm getting the hang of this thing)

QuickWaterDemo (http://www.youtube.com/watch?v=raUehgNPwIo#ws)

I wanted the waves to be subtle, but enough to just break up the massive water plane out there.

I think next is the clouds, and possibly adding smoke coming out of the chimneys in the houses in the background.... and then I might be done?... feels weird to almost be done.  I don't know if I like it.


Title: Re: Stage Workshop
Post by: DSX8 on February 09, 2014, 12:47:35 PM
So is there any way to do something like Bridge of Eldin where the thing spawns in the middle and stretches the camera there while the bridge is being repaired?  Or do I just not have any control over camera stuff at all?
all the shaking is controlled via .rel file.. so yeah, u dont have any control over that.. the best chance to shake would be to make the whole stage shake, and man talk about alot of keyframes for that lol :/


Title: Re: Stage Workshop
Post by: DSX8 on February 11, 2014, 10:51:07 PM
have some in-game pics of the spirit tracks stage... coloring on the castle is fixed tho.. just ignore the blue shade to it xD

(http://i.imgur.com/hFZ5jwS.png)
(http://i.imgur.com/oVu76a3.png)
(http://i.imgur.com/jnq7yt5.png)
(http://i.imgur.com/OxKYmJv.png)
(http://i.imgur.com/PMBhwI8.png)


Title: Re: Stage Workshop
Post by: jjookkeekkiidd on February 12, 2014, 03:30:17 AM
please add alfonzo in there...


Title: Re: Stage Workshop
Post by: DSX8 on February 12, 2014, 03:35:55 AM
please add alfonzo in there...
if you can find a model of him.. then i shall!


Title: Re: Stage Workshop
Post by: Segtendo on February 12, 2014, 08:59:32 AM
quick someone rip from windwaker


Title: Re: Stage Workshop
Post by: Bad Box Art Mega Man on February 12, 2014, 09:04:26 AM
spirit tracks*


Title: Re: Stage Workshop
Post by: jjookkeekkiidd on February 12, 2014, 01:13:43 PM
wind waker seems like a better option...
it would only need a retexture anyway...


Title: Re: Stage Workshop
Post by: Angelglory on February 12, 2014, 01:39:33 PM
That Spirit Tracks stage is looking purty good so far.

More on the 3DS stage here, I finished the main focus of the Pushmo transformation save for animating it. Avert your eyes if stretched textures make you heave, I haven't fixed them on the 3DS itself yet
(http://puu.sh/6TDDU.png)

Does that size seem alright for the stage in general or should I tweak it some more?


Title: Re: Stage Workshop
Post by: Gamma Ridley on February 12, 2014, 01:43:32 PM
I like the design, but I feel like the stage elements should pop out of the top screen to emphasize the 3D aspect rather than just being "there." Would be cool to see, like, Mallo at the top or something, but that's asking for a bit much.


Title: Re: Stage Workshop
Post by: Bad Box Art Mega Man on February 12, 2014, 02:04:31 PM
That Spirit Tracks stage is looking purty good so far.

More on the 3DS stage here, I finished the main focus of the Pushmo transformation save for animating it. Avert your eyes if stretched textures make you heave, I haven't fixed them on the 3DS itself yet
([url]http://puu.sh/6TDDU.png[/url])

Does that size seem alright for the stage in general or should I tweak it some more?

nice... i likes it. if only tiki tong had a model; i would kill for his hands to be platforms while he watches in the background


Title: Re: Stage Workshop
Post by: Syvkal on February 14, 2014, 05:10:41 PM
Ok so a few updates:
I decided to scrap that broken Summit stage, I didn't want to faff with the shaders and whatever else I needed to change to make the stage blend together better. The ice and rocks just contrasted too much =/

Here's a request I picked up yesterday that I've been working on:
(http://i.imgur.com/tFCcxn9.png)
(http://i.imgur.com/s0Lsfog.png)
(http://i.imgur.com/hcHVeZL.png)
It's 'technically' finished (as in I'm uploading it to the Vault shortly - :edit: Here it is (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=36200)), but I'm posting it on the work shop because in my eyes it's unfinished. If anyone wants to pick this up and tweak lighting/shaders/colours to make them all look more professional feel free ^-^ But when you don't know what you're doing, it's incredibly tedious doing trial and error in the hopes of getting it right xD

Oh also, I'm working on something hopefully awesome. If I have any success, I'll upload some screenshots to here probably by tomorrow =]

So many distractions... I need to finish my Nimbus/BeanValley stage at some point >.<


Title: Re: Stage Workshop
Post by: Bad Box Art Mega Man on February 14, 2014, 05:18:39 PM
beautiful


Title: Re: Stage Workshop
Post by: Syvkal on February 14, 2014, 05:50:02 PM
Thanks :)
Forgot to mention, the only other issue is that I had to use Suicune's attack animation, as I couldn't find a 'Wait' animation... =/
If anyone knows where I could find one, I would appreciate that =]

Oh and I updated my last post with the link, just in case anyone does decide they want to spruce up the lighting/shader stuff :D

:EDIT:

Also I have a quick question. If you load a stage and in-game it's completely pitch black, what does that mean?
I believe it's something to do with having the wrong .rel files, but is there something specific within my stage .pac I can change to make it work?
I'm trying to use a non standard stage .rel file, so I don't have any stages I can use as a base to go with it =/


Title: Re: Stage Workshop
Post by: Theytah on February 27, 2014, 06:56:31 PM
So I started on working with stage modeling, started around 4 days ago and already got my first stage pretty much done, but I'm pretty horrid with lighting.

Dreamland
How it should look:
(http://i.imgur.com/KsuEpv1.png)
How it looks ingame:
(http://i.imgur.com/Qz76mR8.png)

It's really upsetting me because I have all of the transparency/specular maps and textures done but cant figure out scenedata/materials/shaders for the life of me.


Title: Re: Stage Workshop
Post by: LlamaJuice on February 27, 2014, 07:47:35 PM
I was having a similar issue on my transparent objects.

To fix it I went into the tree's material and made sure these settings were set like this.
(http://i.imgur.com/h94DIiv.png)

Post Merge: February 27, 2014, 07:55:47 PM
Also I have a quick question. If you load a stage and in-game it's completely pitch black, what does that mean?


I've only seen that when my fog gets corrupted in the SCN0.  Delete the fog and recreate it or import a different SCN0 overtop your current one.


Title: Re: Stage Workshop
Post by: LAVieEnRose on March 11, 2014, 12:12:01 AM
hi all, NOOB here, So i am having some trouble importing certainstage textures, for example in FOURSIDE I tried to use a different texture for the moon, but when playing the game a sort of blurry square is where the moon should be, I get the same problem on the donkey kong stage trying to import a different image over DK. So far I have made sure the .png images im using are the same diameters as the ones im replacing. and I have indexed the images to 255.  should i not be indexing them? or am i doing something else wrong? thanks in advance :)


Title: Re: Stage Workshop
Post by: DSX8 on March 11, 2014, 01:11:08 AM
hi all, NOOB here, So i am having some trouble importing certainstage textures, for example in FOURSIDE I tried to use a different texture for the moon, but when playing the game a sort of blurry square is where the moon should be, I get the same problem on the donkey kong stage trying to import a different image over DK. So far I have made sure the .png images im using are the same diameters as the ones im replacing. and I have indexed the images to 255.  should i not be indexing them? or am i doing something else wrong? thanks in advance :)
make the images be 256, not 255


Title: Re: Stage Workshop
Post by: ToddL on March 13, 2014, 10:45:02 AM
I need to finish my Nimbus/BeanValley stage at some point >.<
Oooooooo!  Yes you do!  I want to see that!


Title: Re: Stage Workshop
Post by: Theytah on March 16, 2014, 09:32:44 PM
So I've been working on a program that can rip models directly from a game via the renderer rather than the files, so far it's got some bugs but it's working pretty amazingly otherwise!

Punchout 1st circut arena: http://i.imgur.com/rscpnzS.png (http://i.imgur.com/rscpnzS.png)

Pinata Park from Mario Sunshine: http://i.imgur.com/cGDWe5v.png (http://i.imgur.com/cGDWe5v.png)


Title: Re: Stage Workshop
Post by: Bad Box Art Mega Man on March 16, 2014, 09:48:00 PM
Punchout 1st circut arena: [url]http://i.imgur.com/rscpnzS.png[/url] ([url]http://i.imgur.com/rscpnzS.png[/url])

is the audience animated somehow?

Pinata Park from Mario Sunshine: [url]http://i.imgur.com/cGDWe5v.png[/url] ([url]http://i.imgur.com/cGDWe5v.png[/url])

i take it the fight will be on some kind of coaster platform?


Title: Re: Stage Workshop
Post by: Theytah on March 16, 2014, 09:49:06 PM
I'm gonna make the audience bob up and down and I plan to have the fight either be on the rocking ships or infront of the fountain


Title: Re: Stage Workshop
Post by: DSX8 on March 16, 2014, 10:25:20 PM
i like what i see with that boxing ring stage :v


Title: Re: Stage Workshop
Post by: Ricky (Br3) on March 17, 2014, 03:12:10 AM
So I've been working on a program that can rip models directly from a game via the renderer rather than the files, so far it's got some bugs but it's working pretty amazingly otherwise!

Punchout 1st circut arena: [url]http://i.imgur.com/rscpnzS.png[/url] ([url]http://i.imgur.com/rscpnzS.png[/url])

Pinata Park from Mario Sunshine: [url]http://i.imgur.com/cGDWe5v.png[/url] ([url]http://i.imgur.com/cGDWe5v.png[/url])


Wow
such potential
very hype


Title: Re: Stage Workshop
Post by: Theytah on March 17, 2014, 02:54:07 PM
I can't get lighting right for the life of me >_< Help anyone?

http://i.imgur.com/FLUoo3i.png (http://i.imgur.com/FLUoo3i.png) <-what I've got so far

I basically just cant get directional light or texture transparency right, if I could I'd have a lot more stuff finished :S


Title: Re: Stage Workshop
Post by: DSX8 on March 17, 2014, 03:03:33 PM
ill be glad to help with the transparency.. and probably with the lighting


Title: Re: Stage Workshop
Post by: Theytah on March 17, 2014, 03:09:03 PM
Thanks!


Title: Re: Stage Workshop
Post by: Ricky (Br3) on March 19, 2014, 09:29:23 AM
I can help too. Let me know if you need it.


Title: Re: Stage Workshop
Post by: Theytah on March 19, 2014, 11:21:17 AM
I can help too. Let me know if you need it.
Yes please ^_^; Right now I mainly need shaders that work for transparency/shine for stages and characters, and I still have almost no idea how lighting works?


Title: Re: Stage Workshop
Post by: Mewtwo2000 on March 19, 2014, 01:19:20 PM
Me can help too :3

In case it can help you, I gave some info on shaders and materials to llama juice in previous pages of this thread. Maybe you can figure out things with that, after all he did.

Edit:

The post is this one: http://forums.kc-mm.com/index.php?topic=56553.msg1222465#msg1222465 (http://forums.kc-mm.com/index.php?topic=56553.msg1222465#msg1222465)


Title: Re: Stage Workshop
Post by: Snivy on March 19, 2014, 04:26:08 PM
Started work on this beauty yesterday morning.
(http://i.imgur.com/oBrbJew.png)
Kinda having trouble with that Harry Potter effect on the rocks.
(http://i.imgur.com/GWgmfPN.png)
Also, I need to scale this down. WAY down.


Title: Re: Stage Workshop
Post by: Eternal Yoshi on March 19, 2014, 05:50:13 PM
Where did you get the model? Can you PM me the source? I have an idea for a stage I want to make for Sora.


Title: Re: Stage Workshop
Post by: Sandfall on March 31, 2014, 07:39:21 PM
Where did you get the model? Can you PM me the source? I have an idea for a stage I want to make for Sora.
I would like to know where you got that model as well. BrawlVault is in dire need of some good Kingdom Hearts Stages.


Title: Re: Stage Workshop
Post by: superben2008 on May 02, 2014, 04:01:44 PM
(http://i196.photobucket.com/albums/aa104/superben_2007/SPOO_zps7e63693f.png) (http://s196.photobucket.com/user/superben_2007/media/SPOO_zps7e63693f.png.html)
re-texture of final destination 64 wip. spooky island from the scooby doo movie.

the floor and some of the sides are not done


Title: Re: Stage Workshop
Post by: ShadowLuigi~NG~ on May 03, 2014, 04:29:31 PM
(http://i.imgur.com/z3RXCQi.png)

Hello everyone. So, I'm currently working on my first "proper" stage import for the first time in my 3 years of Brawl modding.


Title: Re: Stage Workshop
Post by: Riddler on May 03, 2014, 04:49:53 PM
If I could throw money through the screen, I would.


Title: Re: Stage Workshop
Post by: Gamidame_K on May 03, 2014, 04:55:20 PM
(https://scontent-b-lax.xx.fbcdn.net/hphotos-frc3/t1.0-9/10174807_306501452840600_4654470772954779056_n.png)

how should look like
(http://insouciantgazelle.files.wordpress.com/2011/01/nutbladder_puella_magi_madoka_magica_-_02v2_a0f8f5f4-mkv-00009.jpg)


Title: Re: Stage Workshop
Post by: Akeno Archer Vergil on May 03, 2014, 05:03:35 PM
Close enough... Just need to remove a few things...


Title: Re: Stage Workshop
Post by: Gamidame_K on May 03, 2014, 06:24:23 PM
alfia sure did a hard work modeling that stage (its from MMD :v)
but the probleme is the fence transparency, the stages light and the collisions D:
the fence grab part transports the character to somewhere in the outer space DD:
(yes, I do many things at the same time)


Title: Re: Stage Workshop
Post by: ShadowLuigi~NG~ on May 04, 2014, 12:38:20 PM
Progress



BB preview

(http://i.imgur.com/WIqQvT8.png)


In-game. Speaking of which, I'll add transparency soon.

(http://i.imgur.com/m7kGoYO.png)


Title: Re: Stage Workshop
Post by: Leon Exodio on May 04, 2014, 01:19:58 PM
Progress



BB preview

([url]http://i.imgur.com/WIqQvT8.png[/url])


In-game. Speaking of which, I'll add transparency soon.

([url]http://i.imgur.com/m7kGoYO.png[/url])
i made that stage before but i stopped because i could not find a good place to fight on but good job soo far


Title: Re: Stage Workshop
Post by: Segtendo on May 04, 2014, 01:31:13 PM
I think fighting on the roof would be nice.


Title: Re: Stage Workshop
Post by: ShadowLuigi~NG~ on May 04, 2014, 06:31:07 PM
(http://i.imgur.com/iExiIwa.png)


I'm having way too much fun.


Title: Re: Stage Workshop
Post by: Chuy on May 04, 2014, 06:33:57 PM
Loving what i'm seeing can't wait for the final results :)

Also i was debating updating my guide to stages (http://forums.kc-mm.com/index.php?topic=13377.0) as i know it's outdated as hell and really needs to be updated though since i was away for so long i don't know what i should add/modify as i know alot has changed.
Any suggestions? Sorry if this in the wrong place but i do know alot of stage gurus frequent here


Title: Re: Stage Workshop
Post by: Bad Box Art Mega Man on May 04, 2014, 06:46:23 PM
([url]http://i.imgur.com/iExiIwa.png[/url])


I'm having way too much fun.

we need a captain falcon with a big smiling head as one of the racers


Title: Re: Stage Workshop
Post by: Gamidame_K on May 04, 2014, 09:11:38 PM
I want
an explain
about collisions and lightings


Title: Re: Stage Workshop
Post by: ShadowLuigi~NG~ on May 05, 2014, 03:32:43 AM
we need a captain falcon with a big smiling head as one of the racers

Best idea since underwear!


Title: Re: Stage Workshop
Post by: Akeno Archer Vergil on May 05, 2014, 07:11:48 AM
I want
an explain
about collisions and lightings
http://forums.kc-mm.com/index.php?topic=45344.0 (http://forums.kc-mm.com/index.php?topic=45344.0)
Not sure about lightings, but there is surely a tutorial about collisions.


Title: Re: Stage Workshop
Post by: ItalianStallion on May 06, 2014, 10:04:13 AM
[url]http://forums.kc-mm.com/index.php?topic=45344.0[/url] ([url]http://forums.kc-mm.com/index.php?topic=45344.0[/url])
Not sure about lightings, but there is surely a tutorial about collisions.


Mewtwo did make one about lighting. It is truly simple, helpful, and makes a huge difference in a stage.


Title: Re: Stage Workshop
Post by: Akeno Archer Vergil on May 06, 2014, 10:20:00 AM
Mewtwo did make one about lighting. It is truly simple, helpful, and makes a huge difference in a stage.
Can you give me a link to it, please? I need to fix lightings in one of my stages...


Title: Re: Stage Workshop
Post by: ShadowLuigi~NG~ on May 09, 2014, 11:32:08 PM
The paper bros will also have their stage appearance.
(http://i.imgur.com/FWnJJV6.png)


Title: Re: Stage Workshop
Post by: Ricky (Br3) on May 24, 2014, 01:54:47 PM
Reviving this place with some teasers I've shown in my thread.

Early preview

(http://i.imgur.com/nlUiyvR.jpg)

Some improvement

(http://i.imgur.com/81HdYI4.jpg)

Current version

(http://i.imgur.com/gYikrfa.jpg)


Title: Re: Stage Workshop
Post by: ɴᴇᴢʜᴀ on May 26, 2014, 01:52:00 PM
Can you give me a link to it, please? I need to fix lightings in one of my stages...


http://forums.kc-mm.com/index.php?topic=21475.msg401953#msg401953 (http://forums.kc-mm.com/index.php?topic=21475.msg401953#msg401953)

Here ya go, I learned custom lighting by this tutoria as well. Now, give me wine for my assistance.


I'm ready to import my first imported stage, just gathering som resources and a dit mor knowledge.


Title: Re: Stage Workshop
Post by: DSX8 on May 26, 2014, 04:42:11 PM
enjoy u little [censored]s... started some animations for the subway stage

(http://i.imgur.com/CVDKPqi.png)
(http://i.imgur.com/c5rDdyb.png)
(http://i.imgur.com/3V7jyZa.png)
(http://i.imgur.com/q1qAVi5.png)
(http://i.imgur.com/7ChN436.png)


Title: Re: Stage Workshop
Post by: Bad Box Art Mega Man on May 26, 2014, 06:45:06 PM
where do i click "like"?


Title: Re: Stage Workshop
Post by: DSX8 on May 26, 2014, 07:42:48 PM
hah.. u can hit "like"... with this video!!

http://youtu.be/_VYz4o6_8fY (http://youtu.be/_VYz4o6_8fY)


Title: Re: Stage Workshop
Post by: Segtendo on May 26, 2014, 09:52:46 PM
Glad Mortal Kombat gets some love. MK9 was so damn good.


Title: Re: Stage Workshop
Post by: Dhillon521 on May 29, 2014, 10:09:40 PM
:P

Helping KTH with Chemical Plant Zone.

([url]http://i.imgur.com/rAZfT4X.jpg[/url])
. That's cool


Title: Re: Stage Workshop
Post by: masamune on May 31, 2014, 09:20:44 PM
Slowly, but surely working on this:
(http://img4.hostingpics.net/pics/475835OSGK002.png) (http://www.hostingpics.net/viewer.php?id=475835OSGK002.png)

(http://img4.hostingpics.net/pics/897095OSGK003.png) (http://www.hostingpics.net/viewer.php?id=897095OSGK003.png)


Title: Re: Stage Workshop
Post by: Sandfall on June 01, 2014, 02:55:20 AM
So, I'm currently working on a balanced version of Hanenbow. It's already turning out to be one of the more unique stages I've played on. Here's what I've got so far (that big, ugly stage builder block in the middle is a placeholder):

(http://i.imgur.com/Sy6je75.png?1)

(http://i.imgur.com/Wfi1rLU.png?1)


As you can see, all of the leaves still work normally and there are leaves on the edges of the stage. This means you can actually move the ledge slightly by attacking it. This opens the door for fresh, new forms of edgeguarding tactics.

However, I'm new at this, so I've ran into a bit of a wall. I have a few questions I hope you guys can answer.

1. How do I make simple 2-D models with transparencies? I want to replace the block in the middle and I also want to replace the "stem" of the flower (to get rid of the "stems" on the right side of the stage).

2. The leaves on the ledge are now solid and no longer fall-through. Is there a way I can change the leaves so that players can better differentiate between the ones on the main stage and those on the ledge? The best I could do was change the textures to what is shown on the images above, but I don't think that will be enough

3. Does anyone know how to edit the hitboxes of those leaves? I know Superguzzi did it in his Hanenbow+ stage, but I have no idea where to even look for that data.


Pretty much any advice on this stage would be hugely appreciated (especially ideas on what to replace that big block with)


Also, masamune, how did you get the lava on your stage to not rise and fall?


Title: Re: Stage Workshop
Post by: Ricky (Br3) on June 01, 2014, 07:29:59 AM
So, I'm currently working on a balanced version of Hanenbow. It's already turning out to be one of the more unique stages I've played on. Here's what I've got so far (that big, ugly stage builder block in the middle is a placeholder):

([url]http://i.imgur.com/Sy6je75.png?1[/url])

([url]http://i.imgur.com/Wfi1rLU.png?1[/url])


As you can see, all of the leaves still work normally and there are leaves on the edges of the stage. This means you can actually move the ledge slightly by attacking it. This opens the door for fresh, new forms of edgeguarding tactics.

However, I'm new at this, so I've ran into a bit of a wall. I have a few questions I hope you guys can answer.

1. How do I make simple 2-D models with transparencies? I want to replace the block in the middle and I also want to replace the "stem" of the flower (to get rid of the "stems" on the right side of the stage).

2. The leaves on the ledge are now solid and no longer fall-through. Is there a way I can change the leaves so that players can better differentiate between the ones on the main stage and those on the ledge? The best I could do was change the textures to what is shown on the images above, but I don't think that will be enough

3. Does anyone know how to edit the hitboxes of those leaves? I know Superguzzi did it in his Hanenbow+ stage, but I have no idea where to even look for that data.


Pretty much any advice on this stage would be hugely appreciated (especially ideas on what to replace that big block with)


Also, masamune, how did you get the lava on your stage to not rise and fall?


YES YES YES I love this.

1. You can grab one from this stage of mine: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=12744 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=12744)

I used it for the cars in the background and Start line. If you're only going to use one, this is the perfect one for you. Just be sure to import the texture in RGB5A3.

2. Giving the leaf an entirely new color altogether would be best, but if making it too different bothers you, maybe change the color of the white line inside it to something else?

3. Check inside the STPM of Superguzzi's version, and compare it to yours. Should be enough to find the differences you need to find.


Title: Re: Stage Workshop
Post by: Sandfall on June 03, 2014, 04:25:48 AM
YES YES YES I love this.

1. You can grab one from this stage of mine: [url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=12744[/url] ([url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=12744[/url])

I used it for the cars in the background and Start line. If you're only going to use one, this is the perfect one for you. Just be sure to import the texture in RGB5A3.

2. Giving the leaf an entirely new color altogether would be best, but if making it too different bothers you, maybe change the color of the white line inside it to something else?

3. Check inside the STPM of Superguzzi's version, and compare it to yours. Should be enough to find the differences you need to find.


Thanks for the help! I still have a couple more questions if you don't mind.

I decided to go with a "flower pot" theme. Here's what the stage looks like now:
(http://i.imgur.com/5cmNr1N.png?1)


(http://i.imgur.com/ypuQq7E.png?1)

Now, on to my progress/questions

1. The 3 stems in the original stage were all the same object, so I decided to make them invisible (changing the cull mode to "cull all") and replace the main stem with one of the 2d models you gave me. Currently, I'm using 2 (one for the flower pot and one for the replacement stem). I may have to use 2-4 more (for aesthetics and all), would that cause any problems?

2. For some reason, I couldn't get the bubbles to behave properly with the new models I added, so I replaced them with a transparent texture (they kept going in front of the models, but behind the characters/leaves). Is there an easy fix for this? Or should I just leave it as is? (Less going on in the background is good right?)

3. The leaves are actually a white and transparent gradient texture. The colors are filled in by the stage (probably through the rel file), so I can't really edit them. Any other way to make the leaves stand out more?

Overall though, I think this is turning out pretty well! If anyone has any aesthetic suggestions, let me know. I want to make this stage as professional looking as possible when I eventually release it.


Title: Re: Stage Workshop
Post by: Ricky (Br3) on June 03, 2014, 05:42:42 AM
Thanks for the help! I still have a couple more questions if you don't mind.

I decided to go with a "flower pot" theme. Here's what the stage looks like now:
([url]http://i.imgur.com/5cmNr1N.png?1[/url])


([url]http://i.imgur.com/ypuQq7E.png?1[/url])
Now, on to my progress/questions

1. The 3 stems in the original stage were all the same object, so I decided to make them invisible (changing the cull mode to "cull all") and replace the main stem with one of the 2d models you gave me. Currently, I'm using 2 (one for the flower pot and one for the replacement stem). I may have to use 2-4 more (for aesthetics and all), would that cause any problems?

2. For some reason, I couldn't get the bubbles to behave properly with the new models I added, so I replaced them with a transparent texture (they kept going in front of the models, but behind the characters/leaves). Is there an easy fix for this? Or should I just leave it as is? (Less going on in the background is good right?)

3. The leaves are actually a white and transparent gradient texture. The colors are filled in by the stage (probably through the rel file), so I can't really edit them. Any other way to make the leaves stand out more?

Overall though, I think this is turning out pretty well! If anyone has any aesthetic suggestions, let me know. I want to make this stage as professional looking as possible when I eventually release it.


1.There shouldn't be any problem, but sometimes they may look weird when they overlap. Just avoid getting them to overlap in relation to the camera, and it should be fine.

2. If there is a fix to the weird overlapping, only Mewtwo2000 knows how. But can't you move the bubbles model a bit further into the background? They should only appear in the front of the 2D vase/stem model if the actual bubble model is in the front of it. I can't know for sure because I never messed with Hanenbow.

3. Mess around with the texture a bit, try adding a mask layer in Photoshop and adding some low opacity black to what is white. Check it in game to see what it ends up looking like. Try different things until you get a nice result.

I never really liked Hanenbow, but it was because it was really terrible for even fun fighting. However, I always liked the whole song and hit-to-move concept it has. Having it like this will definitely have me start using Hanenbow again.


Title: Re: Stage Workshop
Post by: jjookkeekkiidd on June 03, 2014, 06:12:55 AM
how about changing the background colour a bit, that could make the leaves stand out more as well, maybe add a bit of orange or red to it...(or yellow?)


Title: Re: Stage Workshop
Post by: Sandfall on June 04, 2014, 02:43:21 AM

I never really liked Hanenbow, but it was because it was really terrible for even fun fighting. However, I always liked the whole song and hit-to-move concept it has. Having it like this will definitely have me start using Hanenbow again.


I never played on Hanenbow either. It was a cool concept, but it was just no fun to play on. The stage is so unique though that I'm surprised there haven't been any attempts to modify it outside of this and Superguzzi's old stage

how about changing the background colour a bit, that could make the leaves stand out more as well, maybe add a bit of orange or red to it...(or yellow?)


I actually tried changing the background today, however, mo matter what color I changed it to, it just looked... wrong, so I decided to stick with the original aesthetics for that. I did make the "solid" leaves (the ledges) stand out a bit more though. Take a look!

(http://i.imgur.com/PzXoB1Z.png?1)

The "ledge" leaves now are somewhat transparent, but glow on the edges and in the middle. Hopefully, this is different enough so people notice, but subtle enough so that it doesn't detract from the rest of the stage.

I also figured out how to edit the hotboxes on the leaves. It turns out that they are controlled by a bone in the leaf model that (by default) runs the length of the leaf. This means that editing them will be much easier than I thought it would be. I'll probably resize them so that you can only move the leaf if you attack the base of the leaf (basically, the lower 1/3 of it).

EDIT: Nevermind, I figured out how to make my own model for the stem. Now I just need to tweak some aesthetics. I might add the bubbles back if I can figure out how to make them behave properly.

EDIT 2: Okay, the bubbles only work if you use the STGPLANKTON slot. I'm planning on using it on STGGW (cause, you know, Project M and all), so the bubbles are a no-go unfortunately. Should I add more stuff to the background to make it look less plain? Or do you guys think it is good as is?

 Here is what I have now:
 

(http://i.imgur.com/B1AzMBd.png?1)

Any other suggestions?


Title: Re: Stage Workshop
Post by: LegacyWolf on June 06, 2014, 01:18:51 AM
I think that looks cool! Keep it up man.


Title: Re: Stage Workshop
Post by: SJS on June 06, 2014, 08:45:46 AM
EDIT 2: Okay, the bubbles only work if you use the STGPLANKTON slot. I'm planning on using it on STGGW (cause, you know, Project M and all), so the bubbles are a no-go unfortunately. Should I add more stuff to the background to make it look less plain? Or do you guys think it is good as is?

Good stuff there, but I don't think you should completely rule out a STGPLANKTON version. Not everyone is tied down by Project: M's stage selection, plus there is always the .rel stage switcher tool.


Speaking of more neutral stages:

(http://i.imgur.com/y0HfppQ.jpg)

Just gotta figure out stage stuff now.


Title: Re: Stage Workshop
Post by: Segtendo on June 06, 2014, 11:08:15 AM
I actually like that a lot.


Title: Re: Stage Workshop
Post by: Gamma Ridley on June 06, 2014, 01:05:24 PM
That Dry Bones in the back is a really nice touch.


Title: Re: Stage Workshop
Post by: jjookkeekkiidd on June 07, 2014, 05:00:25 AM
awesome mario level, truly epic


Title: Re: Stage Workshop
Post by: DSX8 on June 07, 2014, 05:16:42 AM
i like what u've done so far SJS... have my babies! :srs:


Title: Re: Stage Workshop
Post by: SJS on June 09, 2014, 01:48:13 PM
Stage is coming along nicely, should be ready to release relatively soon. Sand, sky, and flag are all animated.

(http://i.imgur.com/YXPnEM2.png)


Things went so well that I decided to start another stage.

(http://i.imgur.com/zql1Ugs.jpg)


Title: Re: Stage Workshop
Post by: Sandfall on June 09, 2014, 04:10:04 PM
Stage is coming along nicely, should be ready to release relatively soon. Sand, sky, and flag are all animated.

([url]http://i.imgur.com/YXPnEM2.png[/url])


Things went so well that I decided to start another stage.

([url]http://i.imgur.com/zql1Ugs.jpg[/url])


YES! Is there a version where the blocks work normally?

With all of these rebalanced stages being worked on, there should be some sort of tournament in the future (similar to the ninja one) for redesigning/rebalancing vBrawl stages. It would be really cool to see what else people can come up with.


Title: Re: Stage Workshop
Post by: ɴᴇᴢʜᴀ on June 09, 2014, 04:15:18 PM
Stage is coming along nicely, should be ready to release relatively soon. Sand, sky, and flag are all animated.

([url]http://i.imgur.com/YXPnEM2.png[/url])


Things went so well that I decided to start another stage.

([url]http://i.imgur.com/zql1Ugs.jpg[/url])


These are lovely SJS!



I was surfing through the vaults and found an Mario 64 import that GBC did that captured my attention.

(http://img440.imageshack.us/img440/8519/al1112311402binout.jpg)

I decided to touch it up a bit.

(http://i.imgur.com/akf7rhl.png)

Collisions, lightning and animations had been reworked, and it works in-game perfectly. I just need to learn to animate the bomb-ombs, these have no bones... I do not know how to add bones.

I've added a sea, sealed the middle bomb omb cannon, added some islands, a new sky model, some easter eggs here and there, PM camera, and more importantly,  a pair of platforms ripped from SSE Jungle.

Stuff I still need to do:
- Fix the shadows (never done it before, hope its easy)
- Texture the platforms 64 style
- Coins, tons of them
- One M64 tree, I believe one of Mewtwo2k stages has 'em
- Animate the Bomb ombs


Title: Re: Stage Workshop
Post by: xxWutzMercyxx on June 09, 2014, 06:57:40 PM
Ah man I've been busy XD Since E3 is tomorrow here you Smash fans go ;D
(http://i.imgur.com/MRgjmQ6.png)
However I'm painfully aware more detail is needed to match the Wii U version but damn that takes time XD


Title: Re: Stage Workshop
Post by: Syvkal on June 18, 2014, 06:23:31 PM
Would LOVE to see that Wii U stage finished! Looks really fun to play on, especially if it doesn't transform. Though I would gladly play it even if it does transform :P

Here's my current projects:

(http://i.imgur.com/yuKh1j6.jpg)
It has working drop-platform and breakable ice block which make amazing ledge guarding tactics!

It's mainly a proof of concept at the moment (the main stage model, background and the sizes may change), but I'm hoping to make a unique balanced Summit.

I'm also deciding whether to make a central platform or use Summit's clouds, so they pass just above the stage, sort of like Smashville (but disappearing off the screen) also might keep the Randal-esque cloud at the bottom =]

There's just a couple things that need work. I want it so when you make the platform drop or destroy the ice block, the ledges of the main stage become grabbable... I'm having a bit of trouble with that... =/

Also, I would prefer to use the original Summit model, however, the central block is too difficult for me to remove. If some kind hearted modeller has some spare time, I'd love if they could take the Summit mountain, remove the central block and close up the gaps in the model ;)


Title: Re: Stage Workshop
Post by: Gamma Ridley on June 18, 2014, 06:41:47 PM
Toggling the grabable ledges might be possible with some tricky bone manipulation.

For example, since the ice bit is probably a separate mdl0, you could have some sort of dummy bone scaled down to near 0, then in the break animation, scale it back up to 1, and attach a collision to it....? Something to that effect.

As for editing the Summit model, I may be able to help with that some time tomorrow, depending on what it is that you need.


Title: Re: Stage Workshop
Post by: Syvkal on June 18, 2014, 06:48:59 PM
Unfortunately all of the animation for the block and platform are controled in the .rel file (I assume it's there, it's not in the .pac)
When the platform drops there's a brief period where the collisions disappear and you can then grab the ledge, but as it begins to come back up, you can no longer grab the ledge =[
Still toying with it, hoping I can find some quick fix :P

As for the Summit model, all I really need is the overhanging bit (from the mountain over the main stage) removed and then where it use to be just needs texturing like the rest of the mountain... if that makes sense?
If you can do that (if you have the time), I would greatly appreciate it - and love you forever ;)


Title: Re: Stage Workshop
Post by: Gamma Ridley on June 18, 2014, 06:54:01 PM
So just delete the part that sticks out (where the icicles fall down from, and the ice ledge is attached) and patch up the hole? That should be simple enough, I've done something similar to a stage that used the mountain in Spear Pillar as a base, all it takes is a bit of deleting and moving around some UVs. I'll post a pic when I get it done just to make sure it's what you wanted.


Title: Re: Stage Workshop
Post by: Syvkal on June 18, 2014, 06:59:33 PM
Yup exactly that =]
(http://i.imgur.com/i3hLeiA.jpg)
Should just be two holes that need patching up
The mountain may need some minor reshaping possibly just to smooth it out - due to how it attaches to the over hang


Title: Re: Stage Workshop
Post by: GBC on June 19, 2014, 12:04:33 AM
since everyones posting PM stage remakes to be more competitive heres mine

(http://i.imgur.com/Y97fZ2E.png)

(http://i.imgur.com/8sLzjxP.png[/url])

FD version of rainbow Cruise

yes the boat is animated and moves around in the BG  :Pits the same size as PM final destination so its all around ready for some competitive matches

also a version with platforms is being made as well


Title: Re: Stage Workshop
Post by: jjookkeekkiidd on June 19, 2014, 03:31:44 AM
rainbow road seems pretty cool, and nice way to fit in the FD theme.


Title: Re: Stage Workshop
Post by: Syvkal on June 19, 2014, 03:45:49 AM
That Rainbow Cruise looks beautiful.
I say try and work in either the dropping platforms or the magic carpets - or both (magic carpet across the middle and dropping platforms to the left and right of the main stage)

Having a central platform that moves when you stand on it and disappears if no one uses it for a while could add an interesting mechanic to the stage =]


Title: Re: Stage Workshop
Post by: Gamidame_K on June 19, 2014, 09:20:38 AM
(https://fbcdn-sphotos-h-a.akamaihd.net/hphotos-ak-xpf1/v/t34.0-12/10423348_308639029310539_185947493_n.jpg?oh=95f7f9005330101d4ee090f274425414&oe=53A50679&__gda__=1403309092_946c2c4d9f12420e4aaebf1d7d513a95)

you can easily tell its made from scratch :v


Title: Re: Stage Workshop
Post by: Rosetta-Hime on June 19, 2014, 10:02:41 AM
(http://i.imgur.com/3ilx4Ed.png)
Decided to import a SMG stage. Anyone wanna point me to a tutorial on how to do collisions and such? I have yet to find one.


Title: Re: Stage Workshop
Post by: Syvkal on June 19, 2014, 01:14:42 PM
What kind of tutorial do you need? There's one that shows you how to do the basics here:
http://forums.kc-mm.com/index.php?topic=54026.0 (http://forums.kc-mm.com/index.php?topic=54026.0)
I might be able to help out if you need anything more advanced than that, but the only thing I can think of not covered is attaching Collisions to models/bones - which is relatively simple.
Hope that helps somewhat =]


As for my Summit stage, I figured out how to get the ledges to work!! Huzzah!
Now when you drop the platform or smash the ice block, the main part of the stage becomes grabbable ^-^

Just need to decide what to do with the clouds... any suggestions?
If not I may make a few versions:
 - Top and bottom cloud
 - Top cloud only
 - an additional central platform
 - the same central platform but with the bottom cloud


Title: Re: Stage Workshop
Post by: Gamidame_K on June 19, 2014, 02:24:52 PM
overall done, just need to fix collisions...

(https://scontent-a-lax.xx.fbcdn.net/hphotos-xfp1/v/t1.0-9/10380312_322646461226099_6340796894489004524_n.png?oh=a252ea4ff45e6cec62efa66439e77309&oe=541BC3F0)

and this

(https://scontent-a-lax.xx.fbcdn.net/hphotos-xpa1/t1.0-9/10480212_322646474559431_2607716503880110981_n.png)

what happened? can someone help me?


Title: Re: Stage Workshop
Post by: Gamma Ridley on June 19, 2014, 02:39:57 PM
Just need to decide what to do with the clouds... any suggestions?
If not I may make a few versions:
 - Top and bottom cloud
 - Top cloud only
 - an additional central platform
 - the same central platform but with the bottom cloud


I'd like to answer this, but I need some context behind it. I'm having a hard time visualizing it.

First off, am I heading in the right direction?

(http://i57.tinypic.com/1052ng3.png)

The middle part still protrudes, I kinda like the depth the ledge gives, but I could remove it and flatten it out completely if you'd like.

.... I'd rather not, because it's a tiny bit more complicated than I originally though, since there are actually two mountain objects, one in front of the other, so I have to make edits twice over, but I can, if you really need it flat. I might have to anyway. Your call.


Title: Re: Stage Workshop
Post by: Ricky (Br3) on June 19, 2014, 02:42:02 PM
Wouldn't it be simpler to just use IC's Final Smash Iceberg?


Title: Re: Stage Workshop
Post by: Gamma Ridley on June 19, 2014, 02:47:44 PM
I dunno about simpler, it's a possibility. I think he still wants to keep the bottom ledge as the main platform(?), so using the ICers' FS iceberg would create more work rather than reduce it.

It's good for reference though, hadn't thought about that.


Title: Re: Stage Workshop
Post by: Syvkal on June 19, 2014, 03:00:38 PM
To be honest it looks fine like that at first glance. Ideally it would be flattened, but if you'd rather not I don't mind =] So long as the characters don't clip inside of it when jumping :D

And yeah, I was hoping to use the bottom ledge as the main platform ^-^

As for the clouds/platform configuration, I'm just trying to figure out the best way of adding in an extra platform (so it's not a completely flat stage).

So I'm most likely going to use the Clouds from the vBrawl Summit as moving platforms. Just trying to decide if I want one that goes back and forth exactly like Smashville, or keep them similar to the vBrawl summit.
And by that I mean, one above the main stage appearing on the right side and moving to the left (disappearing off stage) and then one below the stage appearing on the left and moving to the right (passes through the underneath of the stage and appears on the other side)...

(decided to scrap the idea of a stationary platform... maybe... not sure... maybe a stationary cloud?)

Just throwing around ideas :P


Title: Re: Stage Workshop
Post by: Sandfall on June 19, 2014, 03:20:56 PM
since everyones posting PM stage remakes to be more competitive heres mine

([url]http://i.imgur.com/8sLzjxP.png[/url][/url])
FD version of rainbow Cruise

yes the boat is animated and moves around in the BG  :Pits the same size as PM final destination so its all around ready for some competitive matches

also a version with platforms is being made as well



Okay, so this is kind of a newbie question, but how did you manage to both get that rainbow cruise platform  as well as have the ship flying around in the background? I was trying to do something similar to this with rainbow cruise a little while ago, but couldn't figure it out. :P

To be honest it looks fine like that at first glance. Ideally it would be flattened, but if you'd rather not I don't mind =] So long as the characters don't clip inside of it when jumping :D

And yeah, I was hoping to use the bottom ledge as the main platform ^-^

As for the clouds/platform configuration, I'm just trying to figure out the best way of adding in an extra platform (so it's not a completely flat stage).

So I'm most likely going to use the Clouds from the vBrawl Summit as moving platforms. Just trying to decide if I want one that goes back and forth exactly like Smashville, or keep them similar to the vBrawl summit.
And by that I mean, one above the main stage appearing on the right side and moving to the left (disappearing off stage) and then one below the stage appearing on the left and moving to the right (passes through the underneath of the stage and appears on the other side)...

(decided to scrap the idea of a stationary platform... maybe... not sure... maybe a stationary cloud?)

Just throwing around ideas :P


I really like the idea of a Smashville-styled platform on that stage.


Title: Re: Stage Workshop
Post by: Gamma Ridley on June 19, 2014, 03:27:28 PM
I think keeping the clouds similar to vBrawl Summit would be good. I don't remember them being too obstructive, but maybe that's because everything else about that stage was so obstructive that it didn't seem as bad as, like, the fish.

I love Smashville but I don't think every stage needs to be just like it. Besides, the main platform itself is a bit narrow, so I think some cloud coverage would give more room to breathe, I think.

Anyway, I flattened it a bit more, as it did stick out a bit too much before, there shouldn't be any clipping issues now. I'm going to go ahead and export it and redo the materials, then I'll PM it to you. If there's anything you need me to add to the model, let me know now while Max is still open. :1


Title: Re: Stage Workshop
Post by: Syvkal on June 19, 2014, 03:33:09 PM
I don't think I need anything adding to it =]
Everything you've done so far is plenty by my standards xD

If you could possibly just put it in a brres or any other kind of brawlbox-friendly file that would be a great help too :D


Oh and I agree that it's nice to have a bit of variation, so I'll avoid the Smashville style platform and try making it like vBrawl Summit ^-^


Title: Re: Stage Workshop
Post by: Sandfall on June 19, 2014, 04:20:25 PM
So, I'm having trouble with shadows for one of my stages. I have no idea as to how to get them to work correctly. Anyone mind giving me a few pointers? I'm working with both a flat and a rough surface.


Title: Re: Stage Workshop
Post by: Gamma Ridley on June 19, 2014, 04:22:54 PM
So, I'm having trouble with shadows for one of my stages. I have no idea as to how to get them to work correctly. Anyone mind giving me a few pointers? I'm working with both a flat and a rough surface.


Check out this tutorial (http://forums.kc-mm.com/index.php?topic=47160.0), it's pretty easy stuff.


Title: Re: Stage Workshop
Post by: Sandfall on June 19, 2014, 04:55:28 PM
Check out this tutorial ([url]http://forums.kc-mm.com/index.php?topic=47160.0[/url]), it's pretty easy stuff.


Does this work with stages that already have their own shadow system? I'm editing some Pokemon Stadium transformations. Each transformation has its own shadow system within the mdl0 file. In Pokemon Stadium, the stage transformations rise up from the floor and "grow" to their correct height. When the stage transforms back to its original form, the model "shrinks" back into the floor. You can add additional models to that transformation's modeldata, but they'll just disappear instead of shrinking back into the ground, which looks bad. Is there any way to modify the stage's existing shadow system so this doesn't occur?

Also, I have very little experience with 3DS max, so how exactly do you "use the material and shader" on a model? (Sorry if this question seems overly simple, I'm new to the world of 3D modeling)

Oh, this is what the stage looks like
(http://i.imgur.com/4mx9U5H.png)

and this is what the current shadow system looks like
(http://i.imgur.com/EvKxaeA.png)


Title: Re: Stage Workshop
Post by: Syvkal on June 19, 2014, 04:59:30 PM
Well thanks to Gravity I have an almost finished product:

(http://i.imgur.com/vjVo8jo.jpg)

There will also be clouds passing just above and just below the stage like in the vBrawl Summit (one going from left to right and the other from right to left). Should make for a interesting stage ^-^

:edit:

Nevermind, fixed the ledge problems! =]


Title: Re: Stage Workshop
Post by: Gamma Ridley on June 19, 2014, 05:06:12 PM
Is there any way to modify the stage's existing shadow system so this doesn't occur?


Wait, what? I think you're misunderstanding what the shadow system is or something, or I'm misunderstanding what you're asking for. If a stage already has shadows implemented (as in, something that comes from Brawl), you don't need to do anything, it will already have shadows. They have nothing to do with models appearing and disappearing or anything.

([url]http://i.imgur.com/vjVo8jo.jpg[/url])


Yaaaaaay, I'm glad it turned out alright. I was a bit worried, that's the first time I've ever messed with draw priority and I wasn't sure it was going to work out.


Title: Re: Stage Workshop
Post by: Sandfall on June 19, 2014, 05:16:04 PM
Wait, what? I think you're misunderstanding what the shadow system is or something, or I'm misunderstanding what you're asking for. If a stage already has shadows implemented (as in, something that comes from Brawl), you don't need to do anything, it will already have shadows. They have nothing to do with models appearing and disappearing or anything.

The problem is that the stage's shadows don't match up with some of the vertex edits I did. The shadows still show up as if there was a giant rock in the middle of the stage (it basically shows shadows floating in midair) The second screenshot I posted shows the current, now inaccurate shadow system. Is there any way to edit the existing shadow system to properly match up with the current version of the stage?


Title: Re: Stage Workshop
Post by: DSX8 on June 19, 2014, 05:20:48 PM
<.>

(http://i.imgur.com/jHqiHyF.jpg)


Title: Re: Stage Workshop
Post by: Gamma Ridley on June 19, 2014, 05:27:06 PM
The problem is that the stage's shadows don't match up with some of the vertex edits I did. The shadows still show up as if there was a giant rock in the middle of the stage (it basically shows shadows floating in midair) The second screenshot I posted shows the current, now inaccurate shadow system. Is there any way to edit the existing shadow system to properly match up with the current version of the stage?

Ohhhhhhhhh ok, gotcha, the shadows are their own object, you'll need to vertex edit the shadow object as well to match up to your ground and delete whatever else may be floating in the air if there were platforms you removed or something.


Title: Re: Stage Workshop
Post by: Ricky (Br3) on June 19, 2014, 05:29:52 PM
Yeah man, I believe you could just vertex the shadow as well like you did with the ground


Title: Re: Stage Workshop
Post by: Sandfall on June 19, 2014, 06:09:49 PM
Ohhhhhhhhh ok, gotcha, the shadows are their own object, you'll need to vertex edit the shadow object as well to match up to your ground and delete whatever else may be floating in the air if there were platforms you removed or something.

Is there any way to do that effectively in Brawlbox? I haven't seen any tutorials on it, so the way I've been doing it is simply highlighting and dragging the vertices. This worked well for the ground since you don't have to be too accurate when you're editing dirt. The shadows however look super sloppy using that method though. Do you happen to know a better way to do that within brawlbox? Or will I have to learn to do it in 3DS max? (Sorry for asking so many questions :P


Title: Re: Stage Workshop
Post by: DSX8 on June 19, 2014, 06:12:08 PM
Is there any way to do that effectively in Brawlbox? I haven't seen any tutorials on it, so the way I've been doing it is simply highlighting and dragging the vertices. This worked well for the ground since you don't have to be too accurate when you're editing dirt. The shadows however look super sloppy using that method though. Do you happen to know a better way to do that within brawlbox? Or will I have to learn to do it in 3DS max? (Sorry for asking so many questions :P
yeah pretty much either in BB or 3ds max.. i mostly use 3ds max cause its much easier to use.. and sometimes with BB it gets corrupted if i do it too much.


Title: Re: Stage Workshop
Post by: Gamma Ridley on June 19, 2014, 06:15:22 PM
The shadows should match the topology of whatever it is you're standing on. If the dirt is sloppy then the shadows will look sloppy.


Title: Re: Stage Workshop
Post by: Sandfall on June 19, 2014, 06:31:22 PM
The shadows should match the topology of whatever it is you're standing on. If the dirt is sloppy then the shadows will look sloppy.

Unless I can give the stage a new shadow system, I don't think that's avoidable at this point.
The original system has holes in it and, from playing around with it, it looks like it doesn't have enough vertices to properly cover the stage :/


yeah pretty much either in BB or 3ds max.. i mostly use 3ds max cause its much easier to use.. and sometimes with BB it gets corrupted if i do it too much.

Is there a way to manually define x, y,  and z coordinates for vertices in Brawlbox?


Title: Re: Stage Workshop
Post by: Gamma Ridley on June 19, 2014, 06:34:44 PM
Unless I can give the stage a new shadow system

You can. I linked you to a tutorial that tells you how to do so. Any further questions should be directed to a help topic, this is a showcase thread.


Title: Re: Stage Workshop
Post by: Syvkal on June 19, 2014, 08:08:00 PM
So... for some reason I'm having trouble with the clouds...
If I leave them on the original paths (controlled by the .rel) they have a more erratic frequency of appearing - which I'm not sure I like.

However, when I try to import them as a new model (no matter what I label the bones) they just sit at one side and refuse to move =/

I'll keep trying, but otherwise I'll have to stick with the erratic cloud spawns (there's a period where they don't spawn, because normally the Summit would have crashed into the water)

Anyway, here's what the clouds look like at the moment, as they move across the stage:
(http://i.imgur.com/AQOGPku.jpg)
(http://i.imgur.com/KB1WVRb.jpg)
(http://i.imgur.com/KfAmag9.jpg)

Think that's a good height? I based it off Smashville, not sure if it's a bit low though >.<


Title: Re: Stage Workshop
Post by: ɴᴇᴢʜᴀ on June 19, 2014, 08:13:10 PM
So... for some reason I'm having trouble with the clouds...
If I leave them on the original paths (controlled by the .rel) they have a more erratic frequency of appearing - which I'm not sure I like.

However, when I try to import them as a new model (no matter what I label the bones) they just sit at one side and refuse to move =/

I'll keep trying, but otherwise I'll have to stick with the erratic cloud spawns (there's a period where they don't spawn, because normally the Summit would have crashed into the water)

Anyway, here's what the clouds look like at the moment, as they move across the stage:
([url]http://i.imgur.com/AQOGPku.jpg[/url])
([url]http://i.imgur.com/KB1WVRb.jpg[/url])
([url]http://i.imgur.com/KfAmag9.jpg[/url])

Think that's a good height? I based it off Smashville, not sure if it's a bit low though >.<
If ganon's double jump doesn't make it, its low, other wise is a balanced heigh, I need to se bowser under it though just to be sure


Title: Re: Stage Workshop
Post by: Gamma Ridley on June 19, 2014, 08:15:42 PM
You might be able to edit the cloud spawn frequency by modifying values in the STDT file. Not sure which ones though.

As for the height, I think it could stand to be a little bit higher.


Title: Re: Stage Workshop
Post by: Syvkal on June 19, 2014, 08:27:10 PM
As requested, here's bowser standing under it:
(http://i.imgur.com/DsS9cp6.jpg)

I'll have a look through the STDT file, I may have a clue as to what to change, but we'll see xD

The most annoying part is, when the it's meant to go to the slope, the camera pans out to reveal the entire stage. It's not that noticeable when there's at least two players, but I reckon it would probably be a bit distracting in a competitive match...

I've checked everything in the STDT file to change it, haven't found anything. Only managed to fix it by altering the SceneData file... which makes it only playable on Dolphin. I'm going to have to look through the .rel file to see if I can find anything - but I doubt it =[


Title: Re: Stage Workshop
Post by: ɴᴇᴢʜᴀ on June 19, 2014, 08:33:09 PM
Just raise it high enough just so his shell spike doesn't scratch the cloud platform.


Title: Re: Stage Workshop
Post by: Sandfall on June 19, 2014, 08:47:25 PM
You can. I linked you to a tutorial that tells you how to do so. Any further questions should be directed to a help topic, this is a showcase thread.


-_-

I already mentioned earlier that I did not understand how to follow that tutorial (mainly because I'm not familiar with 3DS max).

I need help with learning how to create the shadow model (or object) and apply the material in 3DS max.  I also need to make sure that I can import it back into Brawlbox without any problems as well as have everything in the same mdl0 file. I don't know how to do any of this.

The reason I asked here is because, quite frankly, the help forum is pretty dead nowadays. You're right about not cluttering the thread with questions though, so if you (or anyone else) can point me in the right direction, please shoot me a PM, I would greatly appreciate it.


Anyway, now on to a stage I really should be done with by now :P
Here's the Brawl Version:

(http://i.imgur.com/RODCXYh.png)


No bubbles, but the tadpoles work! I made the leaf they spawn from invisible and reduced its hitbox so it doesn't distract from the battle. The electroplankton "music" is much easier to enjoy when the stage is actually fun to play on :P 

All I really need to do now is to add a PM camera to the Project M version and figure out what BRSTM would even go well with it (since PM killed the Hanenbow slot and thus, the SFX)


Title: Re: Stage Workshop
Post by: Ricky (Br3) on June 19, 2014, 08:59:29 PM
You could use a Hanenbow .rel and port it to another stage. I'm pretty sure that will solve the SFX thing because of how P:M removed Hanenbow.


Title: Re: Stage Workshop
Post by: Sandfall on June 19, 2014, 09:32:46 PM
You could use a Hanenbow .rel and port it to another stage. I'm pretty sure that will solve the SFX thing because of how P:M removed Hanenbow.

Wait, is there a way to preserve the SFX if you use a .rel port to a different stage slot? The only time I am able to get SFX on a stage is if I use it in its original slot.

Oh also, the Hanenbow slot is still usable in PM (with SFX and all), but they disabled the "flatness" in the codeset (since that slot is used for Skyloft). This really messes up the stage's aesthetics since the characters start clipping though all of the models. The screenshot you see above is actually the stage ported to Flat Zone 2's stage slot (which is also where I plan to use it in PM).


Title: Re: Stage Workshop
Post by: Ricky (Br3) on June 19, 2014, 09:51:31 PM
Wait, is there a way to preserve the SFX if you use a .rel port to a different stage slot? The only time I am able to get SFX on a stage is if I use it in its original slot.

Oh also, the Hanenbow slot is still usable in PM (with SFX and all), but they disabled the "flatness" in the codeset (since that slot is used for Skyloft). This really messes up the stage's aesthetics since the characters start clipping though all of the models. The screenshot you see above is actually the stage ported to Flat Zone 2's stage slot (which is also where I plan to use it in PM).

Oooh, I see.

Well, since the flatness is removed trough a code, the only true fix would be if the PMBR really likes your stage and decides to put it in a future release, and disable that code. Regardless, you should really release it as Flat Zone 2 with a BRSTM. I will be using the Brawl Version, though :D


Title: Re: Stage Workshop
Post by: Gamidame_K on June 20, 2014, 12:40:35 AM
Silly me, expecting to get help for a touhou hack.. anyays I have finished it!
(https://scontent-a-lax.xx.fbcdn.net/hphotos-xpf1/t1.0-9/10479143_322766847880727_1412255993375378600_n.png)


Title: Re: Stage Workshop
Post by: Syvkal on June 20, 2014, 07:45:32 AM
Finally figure out what was affecting the clouds! Something in the .rel file was affecting any objects I put near the original cloud start/end point bones, so even stationary objects were forced to move along the path O.o

Moved the bones out the way and now this is what it looks like:

(http://giant.gfycat.com/IdealisticWhirlwindAmericanbobtail.gif)
They continue off screen, but I had to cut the gif short

:edit:

Additionally, while trying to make the stage easier to get back onto, I changed the underneath of the ice block from a Ceiling to a RightWall. However, it leads to some crazy almost teleporting - I think because the angle of the block is too sharp. Other than making the block thicker, can anyone think of any way to reduce this slighty? If not, I'll just keep tinkering until I'm happy to release the stage :P

:edit: Added higher quality cloud gif


Title: Re: Stage Workshop
Post by: Sandfall on June 20, 2014, 11:32:19 AM
Oooh, I see.

Well, since the flatness is removed trough a code, the only true fix would be if the PMBR really likes your stage and decides to put it in a future release, and disable that code. Regardless, you should really release it as Flat Zone 2 with a BRSTM. I will be using the Brawl Version, though :D

I would be totally cool with the PMBR using/modifying my stage — mainly because I want to see how high level players would utilize the movable leaves/edges. I'm releasing 3 versions of the stage: one with the tadpoles (the Brawl Version), one without the tadpoles, and one with both a PM camera and no tadpoles. I still don't know which stage I'm going to pull the PM camera from, but it will probably be Dracula's Castle or something. Hopefully that combined with the flatness doesn't cause any issues.

Additionally, while trying to make the stage easier to get back onto, I changed the underneath of the ice block from a Ceiling to a RightWall. However, it leads to some crazy almost teleporting - I think because the angle of the block is too sharp. Other than making the block thicker, can anyone think of any way to reduce this slighty? If not, I'll just keep tinkering until I'm happy to release the stage :P

I ran into a similar issue when making the "leaf ledges" on my Hanenbow stage. I actually ended up with characters teleporting through the main part of the stage (rather than sliding up the ledge like they were supposed to). My solution was basically to make the rightmost part of the leaf a rightwall and the leftmost/middle part a ceiling. It worked well due to the shape of the leaf, but I'm not sure how it would work with yours. The characters are at least "almost teleporting" in te correct direction right?


Title: Re: Stage Workshop
Post by: Syvkal on June 20, 2014, 11:43:12 AM
My solution was basically to make the rightmost part of the leaf a rightwall and the leftmost/middle part a ceiling. It worked well due to the shape of the leaf, but I'm not sure how it would work with yours. The characters are at least "almost teleporting" in te correct direction right?

That's not a bad idea, it would still improve getting back onto the stage somewhat, but not if they're too far under the block. I'll try it out :P
And yeah, they 'teleport' in the right direction (it's more like really quick sliding), but because the ledge collision is quite long, they move across the entire length of it... which is a bit silly xD Also, if they break the block in the process of being moved towards the edge... well it's not exactly beneficial for them >.<

I'm tempted to make the block smaller in length, but that sort defeats the whole point of it =/


Title: Re: Stage Workshop
Post by: BerserkerOx on June 23, 2014, 06:42:17 PM
(http://fc05.deviantart.net/fs71/f/2014/174/a/5/3d_project_by_berserkerox-d7no607.png)
http://fc05.deviantart.net/fs71/f/2014/174/a/5/3d_project_by_berserkerox-d7no607.png (http://fc05.deviantart.net/fs71/f/2014/174/a/5/3d_project_by_berserkerox-d7no607.png)


Title: Re: Stage Workshop
Post by: DSX8 on June 23, 2014, 07:49:46 PM
([url]http://fc05.deviantart.net/fs71/f/2014/174/a/5/3d_project_by_berserkerox-d7no607.png[/url]) ([url]http://fc05.deviantart.net/fs71/f/2014/174/a/5/3d_project_by_berserkerox-d7no607.png[/url])
3ds battlefield?


Title: Re: Stage Workshop
Post by: BerserkerOx on June 23, 2014, 08:18:15 PM
3ds battlefield?
wii u battlefield project


Title: Re: Stage Workshop
Post by: Syvkal on June 24, 2014, 11:52:27 AM
Apologies if I should be asking this somewhere else, but I think I've finally found a way of fixing the camera issue on my stage. However, I'm no longer certain if it's Wii-safe. I was wondering if anyone would interested in testing it out for me? (I don't have my Wii with me currently)


Title: Re: Stage Workshop
Post by: Sandfall on June 24, 2014, 12:58:46 PM
wii u battlefield project
Dude, major props if you can pull that off.

Apologies if I should be asking this somewhere else, but I think I've finally found a way of fixing the camera issue on my stage. However, I'm no longer certain if it's Wii-safe. I was wondering if anyone would interested in testing it out for me? (I don't have my Wii with me currently)

I've got you, just PM me the .pac file and I should be able to test it before I go to work (otherwise I can test it later this afternoon).

Oh, and here's another stage preview:
https://www.youtube.com/watch?v=-t0rfVK72UA&feature=youtu.be (https://www.youtube.com/watch?v=-t0rfVK72UA&feature=youtu.be)
It's really, really rough, so expect it to be waaaay more polished if I ever get around to releasing it.


Title: Re: Stage Workshop
Post by: Syvkal on June 24, 2014, 01:04:06 PM
Cheers Sandfall, I'll do that now =]

Also, love how you (I'm guessing) changed the z-axis to get the ghosts only to hurt you when they change colour. Slight delay on the colour change, but you said it's rough, so I'm guessing that would be fixed later on ^-^


Title: Re: Stage Workshop
Post by: DSX8 on June 24, 2014, 06:22:47 PM
i forgot to show this here.. how could i D:

http://youtu.be/zqJD8ucEfcM (http://youtu.be/zqJD8ucEfcM)


Title: Re: Stage Workshop
Post by: Syvkal on June 27, 2014, 08:51:13 PM
Ok guys, no pictures yet (they will hopefully come tomorrow... or sometime soon), but I'm going to be remaking Rainbow Cruise. Seeing as GBC didn't take any of my suggestions, I'm going to make them myself, probably using parts of his stage as a base =] Either that or I'll enlarge a different platform, but I quite like the one he's chosen.

Anyways, I've come up with LOTS of ideas for platform configurations, due to how awesome the stage mechanics are in Rainbow Cruise. I will probably end up making a lot of variations, but I was hoping to get your opinion on a few?

Here are a few crappy diagrams with explanations:

(http://i.imgur.com/127fWpw.jpg)
So the black bit is the main stage. On the side are Donut Blocks, which drop when you stand on them for too long, these would just be there to aid recovery.
The main part of the stage would be the magic carpets. As far as I am aware, I can make them go in any path I want. Loops, squares, back and forth etc. What makes them unique (as you probably know) is that if you stand on them they start moving, if you get off, they stop. If you don't get back on, then they reset to their starting position - after a short period. I think this will make for a really interesting and dynamic stage to battle on
(http://i.imgur.com/aSMt3ZX.jpg)
Exactly the same as before, but with only one magic carpet
(http://i.imgur.com/8fga3O8.jpg)
Ok so I haven't decided what would go on the top of the stage (maybe normal platforms, maybe donut blocks?), but on the sides I was thinking of having magic carpets. What I was planning was that they move towards the blast zone. This would mean people could easily/safely get to off stage opponents to hit them even further off, but potentially (if you mess up) giving them a way of recovering. I was hoping for your opinions on this idea =]
(http://i.imgur.com/nnDJ3zx.jpg)
Right, so I'm not sure what would go on the sides, but the main part is the platform in the middle. When you stand on one side it dips down to that side and when you stand on the other side it dips down to that side. This would seriously make for an interesting stage mechanic :D

These are just a few ideas. I'm pretty certain I can make all this (going to start sometime tomorrow I hope), but I just wanted to write it all down while it's fresh in my mind and get some feedback before I start =]


Title: Re: Stage Workshop
Post by: Gamma Ridley on June 28, 2014, 07:19:44 AM
Interesting layouts. I like the donut platforms on the sides, and I really want the magic carpets to be implemented somehow, but I'm thinking I like the tilting platform in the middle better. As much as I'd like most if not all of the original elements to be incorporated somehow, I feel it'd start getting cluttered pretty quick.

Also, have you considered using the swinging platform as well? A natural place to put it would be in the middle of the stage, in place of the tilting platform. Just a thought.


Title: Re: Stage Workshop
Post by: Syvkal on June 28, 2014, 08:14:58 AM
I will probably keep the donut side platforms on any variations I make =]
I'm considering how I could possibly make the stage switch between the tilting platform and the carpets... maybe?

I know I can make the tilt platform appear and disappear, haven't tested the carpets yet (what with the .rel files sometimes controlling the bones) but I have a plan on how to make it work.

As for the swing... If I make the stage transform between layouts (which will unfortunately be fixed order) then I can include it... but I don't feel it's that unique to Rainbow Cruise (New Pork has one too xD)

Post Merge: June 29, 2014, 07:12:42 PM
Sorry for the double post, but I thought I'd give you guys an update =]

Here's my current test:

(http://i.imgur.com/8UXonTN.jpg)

The donut blocks work and fall down perfectly. And the magic carpet I have set at the moment to just move to the right of the stage and then back again. Other than the route it works exactly like the one from Rainbow Cruise.

Oh and yeah, haven't used CBG's platform as a base, but I might end up doing so - purely because his has the checkerboard going horizontal instead of diagonal... :P

:edit:

Nevermind, bug fixed!! I'm not sure what I messed up in my original, but while rebuilding (to figure out the bug) it seemed to vanish... so yeah stage is working fine! =D


Title: Re: Stage Workshop
Post by: GBC on June 29, 2014, 11:11:28 PM
 :srs: still have some work to do but uhhh heres progress

(http://i.imgur.com/ZlIpTSa.jpg)


Title: Re: Stage Workshop
Post by: Segtendo on June 29, 2014, 11:14:47 PM
Wow. Haven't seen that stage in a while...


Title: Re: Stage Workshop
Post by: jjookkeekkiidd on June 30, 2014, 02:46:08 AM
that stage is fricking epic.
can't wait to see it finished


Title: Re: Stage Workshop
Post by: Syvkal on July 05, 2014, 11:16:56 AM
([url]http://i.imgur.com/ZlIpTSa.jpg[/url])

Looking good =] Saw some videos of the stage too, can't wait until it's done ^-^


Just thought I'd post an updated picture:

(http://i.imgur.com/eOGh0c2.jpg)

Decided for the moment to make the magic carpets stay in one location (until I decide on something interesting to do with them), but they still disappear if you don't get back on them. Not sure if I've got their positioning quite right, still got time to tweak it though :P

The other versions are more or less done, just working on making a Transforming version too. I currently have 4 different versions (8 if you count the additional one I made for each without the side donut blocks) and then I'm working on 3 different transforming variations (again 6 versions if you count without the donut blocks).

Hoping you'll be spoilt for choice :P

:edit: Oh, and here's a crappy gif of one of the other variations:
(http://giant.gfycat.com/FrenchThickHeron.gif)


Title: Re: Stage Workshop
Post by: jjookkeekkiidd on July 06, 2014, 04:37:12 AM
that .gif version...
it's epic!


Title: Re: Stage Workshop
Post by: Syvkal on July 06, 2014, 09:35:17 AM
Haha thank you :D
I've got so many different versions it's silly... it's going to be a big pack (currently trying to cut a few). I'm going to make a few transforming versions too, with select sections.

Here's a possible section for one of the transforming versions:
(http://i.imgur.com/ytm3NE2.jpg)
Bit hard to see I guess at this angle, but it's a curved platform that just makes a bit of a hump in the centre of the stage

And here's another gif, this time of the main platforms:
(http://giant.gfycat.com/DapperCompleteKinkajou.gif)
They stay there if you just stand on them, but if you get off they will begin to flash and then disappear (unless you get back on them). They respawn shortly afterwards.


Title: Re: Stage Workshop
Post by: russmarrs2 on July 09, 2014, 06:09:49 PM
So I made the Maze Planet into a stage...
(http://i.imgur.com/t08m4uM.png)
You fight on the top.


Title: Re: Stage Workshop
Post by: FQuintanilla14 on July 09, 2014, 09:31:38 PM
I've decided to make the Final Destination version of the Mario Galaxy Stage from Smash 4:

(http://i.imgur.com/9vbes7I.png)

Still working on textures and modelling. :P I'm not sure if I should add Starship Mario/the airship, because I'd have to retopologise everything so it won't lag the game.


Title: Re: Stage Workshop
Post by: Syvkal on July 09, 2014, 10:08:16 PM
([url]http://i.imgur.com/t08m4uM.png[/url])

That looks like it could be fun :P Also, did you rip the model/textures yourself? Because I have a model rip (that Peardian did) that might be slightly more HD, here's a preview of it in 3DS Max:
(http://i.imgur.com/gjIavs1.jpg)
Could just be the lighting, not sure.
Also, if you have the models for the breakable boxes on that world, that could make for an interesting stage mechanic =]


([url]http://i.imgur.com/9vbes7I.png[/url])

Holy crap, it never ceases to amaze me how people can just recreate models like this O.o


Title: Re: Stage Workshop
Post by: russmarrs2 on July 10, 2014, 08:13:16 AM
That looks like it could be fun :P Also, did you rip the model/textures yourself? Because I have a model rip (that Peardian did) that might be slightly more HD, here's a preview of it in 3DS Max:
([url]http://i.imgur.com/gjIavs1.jpg[/url])
Could just be the lighting, not sure.
Also, if you have the models for the breakable boxes on that world, that could make for an interesting stage mechanic =]
I actually did use Peardian's model rip, so it must just be lighting, but it's just a preview in brawl box though, so that might be why, lol.


Title: Re: Stage Workshop
Post by: Syvkal on July 10, 2014, 11:29:14 AM
Ah ok then, that might be it :P
So no chance of the box model? Damn, I want an excuse to put breakable boxes in a stage >.<


Title: Re: Stage Workshop
Post by: FQuintanilla14 on July 10, 2014, 04:34:54 PM
I guess I'm done modelling:

(http://i.imgur.com/4llp7rq.png)
(I couldn't find an accurate sky texture)

The Starshrooms are there, but Bowser's airship and Starship Mario won't be included since it's already at 32,000 tris. However, star bits will be falling throughout the stage, and maybe some Lumas will hang around too.


Title: Re: Stage Workshop
Post by: Rosetta-Hime on July 10, 2014, 04:42:18 PM
I guess I'm done modelling:

([url]http://i.imgur.com/4llp7rq.png[/url])
(I couldn't find an accurate sky texture)

The Starshrooms are there, but Bowser's airship and Starship Mario won't be included since it's already at 32,000 tris. However, star bits will be falling throughout the stage, and maybe some Lumas will hang around too.

All of my yes.


Title: Re: Stage Workshop
Post by: Syvkal on July 10, 2014, 05:13:53 PM
I couldn't find an accurate sky texture


Not sure how useful this is, but here's the sky from the original model:
http://www.models-resource.com/wii/supermariogalaxy/model/1247/ (http://www.models-resource.com/wii/supermariogalaxy/model/1247/)


Title: Re: Stage Workshop
Post by: ZG on July 10, 2014, 06:15:01 PM
Since a lot of people are making SMG stages, I decided to make a sorta-custom stage based on one of my favorite galaxy.
(http://i35.photobucket.com/albums/d174/sgamzez/TTGS_zpsc5c055e7.png)


Title: Re: Stage Workshop
Post by: FQuintanilla14 on July 10, 2014, 06:18:35 PM
How's this then?

(http://i.imgur.com/sNl1GEC.png)

Now the question is... how do I put this in the game? :P


Title: Re: Stage Workshop
Post by: Segtendo on July 10, 2014, 06:41:12 PM
Since a lot of people are making SMG stages, I decided to make a sorta-custom stage based on one of my favorite galaxy.
([url]http://i35.photobucket.com/albums/d174/sgamzez/TTGS_zpsc5c055e7.png[/url])
Toy Time? :o


Title: Re: Stage Workshop
Post by: Syvkal on July 10, 2014, 06:43:05 PM
How's this then?

([url]http://i.imgur.com/sNl1GEC.png[/url])

Now the question is... how do I put this in the game? :P


Looks good! :D
Wait, you can model amazingly, but don't know how to import the models? Haha, I'll try (with my limited knowledge) to help =]
I've never used Maya, but on 3DS Max I usually export the model as a .dae file. Then you can just import it straight to brawlbox, and manually add in all the textures (you may also need to add texture references to the materials). Then just set up collisions and lighting and you're done :P


Title: Re: Stage Workshop
Post by: FQuintanilla14 on July 10, 2014, 06:48:56 PM
I meant thing like collisions; I knew if I just imported it, the characters would fall through :P

Edit: Oh, and lighting.


Title: Re: Stage Workshop
Post by: Syvkal on July 10, 2014, 07:17:46 PM
Unfortunately, I don't know too much about lighting =/ You could either import the lighting from another stage until you find one you like, or ask someone like Mewtwo2000 for some help :P

As for collisions, they're in the MiscData[2] file (Right click -> Preview to start editing them, Alt click to add new collisions, then click on the surfaces to change them to floor/rightwall/leftwall etc.)

Hope that helps somewhat, if not there's most likely some tutorials on the forum somewhere xD


Title: Re: Stage Workshop
Post by: ZG on July 10, 2014, 07:25:48 PM
Toy Time? :o
Yes. You fight on the orange board sitting on the toy train rail. I'm considering putting other SMG NPCs on the Blue Platform in the back.


Title: Re: Stage Workshop
Post by: russmarrs2 on July 10, 2014, 07:51:31 PM
I meant thing like collisions; I knew if I just imported it, the characters would fall through :P

Edit: Oh, and lighting.
I know how to import it and give it the character boundaries/collisions without lighting problems if you need help or need to know how to :)


Title: Re: Stage Workshop
Post by: FQuintanilla14 on July 10, 2014, 08:19:47 PM
Uh-oh. A thing happened:

(http://i.imgur.com/KSW6zR7.png)

What's this all about? ._.


Title: Re: Stage Workshop
Post by: Snivy on July 10, 2014, 08:35:32 PM
Uh-oh. A thing happened:

([url]http://i.imgur.com/KSW6zR7.png[/url])

What's this all about? ._.

It looks like BB didn't import the texture references from the DAE, or Max didn't export them.
Check the model folder names "Textures," if all of your textures aren't listed there, you'll have to add references or reexport.


Title: Re: Stage Workshop
Post by: FQuintanilla14 on July 10, 2014, 08:43:19 PM
Not the textures, I just haven't imported them. :P I meant the odd sizing.


Title: Re: Stage Workshop
Post by: DSX8 on July 10, 2014, 08:47:47 PM
the max tris u can have for a brawl stage is about 65k.. so u can actually put in the starship mario and bowsers ship


Title: Re: Stage Workshop
Post by: FQuintanilla14 on July 10, 2014, 08:50:53 PM
Really? Well I'd assume that Starship Mario is really large since it's like it's own level, so I may have to retopologise it. Meh, I'll do that later


Title: Re: Stage Workshop
Post by: DSX8 on July 10, 2014, 08:52:56 PM
Really? Well I'd assume that Starship Mario is really large since it's like it's own level, so I may have to retopologise it. Meh, I'll do that later
oohh it is? i thought it was its own model for a backdrop xD


Title: Re: Stage Workshop
Post by: FQuintanilla14 on July 10, 2014, 08:55:36 PM
I mean it's like a full level in Super Mario Galaxy 2. In here it'll just be a model floating in the back.


Title: Re: Stage Workshop
Post by: Snivy on July 10, 2014, 09:01:26 PM
Not the textures, I just haven't imported them. :P I meant the odd sizing.
Oh, that. Are some of your models influenced by bones while others are not? If you scaled up a model with bones, you'll have to apply the size mods again with the bones in BB.


Title: Re: Stage Workshop
Post by: FQuintanilla14 on July 10, 2014, 09:04:00 PM
Nothing was scaled up with bones. ._.


Title: Re: Stage Workshop
Post by: Snivy on July 10, 2014, 09:17:23 PM
Nothing was scaled up with bones. ._.
So, if that's the case I don't know. Sorry.


Title: Re: Stage Workshop
Post by: FQuintanilla14 on July 11, 2014, 02:07:27 AM
I've duplicated the affected objects, and it fixed it.  :srs: So, here's the stage in-game:

(http://i.imgur.com/10pJbpO.jpg)
(yup, it needs a lighting fix, and transparency fix)

During strong attacks, this happens:

(http://i.imgur.com/uaJg2WH.jpg)

There's a fix for this... I've just forgotten what it was.  :P Also, I've been thinking: should I keep it the final destination version? Maybe I could have the Starshrooms fly by and act as platforms or something.



Title: Re: Stage Workshop
Post by: Sandfall on July 11, 2014, 02:33:49 AM
I've duplicated the affected objects, and it fixed it.  :srs: So, here's the stage in-game:

([url]http://i.imgur.com/10pJbpO.jpg[/url])
(yup, it needs a lighting fix, and transparency fix)

During strong attacks, this happens:

([url]http://i.imgur.com/uaJg2WH.jpg[/url])

There's a fix for this... I've just forgotten what it was.  :P Also, I've been thinking: should I keep it the final destination version? Maybe I could have the Starshrooms fly by and act as platforms or something.



Someone correct me if I'm wrong, but I think this might be due to a corrupted SCN0. Try replacing it with a different one (or the original) and see if that helps.

Also, If you wanted to add a low-poly "version" of Starship Mario, you could always do what Lensho did with  Green Grove Galaxy (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=19233). It seems like he basically took a Luigi head and retextured it to look like a planet.


Title: Re: Stage Workshop
Post by: Rosetta-Hime on July 11, 2014, 06:06:30 AM
You did import it using an earlier version of bb right? Because when I attempted a stage, I imported into .71 and I had that glitch. The Shader0 is messed up.


Title: Re: Stage Workshop
Post by: Syvkal on July 11, 2014, 06:45:09 AM
For general editing and BRES importing I use v0.73a, for model imports and occasionally bone manipulation I use v0.67b. Seems to be the safest way to things =]


Title: Re: Stage Workshop
Post by: FQuintanilla14 on July 11, 2014, 12:37:34 PM
It's getting there:
(http://i.imgur.com/XmHpfqq.jpg)
Some of the flowers for some reason are completely invisible, though they use the same kind of material as the other flowers.

However, it flickers between that and this:
(http://i.imgur.com/7VY1lRC.jpg)

Also the star-belt texture is RGBA8, but it doesn't show semi-transparency:
(http://i.imgur.com/NzeC4Yu.jpg)


Title: Re: Stage Workshop
Post by: Rosetta-Hime on July 11, 2014, 12:48:26 PM
You have to give it a material and shader that uses transparency, like ZSS hair.


Title: Re: Stage Workshop
Post by: FQuintanilla14 on July 11, 2014, 12:58:43 PM
I din't use Zero Suit Samus' specifically, but I did use a material that used transparenct from some place in Delfino Plaza. That caused the things in the images. I've just tried replacing the shader, and it froze. -_-


Title: Re: Stage Workshop
Post by: russmarrs2 on July 11, 2014, 01:12:41 PM
If you're just trying to do certain parts of it invisible, you don't need a new material and shader: http://forums.kc-mm.com/index.php?topic=67159 (http://forums.kc-mm.com/index.php?topic=67159) You just need to change some values and such.


Title: Re: Stage Workshop
Post by: FQuintanilla14 on July 11, 2014, 02:04:40 PM
Well, the transparency works mostly, but for some reason when a character guards, everything with transparency turns black (yet keeps it's transparency),  some of the flowers are completely transparent, even though some of them actually use similar or the same material as the flowers that show correctly, and the only texture with semi-transparency doesn't show semi-transparency.
 I've also just noticed that the part of the sky that you don't see looks the way it's supposed to while the part that you do see is too dark.


Title: Re: Stage Workshop
Post by: DSX8 on July 11, 2014, 05:14:30 PM
i found a low poly of bowsers airship

(http://i.imgur.com/u2Qkh0v.png)


Title: Re: Stage Workshop
Post by: FQuintanilla14 on July 11, 2014, 05:27:55 PM
ooooh~ Where'd you get that?


Title: Re: Stage Workshop
Post by: DSX8 on July 13, 2014, 02:33:37 AM
it was located in the SMG1 iso

edit: well.. might as well try my luck at a mario galaxy stage.. :v
everything seen here r the original SMG/2 models, with their original bones and vertex colors.
(http://i.imgur.com/bOPjEwL.jpg)

edit2:
well.. some models r having issue working with the proper shader and stuff... however, 1 model is working properly so far! Dino Planet.. followed by the windows on the mushroom ship
(http://i.imgur.com/soBNmdW.jpg)
(http://i.imgur.com/vZVUZaZ.jpg)
(http://i.imgur.com/AeWGp0j.jpg)


Title: Re: Stage Workshop
Post by: Syvkal on July 13, 2014, 04:22:27 AM
Haha I was also going to make a SMG stage, wanted to create something similar to the SSB4 one. I realised that the model was different to the original and wasn't sure where to find the trees... so I gave up :P

Can't wait until that's done, I've got lots of plans that I want to try out =]


Title: Re: Stage Workshop
Post by: DSX8 on July 13, 2014, 07:35:00 AM
heh is that so?

well got other models working now with their shaders! also got headplanetmario to show up properly now w/o any messed up materials.
(http://i.imgur.com/M1KTbxx.jpg)
(http://i.imgur.com/0nN7LZf.jpg)
(http://i.imgur.com/x8GxjAa.jpg)


Title: Re: Stage Workshop
Post by: Nao-chan on July 13, 2014, 07:37:20 AM
Looks nice. Keep up the good work man.


Title: Re: Stage Workshop
Post by: DSX8 on July 13, 2014, 07:46:50 AM
thanks.. took me quite alot of time to understand these shaders properly.. here's a pic of 1 of the 6 shaders for the DinoBattlePlanet
(http://i.imgur.com/rkdszay.png)

but in other words... that rim effect in super mario galaxy is more of like an effect, or part of the games engine only.


Title: Re: Stage Workshop
Post by: Bad Box Art Mega Man on July 13, 2014, 08:33:36 AM
my guess is that there's no gravity effect for the planet (since there is no such natural physics in brawl)?


Title: Re: Stage Workshop
Post by: ɴᴇᴢʜᴀ on July 13, 2014, 12:17:35 PM
I really, really, reaaaaaaaaaaaaally, love this.


Title: Re: Stage Workshop
Post by: GBC on July 13, 2014, 12:34:36 PM
 :srs:  :>.>:  :srs:

(http://i.imgur.com/xIlQ8Iu.png)

Its almost done, i just have to finish the lavaish side and add a few more things then its off to be textured i already finished the left side dunno how well u can see it but the light engravings are there at the top of the platform..also as u can see for all the stuff there its pretty low poly to make sure there is minimal/no lag..yes there will be background stuff but since thats mostly images and planes i cant really show that off


Title: Re: Stage Workshop
Post by: jjookkeekkiidd on July 13, 2014, 01:12:42 PM
pretty cool, is the stage plattform animated in ssb4?
like do the tentacles move, or are they just static?


Title: Re: Stage Workshop
Post by: GBC on July 13, 2014, 01:15:15 PM
pretty cool, is the stage plattform animated in ssb4?
like do the tentacles move, or are they just static?

theyre static in game


Title: Re: Stage Workshop
Post by: DSX8 on July 13, 2014, 03:17:51 PM
my guess is that there's no gravity effect for the planet (since there is no such natural physics in brawl)?
yeah no gravity effect sadly..

I really, really, reaaaaaaaaaaaaally, love this.
prove it :v


Title: Re: Stage Workshop
Post by: Boobsey on July 13, 2014, 05:51:30 PM
I'm surprised no one's done this,
(http://i.imgur.com/xT6O4B4.png)
Pac-Man's 3DS stage "Pac-Maze"


Title: Re: Stage Workshop
Post by: Segtendo on July 13, 2014, 05:53:39 PM
I think someone was working on a version that would use 75m's hitboxes.


Title: Re: Stage Workshop
Post by: russmarrs2 on July 13, 2014, 06:15:19 PM
:srs:  :>.>:  :srs:

([url]http://i.imgur.com/xIlQ8Iu.png[/url])

Its almost done, i just have to finish the lavaish side and add a few more things then its off to be textured i already finished the left side dunno how well u can see it but the light engravings are there at the top of the platform..also as u can see for all the stuff there its pretty low poly to make sure there is minimal/no lag..yes there will be background stuff but since thats mostly images and planes i cant really show that off
I hear ya man. Those vines... Not easy to model. It all looks good so far though, so then we will have both made a version then, cool, both of ours looks pretty similar, good work ;D
(http://i.imgur.com/gzDbnBI.png)


Title: Re: Stage Workshop
Post by: ɴᴇᴢʜᴀ on July 13, 2014, 06:20:52 PM
prove it :v

I would like to marry your mod.  :srs: In Las Vegas.


Title: Re: Stage Workshop
Post by: DSX8 on July 14, 2014, 01:07:30 AM
then.. no.. its not marriage material xD

(http://i.imgur.com/ITcRKET.jpg)
(http://i.imgur.com/szEjE2m.jpg)
(http://i.imgur.com/JfruCyL.jpg)
(http://i.imgur.com/bDhgytv.jpg)
(http://i.imgur.com/W1lBqIT.jpg)


Title: Re: Stage Workshop
Post by: GBC on July 14, 2014, 11:55:17 PM
well its texturing time..notice one side is all rocky and cracked up while the other is clean just like the real one =P the very small vein/vine things that are on the actual ingame version will be there as well but in the form of textured planes so those will probably be added last...also its the same size as PM's final destination so theres that

(http://i.imgur.com/qfxxxmL.png)


Title: Re: Stage Workshop
Post by: DSX8 on July 15, 2014, 02:30:07 AM
messed up sky is no longer messed up!

(http://i.imgur.com/c58W6QD.jpg)

also fixed most of the env/shine on the mushroom pod.. and now the windows looks like it does from SMG.. also rim lighting added to the red shroom piece on the ship.. didnt take long to make it work
(http://i.imgur.com/njL6QX0.jpg)
(http://i.imgur.com/csCt9xY.jpg)
(http://i.imgur.com/dqBAdDM.jpg)
(http://i.imgur.com/K3xb102.jpg)


Title: Re: Stage Workshop
Post by: Syvkal on July 15, 2014, 05:37:38 AM
heh is that so?

Indeed :P Nothing too fancy though ;)

Also, those new screenshots look amazing! O.o


Title: Re: Stage Workshop
Post by: DSX8 on July 15, 2014, 11:34:11 PM
thxs

YOU AINT SEEN PRETTY YET!!

(http://i.imgur.com/jS8LaZK.jpg)
(http://i.imgur.com/kkkbOwV.jpg)
(http://i.imgur.com/YxJL0RX.jpg)


Title: Re: Stage Workshop
Post by: SwingSet on July 15, 2014, 11:43:55 PM
thxs

YOU AINT SEEN PRETTY YET!!

([url]http://i.imgur.com/jS8LaZK.jpg[/url])
([url]http://i.imgur.com/kkkbOwV.jpg[/url])
([url]http://i.imgur.com/YxJL0RX.jpg[/url])
(http://media.tumblr.com/tumblr_m9544uTIbK1qm7gz5.gif)


Title: Re: Stage Workshop
Post by: FQuintanilla14 on July 16, 2014, 07:16:31 PM
Since the poly limit is higher than I thought, I'll be continuing on with the original Mario Galaxy stage alongside it's Final Destination form:

(http://i.imgur.com/FYgnKBm.png)


Title: Re: Stage Workshop
Post by: Rosetta-Hime on July 16, 2014, 07:18:09 PM
(http://i.imgur.com/mwshWfD.gif)


Title: Re: Stage Workshop
Post by: Archer(AkenoS3) on July 16, 2014, 07:51:24 PM
Since the poly limit is higher than I thought, I'll be continuing on with the original Mario Galaxy stage alongside it's Final Destination form:

([url]http://i.imgur.com/FYgnKBm.png[/url])
Sounds interesting! Looking forward to see how it'll come up!

([url]http://media.tumblr.com/tumblr_m9544uTIbK1qm7gz5.gif[/url])
([url]http://i.imgur.com/mwshWfD.gif[/url])
Lol these 2...


Title: Re: Stage Workshop
Post by: DSX8 on July 16, 2014, 07:58:31 PM
welp... maybe i should just quit mine?


Title: Re: Stage Workshop
Post by: FQuintanilla14 on July 16, 2014, 08:16:23 PM
welp... maybe i should just quit mine?

:oshi: Nooooooooooooo!!!!!!!!


Title: Re: Stage Workshop
Post by: GBC on July 16, 2014, 09:17:11 PM
welp... maybe i should just quit mine?


:oshi: Nooooooooooooo!!!!!!!!



why dont you two just combine yours together so that way everyone wins?

_________________________________________________ ___________________

anyway textures are done

(http://i.imgur.com/yx7Xwxg.png)


Title: Re: Stage Workshop
Post by: Bad Box Art Mega Man on July 16, 2014, 10:07:49 PM
i am begging you to make a final frustration version


Title: Re: Stage Workshop
Post by: Chaos_Knight on July 16, 2014, 10:14:19 PM

why dont you two just combine yours together so that way everyone wins?

_________________________________________________ ___________________

anyway textures are done

([url]http://i.imgur.com/yx7Xwxg.png[/url])
So what are you going to do about the background though?


Title: Re: Stage Workshop
Post by: GBC on July 16, 2014, 10:51:58 PM
So what are you going to do about the background though?

its going to be made on a separte model like how FD's sky is


Title: Re: Stage Workshop
Post by: DSX8 on July 17, 2014, 02:27:39 AM
:oshi: Nooooooooooooo!!!!!!!!
lol is ur base model a custom one, or 1 that was found in the iso? cause i swear i didnt see that in there at all.. if its custom, then good job o.o


why dont you two just combine yours together so that way everyone wins?
i guess... ._.


Title: Re: Stage Workshop
Post by: FQuintanilla14 on July 17, 2014, 04:52:55 AM
It's custom :3


Title: Re: Stage Workshop
Post by: DSX8 on July 17, 2014, 04:54:28 AM
ah, well good job then!


Title: Re: Stage Workshop
Post by: FQuintanilla14 on July 17, 2014, 04:59:03 AM
thanks :D


Title: Re: Stage Workshop
Post by: DSX8 on July 19, 2014, 05:39:56 AM
here's a new... mario galaxy pic! Collab started between me and FQuintanilla14.

(http://i.imgur.com/eyD4ky4.jpg)


Title: Re: Stage Workshop
Post by: Lillith on July 19, 2014, 05:50:00 AM
Oh my.


Title: Re: Stage Workshop
Post by: Archer(AkenoS3) on July 19, 2014, 06:32:21 AM
Wow. Just. Wow.


Title: Re: Stage Workshop
Post by: Zikkh on July 19, 2014, 06:48:13 AM
anyway textures are done

([url]http://i.imgur.com/yx7Xwxg.png[/url])

That looks great! Would it be too much to ask for versions that use Brawls and Project Ms Final Destinations collisions, so they're wifi safe? Would love to use this.


Title: Re: Stage Workshop
Post by: Syvkal on July 19, 2014, 02:02:25 PM
here's a new... mario galaxy pic! Collab started between me and FQuintanilla14.

Is the main planet still a full sphere?


Title: Re: Stage Workshop
Post by: DSX8 on July 19, 2014, 03:05:24 PM
That looks great! Would it be too much to ask for versions that use Brawls and Project Ms Final Destinations collisions, so they're wifi safe? Would love to use this.
sorry but the shape of the stage is like a half sphere.. so its not like FD.. but there is a FD version being made by FQuintanilla.

Is the main planet still a full sphere?
its a half sphere now


Title: Re: Stage Workshop
Post by: jjookkeekkiidd on July 19, 2014, 03:19:24 PM
sorry but the shape of the stage is like a half sphere.. so its not like FD.. but there is a FD version being made by FQuintanilla.
didn't he quote GBC's post of his Smash 4 FD?


Title: Re: Stage Workshop
Post by: Syvkal on July 19, 2014, 05:16:35 PM
its a half sphere now

Any chance I could steal your original version that was a full sphere?
I think you might be able to guess what I was planning for this stage... :P


Title: Re: Stage Workshop
Post by: DSX8 on July 19, 2014, 06:25:51 PM
Any chance I could steal your original version that was a full sphere?
I think you might be able to guess what I was planning for this stage... :P
i guess.. ill send u the files after the stage is released

speaking about stage...
note: dirt path texture has been changed after this pic
(http://i.imgur.com/LeyqL7m.jpg)


Title: Re: Stage Workshop
Post by: Syvkal on July 19, 2014, 08:17:39 PM
i guess.. ill send u the files after the stage is released
Awesome! If I release my edited version I'll make sure to make it a collaboration =]

Also, the stage is coming along nicely. Can't wait to see this version with all the shaders done ^-^


Title: Re: Stage Workshop
Post by: ɴᴇᴢʜᴀ on July 19, 2014, 11:22:37 PM
i guess.. ill send u the files after the stage is released

speaking about stage...
note: dirt path texture has been changed after this pic
([url]http://i.imgur.com/LeyqL7m.jpg[/url])


Already bought the wedding ring.


Title: Re: Stage Workshop
Post by: GBC on July 20, 2014, 01:53:49 AM
That looks great! Would it be too much to ask for versions that use Brawls and Project Ms Final Destinations collisions, so they're wifi safe? Would love to use this.

well see.. right now im just trying to make sure everything works and dosent break
_________________________________________________ ________________________________________________
just thought id show an early in game preview...still has alot of material, lighting, and texture editing to do

(http://i.imgur.com/FceWWVg.png)


Title: Re: Stage Workshop
Post by: jjookkeekkiidd on July 20, 2014, 04:13:38 AM
this is gonna be epic


Title: Re: Stage Workshop
Post by: powerofthe17 on July 20, 2014, 10:53:58 AM
Joseph joestar: oh my god!

Well this is gonna be one epic final destination stage looking forward to it! ;D

Post Merge: July 20, 2014, 10:57:34 AM
well see.. right now im just trying to make sure everything works and dosent break
_________________________________________________ ________________________________________________
just thought id show an early in game preview...still has alot of material, lighting, and texture editing to do
([url]http://i.imgur.com/FceWWVg.png[/url])
also do you have a stage thread??


Title: Re: Stage Workshop
Post by: Bad Box Art Mega Man on July 20, 2014, 11:03:30 AM
Pic details:

Only Foxs

No visible items

On Final Destination.

I see what you did there


Title: Re: Stage Workshop
Post by: GBC on July 21, 2014, 07:53:00 PM
Pic details:

Only Foxs

No visible items

On Final Destination.

I see what you did there


hah well you wont be able guess the next pic details

Joseph joestar: oh my god!

Well this is gonna be one epic final destination stage looking forward to it! ;D

Post Merge: July 20, 2014, 10:57:34 AM
also do you have a stage thread??


no i dont and sure if i will get one due to not knowing how many stages ill end up making

_________________________________________________ ______________________________________________

(http://i.imgur.com/YmdlHHu.png)


any way heres a new screen ehhh i guess now i can move on to the next few BG's


Title: Re: Stage Workshop
Post by: russmarrs2 on July 21, 2014, 08:22:12 PM
([url]http://i.imgur.com/YmdlHHu.png[/url])
That looks awesome.


Title: Re: Stage Workshop
Post by: powerofthe17 on July 22, 2014, 12:24:06 AM
:O *stands speachless*


Title: Re: Stage Workshop
Post by: GBC on July 25, 2014, 06:39:14 PM
heres a new screen

(http://i.imgur.com/I6Nqus0.png)


Title: Re: Stage Workshop
Post by: Archer(AkenoS3) on July 25, 2014, 07:07:57 PM
Looks great! You can see how much pain these vines are causing... lol...


Title: Re: Stage Workshop
Post by: powerofthe17 on July 25, 2014, 09:14:28 PM
Looking good can't wait to have this as a stage over final destination so is it almost finished?


Title: Re: Stage Workshop
Post by: Theytah on July 26, 2014, 10:45:01 AM
Just finished this for a public release, any recommendations of things to change?
(http://i.imgur.com/0f9bXIB.png)


Title: Re: Stage Workshop
Post by: powerofthe17 on July 26, 2014, 05:43:55 PM
Nope looks pretty darn fitting


Title: Re: Stage Workshop
Post by: SonicBrawler on July 26, 2014, 05:45:45 PM
Give Wispy Woods or whatever his name is a monocle.


Title: Re: Stage Workshop
Post by: Chaos_Knight on July 26, 2014, 08:50:48 PM
It's missing the fruit on the bushes.


Title: Re: Stage Workshop
Post by: Theytah on July 26, 2014, 08:52:10 PM
It's missing the fruit on the bushes.

Oh my! I totally missed that, I'll fix it for another release later on, thanks!


Title: Re: Stage Workshop
Post by: russmarrs2 on July 26, 2014, 08:54:07 PM
It's missing the fruit on the bushes.
and the monocle


Title: Re: Stage Workshop
Post by: FQuintanilla14 on July 26, 2014, 09:37:23 PM
The Final Destination version of the Mario Galaxy stage has changed at some point:

(http://i.imgur.com/jpHjabp.png)

So here's the updated stage (in Maya) so far:

(http://i.imgur.com/n3S1qkk.png)


Title: Re: Stage Workshop
Post by: powerofthe17 on July 27, 2014, 01:19:08 AM
Ooh which stage will this be over?


Title: Re: Stage Workshop
Post by: DSX8 on July 27, 2014, 07:00:24 AM
so.. if u guys have been wondering what happened to that ol'e wind waker stage... well... have at it! its using WW shaders and materials.

(http://i.imgur.com/Im3uLNq.png)
(http://i.imgur.com/LiDNCFo.png)
(http://i.imgur.com/Gi32X4T.jpg)
(http://i.imgur.com/ZZpQLfW.png)


Title: Re: Stage Workshop
Post by: GBC on July 29, 2014, 12:56:10 AM
so theres still a bit more work to on FD but heres a WIP video made by DSX8

http://youtu.be/FpRGSfns7DA (http://youtu.be/FpRGSfns7DA)

- need to fix up BG a bit more
- main stage model will receive a few more texture edits
- make 3 more versions for boss battles/classic mode and PM collisions


Title: Re: Stage Workshop
Post by: jjookkeekkiidd on July 29, 2014, 02:29:31 AM
time for some feedback on it's current state i guess, and yes, i am also gonna state the obvious.
positives: the model and textures look great, both platform and background, everything looks very smooth and nicely executed, congrats on that, it really looks awesome.
negatives: background animation, i know this is WIP, but as i said im gonna state the obvious as well, so if i only state things you are already gonna fix, well good for you ^^
first of all the black screen thing looks awefull... really, it looks like a lazy windows movie maker transition xD.
then the moment of approach between the planet and the sun, makes them move slower, they are frigging planets (well the sun is a star, but you get the point), they just show up like "hey 'sup bro? meh, just chillin, oh wait, here comes the moviemaker transition".

im sure you are working on this, but i felt like posting it anyway, after all that's what a workshop should be for, right?


Title: Re: Stage Workshop
Post by: Snivy on July 29, 2014, 12:01:01 PM
Oh dear, I'm back, and I've got questions.
This stage really hasn't changed much, but I'm having quite the time trying to get it to look good. I've got a picture, it's kinda big.
(http://i.imgur.com/zmMLBhx.png)
The problem is that I can't get the transparency to work properly. In that shot, there's supposed to be a slight fog between the background and the characters, but I can't get it to appear correctly, it's either there (with no transparency,) or not there (when I try to use transparency.)
The textures that need the transparency are in RGBA8 format, because they're gradients and I need them to look nice.
I'm using a shader from another stage that uses RGBA8 textures, but what I get is what you can see, nothing.
Also, how do you change fog parameters?


Title: Re: Stage Workshop
Post by: Segtendo on July 29, 2014, 12:08:48 PM
I'm with Jokekid. Stage looks phenomenal, but the transitions seem tacky.

Love the two planets though.


Title: Re: Stage Workshop
Post by: russmarrs2 on July 29, 2014, 12:44:20 PM
yeah, same, it all looks awesome, but the transitions and the speed... The Earth and the Sun should probably be rotating slowly and the entire time instead of stopping then rotating again, lol.


Title: Re: Stage Workshop
Post by: DSX8 on July 29, 2014, 02:56:27 PM
yeah, same, it all looks awesome, but the transitions and the speed... The Earth and the Sun should probably be rotating slowly and the entire time instead of stopping then rotating again, lol.
lol thats what i told him too and he's like "no man" xD


Title: Re: Stage Workshop
Post by: russmarrs2 on July 29, 2014, 03:01:43 PM
lol thats what i told him too and he's like "no man" xD
xD maybe he'll change his mind due to the new opinions, lol. Awesome models and such though.


Title: Re: Stage Workshop
Post by: Bad Box Art Mega Man on July 29, 2014, 03:12:31 PM
add another of the same opinion to the stack. maybe somehow make the spiked hole background transition into sort of a wavy one? something like this, maybe?
(http://i.imgur.com/2bbm76C.png)


Title: Re: Stage Workshop
Post by: powerofthe17 on July 29, 2014, 08:22:26 PM
so theres still a bit more work to on FD but heres a WIP video made by DSX8

[url]http://youtu.be/FpRGSfns7DA[/url] ([url]http://youtu.be/FpRGSfns7DA[/url])

- need to fix up BG a bit more
- main stage model will receive a few more texture edits
- make 3 more versions for boss battles/classic mode and PM collisions

ooooohhh shiny shiny! I'm agreeing with the previouse feed back looks awesome but transitions hurt my head lol


Title: Re: Stage Workshop
Post by: Riddler on July 29, 2014, 09:33:39 PM
so theres still a bit more work to on FD but heres a WIP video made by DSX8

[url]http://youtu.be/FpRGSfns7DA[/url] ([url]http://youtu.be/FpRGSfns7DA[/url])

- need to fix up BG a bit more
- main stage model will receive a few more texture edits
- make 3 more versions for boss battles/classic mode and PM collisions
This looks AWESOME.

And for what it's worth, I want everything you have. Your CSS and time/song title things are awesome.


Title: Re: Stage Workshop
Post by: ɴᴇᴢʜᴀ on July 29, 2014, 10:00:56 PM
I should had been an engineer just so I can makes zis stuff. Marvhelous!


i love it, and the advice I would give were already given. so yeah.

here's happyface emoticon

 :happy:


Title: Re: Stage Workshop
Post by: DSX8 on July 30, 2014, 12:02:06 AM
This looks AWESOME.

And for what it's worth, I want everything you have. Your CSS and time/song title things are awesome.
the CSS is available in the vault u know.. just look under my name.. page 3 i believe?

time is still a WIP


Title: Re: Stage Workshop
Post by: Riddler on July 30, 2014, 01:13:47 AM
the CSS is available in the vault u know.. just look under my name.. page 3 i believe?

time is still a WIP
I didn't want to spam up this thread but it won't let me PM you because of your name.
It's not compatible with BrawlEx, is it?


Title: Re: Stage Workshop
Post by: DSX8 on July 30, 2014, 02:42:37 AM
I didn't want to spam up this thread but it won't let me PM you because of your name.
It's not compatible with BrawlEx, is it?
nope... it was made waaaay b4 BrawlEx was made :p

edit:
enjoy a small.. preview..
(http://i.imgur.com/nBsN53q.jpg)


Title: Re: Stage Workshop
Post by: MegaBoy5000 on August 01, 2014, 07:51:38 AM
so theres still a bit more work to on FD but heres a WIP video made by DSX8

[url]http://youtu.be/FpRGSfns7DA[/url] ([url]http://youtu.be/FpRGSfns7DA[/url])

- need to fix up BG a bit more
- main stage model will receive a few more texture edits
- make 3 more versions for boss battles/classic mode and PM collisions

the transitions look terrible but the rest is awesome


Title: Re: Stage Workshop
Post by: Bad Box Art Mega Man on August 01, 2014, 10:24:19 AM
an amazing job GBC. just need to sync the transitions to Brawl's FD music, and work on that last scene (where the ocean and sky would normally be). it shouldnt need to turn around until the sky and ocean do so, normally.


Title: Re: Stage Workshop
Post by: ɴᴇᴢʜᴀ on August 03, 2014, 08:55:49 PM
Um... hello my favorite talented people.  :happy:

So I recently released this stage that a fellow kitten requested...

(http://i.imgur.com/IeLAlGr.jpg)

I tough it was completed but one thing caught my attention... it lags like hell, and the flags animate fast and in unison, and I don't know how to slow them down and make each different (I don't know that particular type of animation).

I tried bitstrip on 30/2, but the castle got all messed up, as well the flags. I tried to place every texture CMPR and all, but no dice. Removed the ash animations and the sky model... and still no results.

I was wondering if some of you pro's will kindly offer pointers on how to reduce lag on these stages.... I will highly appreciate it.

I deleted the entry seeing it was not optimal yet.



My apologies if this breaks this thread's rules. If so, do tell, and I shall remove it and post it on a "help me" section.


Title: Re: Stage Workshop
Post by: GBC on August 04, 2014, 03:32:45 AM
http://youtu.be/zpKCJ0kU4ns (http://youtu.be/zpKCJ0kU4ns)

pretty much done, all that,s left to do is edit the brightness of that sky a little bit. cant really do much else to it anyway since im getting really close to FD's file size limit..but don't worry it still dosent lag  ;)


Title: Re: Stage Workshop
Post by: Archer(AkenoS3) on August 04, 2014, 07:29:17 AM
Pretty stage you did there! :D
Looking forward for its release


Title: Re: Stage Workshop
Post by: russmarrs2 on August 04, 2014, 08:50:55 AM
[url]http://youtu.be/zpKCJ0kU4ns[/url] ([url]http://youtu.be/zpKCJ0kU4ns[/url])

pretty much done, all that,s left to do is edit the brightness of that sky a little bit. cant really do much else to it anyway since im getting really close to FD's file size limit..but don't worry it still dosent lag  ;)
That's a beautiful stage, though I think the planets should probably rotate around more than once, but it looks awesome! Nice work ;D


Title: Re: Stage Workshop
Post by: powerofthe17 on August 05, 2014, 02:55:23 AM
That looks awesome! Keep it up! ;D


Title: Re: Stage Workshop
Post by: LegacyWolf on August 05, 2014, 06:10:54 AM
Um... hello my favorite talented people.  :happy:

So I recently released this stage that a fellow kitten requested...

([url]http://i.imgur.com/IeLAlGr.jpg[/url])

I tough it was completed but one thing caught my attention... it lags like hell, and the flags animate fast and in unison, and I don't know how to slow them down and make each different (I don't know that particular type of animation).

I tried bitstrip on 30/2, but the castle got all messed up, as well the flags. I tried to place every texture CMPR and all, but no dice. Removed the ash animations and the sky model... and still no results.

I was wondering if some of you pro's will kindly offer pointers on how to reduce lag on these stages.... I will highly appreciate it.

I deleted the entry seeing it was not optimal yet.



My apologies if this breaks this thread's rules. If so, do tell, and I shall remove it and post it on a "help me" section.


Removing textures and low-poly models might not reduce the lag much. I'd suggest exporting the models then re-importing them in Brawlbox v0.63d, as lag might mean they're corrupted, but not enough to freeze the stage.

However, a better suggestion would be to remove some higher-poly models that aren't being used. If you want, I could take a look at the stage for you. Hit me up with a PM.


Title: Re: Stage Workshop
Post by: MegaBoy5000 on August 05, 2014, 10:18:25 AM
it looks [censored]ing awesome!!


Title: Re: Stage Workshop
Post by: Snoopy on August 11, 2014, 05:13:10 PM
figured i'd show it here.  i'm making a stage that you'll probably recognize. 

(http://i.imgur.com/lsuOXGK.jpg)

Tortimer Island from Smash 4 3DS.  go figure, something Animal Crossing related from me.  it's not 100% the same, mainly because the 3DS one has some pretty ugly trees.  the center tree is in the stage, and you can stand on it as well.  right now it's on Smashville, because it had a few things i could borrow from it.  i'll probably throw it on Jungle Japes for swim-able water.  and because the background was pretty empty for my taste,

(http://i.imgur.com/WyCvrtL.jpg)


Title: Re: Stage Workshop
Post by: Segtendo on August 11, 2014, 06:53:52 PM
I feel like it should be a little taller and not as wide.


Title: Re: Stage Workshop
Post by: Rosetta-Hime on September 02, 2014, 07:04:30 PM
After working for about an hour, I made progress!
([url]http://i.imgur.com/9d0DOBT.png[/url])
([url]http://i.imgur.com/77kluDY.png[/url])
([url]http://i.imgur.com/jYiuOCE.png[/url])
I forgot how much fun modeling is. Man, collisions for this thing are going to be a b*tch!


Title: Re: Stage Workshop
Post by: Peardian on September 06, 2014, 03:33:06 PM
I guess this belongs here...

(http://imagizer.imageshack.us/a/img633/8166/IWGRbJ.png)

I recreated Butter Building from Kirby Fighters Deluxe! It would be nice to see it made into a working Brawl stage, but the people I asked either said no or didn't answer. Still, the model is complete at least.


Title: Re: Stage Workshop
Post by: SonicBrawler on September 06, 2014, 03:37:00 PM
wow. amazing. too bad i am terrible at trying to make stages. i fail everytime. i would so want that in.


Title: Re: Stage Workshop
Post by: Leon Exodio on September 06, 2014, 03:42:28 PM
i dont know if any body remembers this stage that i was working on i thought i lost it  but turns out it was on my sd card the whole time lol

(http://i.imgur.com/YQGfK9m.png)


Title: Re: Stage Workshop
Post by: Ricky (Br3) on September 07, 2014, 04:44:52 PM
Video Preview!

BRAWL HACKS - LAS VEGAS, 3 LAPS (TOP GEAR SNES) (http://www.youtube.com/watch?v=6utYw1GGLRc#ws)


Title: Re: Stage Workshop
Post by: Bad Box Art Mega Man on September 07, 2014, 05:01:01 PM
will there be a full track with the stage threading across it quickly, or is it just the stage over the road? either way, i LOVE Top Gear... ii just wish i never sold the cartridge


Title: Re: Stage Workshop
Post by: Ricky (Br3) on September 07, 2014, 09:31:05 PM
Making it fly across the whole stage would be a little too troublesome to make... It will stay focusing on the finishing line since it's a more recognizable location.


Title: Re: Stage Workshop
Post by: LegacyWolf on September 07, 2014, 09:35:00 PM
Video Preview!

BRAWL HACKS - LAS VEGAS, 3 LAPS (TOP GEAR SNES) ([url]http://www.youtube.com/watch?v=6utYw1GGLRc#ws[/url])


Looks dope, as expected from Br3! :P


Title: Re: Stage Workshop
Post by: DSX8 on September 08, 2014, 03:36:15 AM
here's the pics of the 2 new locations.. the animation to the plaza in the last 2 pics was made by me since there was no video's showing it go to there from the first 3 pics.
(http://i.imgur.com/lv2j99T.jpg)
(http://i.imgur.com/QcBhX3w.jpg)
(http://i.imgur.com/W9FWHVR.jpg)
(http://i.imgur.com/2qHlda1.jpg)
(http://i.imgur.com/iuy9HTM.jpg)

also.. here's a pic of the platform (made some edits to it)
(http://i.imgur.com/UMieDfs.jpg)

edit:
here's 2 new pics.. added fog so that u'll get a high atmosphere feel/look to the stage
(http://i.imgur.com/YfIcf20.jpg)
(http://i.imgur.com/UzwP9fj.jpg)


Title: Re: Stage Workshop
Post by: Ricky (Br3) on September 08, 2014, 06:26:15 AM
Looks dope, as expected from Br3! :P

Gee, thanks :D

here's the pics of the 2 new locations.. the animation to the plaza in the last 2 pics was made by me since there was no video's showing it go to there from the first 3 pics.
([url]http://i.imgur.com/lv2j99T.jpg[/url])
([url]http://i.imgur.com/QcBhX3w.jpg[/url])
([url]http://i.imgur.com/W9FWHVR.jpg[/url])
([url]http://i.imgur.com/2qHlda1.jpg[/url])
([url]http://i.imgur.com/iuy9HTM.jpg[/url])

also.. here's a pic of the platform (made some edits to it)
([url]http://i.imgur.com/UMieDfs.jpg[/url])

edit:
here's 2 new pics.. added fog so that u'll get a high atmosphere feel/look to the stage
([url]http://i.imgur.com/YfIcf20.jpg[/url])
([url]http://i.imgur.com/UzwP9fj.jpg[/url])

I think this may be your best stage so far!
Wait... I think this is the first stage of yours I've seen with a noticeable fog... Is it really?


Title: Re: Stage Workshop
Post by: DSX8 on September 08, 2014, 06:32:20 AM
haha no, its not my first stage that has noticable fog. some of my TvC stages has fog in em, and some other stages.


Title: Re: Stage Workshop
Post by: powerofthe17 on September 08, 2014, 07:52:18 AM
Nice work :)


Title: Re: Stage Workshop
Post by: masamune on September 08, 2014, 10:39:25 AM
Wow! Such nice stages!
Talking of Top Gear and Skyloft (although I'm a bit skeptical about the fog...)


Title: Re: Stage Workshop
Post by: DSX8 on September 08, 2014, 07:04:11 PM
new progress.. aka new landing spot
(http://i.imgur.com/la173pb.jpg)
(http://i.imgur.com/D5RmTnJ.jpg)
(http://i.imgur.com/EbiePrI.jpg)


Title: Re: Stage Workshop
Post by: Archer(AkenoS3) on September 09, 2014, 06:19:30 AM
new progress.. aka new landing spot
([url]http://i.imgur.com/la173pb.jpg[/url])
([url]http://i.imgur.com/D5RmTnJ.jpg[/url])
([url]http://i.imgur.com/EbiePrI.jpg[/url])
Hmm... we'll have this stage... soon... soon...


Title: Re: Stage Workshop
Post by: Mattimation on September 11, 2014, 02:15:21 PM
I guess this belongs here...

([url]http://imagizer.imageshack.us/a/img633/8166/IWGRbJ.png[/url])

I recreated Butter Building from Kirby Fighters Deluxe! It would be nice to see it made into a working Brawl stage, but the people I asked either said no or didn't answer. Still, the model is complete at least.


I'm up for it. Both me and Leon are.


Title: Re: Stage Workshop
Post by: Ricky (Br3) on September 13, 2014, 07:24:52 AM
For competitive players!

BRAWL HACKS - STATIONARY DELPHINO [for PROJECT M and BRAWL] (http://www.youtube.com/watch?v=IHatLOs9oMk#ws)


Title: Re: Stage Workshop
Post by: youngsora1 on September 13, 2014, 07:52:39 AM
For competitive players!

BRAWL HACKS - STATIONARY DELPHINO [for PROJECT M and BRAWL] ([url]http://www.youtube.com/watch?v=IHatLOs9oMk#ws[/url])


Plenty of people have already done this. So what was the point of creating it?


Title: Re: Stage Workshop
Post by: Ricky (Br3) on September 13, 2014, 08:41:57 AM
Plenty of people have already done this. So what was the point of creating it?

If you paid attention, you should know that there is no version like this one.


Title: Re: Stage Workshop
Post by: Syvkal on September 14, 2014, 07:01:34 AM
For competitive players!

BRAWL HACKS - STATIONARY DELPHINO [for PROJECT M and BRAWL] ([url]http://www.youtube.com/watch?v=IHatLOs9oMk#ws[/url])


Beautifully done, I'll definitely be using that  =]

:edit: As a youtube comment points out, the shading on the buildings resets when the a new platform arrangement appears. Fix that and it will probably be perfect.


Title: Re: Stage Workshop
Post by: Boobsey on September 14, 2014, 09:28:33 AM
(http://i.imgur.com/ahogGhX.png)
So far, so pixely, I just need to add the power pellets in as a bg object and I'm set[I really don't feel like doing the ghosts]


Title: Re: Stage Workshop
Post by: Ricky (Br3) on September 14, 2014, 09:36:40 AM
As a youtube comment points out, the shading on the buildings resets when the a new platform arrangement appears. Fix that and it will probably be perfect.

I made it so it continuously loads the first lighting set while it should be shifting for different sets. However, I forgot to check if it looped properly. I'll still have to figure out how the moving lighting works...


Title: Re: Stage Workshop
Post by: Syvkal on September 14, 2014, 09:55:59 AM
I made it so it continuously loads the first lighting set while it should be shifting for different sets. However, I forgot to check if it looped properly. I'll still have to figure out how the moving lighting works...

Alternatively you could always copy the first frame so it is essentially frozen. Might lose some ambience, but it would probably look fine :P


Title: Re: Stage Workshop
Post by: Ricky (Br3) on September 14, 2014, 10:14:50 AM
Alternatively you could always copy the first frame so it is essentially frozen. Might lose some ambience, but it would probably look fine :P

Don't worry, I'll get it fixed soon. The only reason why I didn't yet is because I'm working on another stage at the moment.


Title: Re: Stage Workshop
Post by: Sandfall on September 14, 2014, 03:37:41 PM
([url]http://i.imgur.com/ahogGhX.png[/url])
So far, so pixely, I just need to add the power pellets in as a bg object and I'm set[I really don't feel like doing the ghosts]


I've got a really rough WIP version of this stage back from around the middle of summer where I got ghost hazards and fruit to work.

http://youtu.be/-t0rfVK72UA (http://youtu.be/-t0rfVK72UA)

Still a LOT of refining to do. I'm also thinking of changing the layout since Smash 4 is already out in Japan and it's only a few weeks away from the US release.

I'll finish it eventually... I've been pretty busy with school and, ever since I joined the PMDT, pretty much all of my modding time has been focused on Project M


Title: Re: Stage Workshop
Post by: Ricky (Br3) on September 14, 2014, 04:23:08 PM
Can anyone let me know how to make the stage lighting seem less intense?


Title: Re: Stage Workshop
Post by: ✦Dylan✦ on September 15, 2014, 11:25:11 AM
([url]http://i.imgur.com/ahogGhX.png[/url])
So far, so pixely, I just need to add the power pellets in as a bg object and I'm set[I really don't feel like doing the ghosts]

No ghosts! At least put Blinky in! Anyway, regardless of already having a more complete one, this is your chance to make yours great on its own merits.


Title: Re: Stage Workshop
Post by: Ricky (Br3) on September 16, 2014, 06:30:17 AM
Welp, done... already fixed the lighting looping on the Stationary Delphino. Just gotta reupload it!


Title: Re: Stage Workshop
Post by: DSX8 on September 17, 2014, 01:23:08 AM
here's some progress on skyloft..

(http://i.imgur.com/JPPURKm.jpg)


Title: Re: Stage Workshop
Post by: Ricky (Br3) on September 17, 2014, 07:26:20 PM
Damn... apparently there is a limit as to how many mdl0 you can use in a single modeldata... something around 150...

Good thing there are other modeldatas to work with! :D


Title: Re: Stage Workshop
Post by: DSX8 on September 22, 2014, 08:54:38 AM
every single animation for skyloft is now complete... and here's the goddess statue platforms! ignore the darkness on the platforms.. already fixed :p
(http://i.imgur.com/EXeoTu6.png)


Title: Re: Stage Workshop
Post by: Taigiry on September 22, 2014, 12:32:53 PM
I guess it fits here, too.

New WIP, it's Pencilvania, the first stage from Balloon Kid. I haven't decided on a final layout yet, though it'll probably stay the way it is now. Well, maybe I'll make the plattforms a bit higher.
(http://oi60.tinypic.com/5vrrlk.jpg)


Title: Re: Stage Workshop
Post by: jjookkeekkiidd on September 22, 2014, 12:43:37 PM
are the higher plattforms even accessible to all characters? xD


Title: Re: Stage Workshop
Post by: Ricky (Br3) on September 22, 2014, 01:15:24 PM
are the higher plattforms even accessible to all characters? xD

There's one in the middle for you to get there... lol


Title: Re: Stage Workshop
Post by: Taigiry on September 22, 2014, 01:45:39 PM
Yep, the plattform in the middle should allow everyone to reach the top plattforms, though I'm not sure if that's the best height to begin with. On one hand, plattforms should be easy to reach, even for characters like Bowser or DK, but on the other hand, it is a Balloon Fight stage after all.

Ah well, at least it won't be as bothersome as the back of the Great Fox stages, especially SSB64's Sector Z.


Title: Re: Stage Workshop
Post by: Tabuu Forte Akugun on September 22, 2014, 02:29:53 PM
Nice! Giry, are you planning on leaving textures the way they are or trying to find someone to make new ones?


Title: Re: Stage Workshop
Post by: Taigiry on September 22, 2014, 02:51:50 PM
Well, the textures come straight from the game and most are 8x8 anyway, so I don't think anyone could make good textures to begin with, haha.


Title: Re: Stage Workshop
Post by: Tabuu Forte Akugun on September 22, 2014, 02:54:33 PM
Well, the textures come straight from the game and most are 8x8 anyway, so I don't think anyone could make good textures to begin with, haha.

Add a nice retro touch like that. :)


Title: Re: Stage Workshop
Post by: Ricky (Br3) on September 23, 2014, 06:55:11 PM
(http://i.imgur.com/Sbc38Xq.jpg)

Wow, what a nice ingame screen of Pallet Town in Pokémon Re...

(http://i.imgur.com/24PmI8t.jpg)

Wait whaaaaaat


Title: Re: Stage Workshop
Post by: russmarrs2 on September 23, 2014, 07:06:17 PM
Nice! I don't know how to since I don't do very many stage mods, but I think it would be cool if you got the people sprites there to face the camera the whole time or something instead of just being flat on the ground, it all looks awesome though :)


Title: Re: Stage Workshop
Post by: Ricky (Br3) on September 24, 2014, 06:23:21 AM
Nice! I don't know how to since I don't do very many stage mods, but I think it would be cool if you got the people sprites there to face the camera the whole time or something instead of just being flat on the ground, it all looks awesome though :)

I'm not even sure I'll keep the people on the final version, they're only there for the accuracy of this screenshot xD

But if I do, that's most likely how I will do it. I just gotta make sure the stage stays within the filesize limit, I've got past the filesize a couple of times already :D


Title: Re: Stage Workshop
Post by: Taigiry on September 24, 2014, 10:31:57 AM
That's... pretty awesome. Will there be swimmable water or will it be over FD? Also, right now, it kinda seems like the pillars in front obstruct the fighters.


Title: Re: Stage Workshop
Post by: Carnage on September 24, 2014, 11:51:54 AM
pallete town looks amazing this is how a 3ds ssb4 stage should have been imo xD going retro and such having the human sprites going back and forth on the background would loo even more amazing even have prof oak  appear out of his lab look around and going back in :P


Title: Re: Stage Workshop
Post by: Segtendo on September 24, 2014, 08:37:58 PM
You should have it fade out into Route 1.


Title: Re: Stage Workshop
Post by: Peardian on September 24, 2014, 08:49:09 PM
Ooh, neat! Even though it would kinda ruin the overhead view, I think you should consider making the NPCs stand up instead of being flat on the ground.


Title: Re: Stage Workshop
Post by: Mewtwo2000 on September 25, 2014, 07:25:55 AM
I'm not even sure I'll keep the people on the final version, they're only there for the accuracy of this screenshot xD

But if I do, that's most likely how I will do it. I just gotta make sure the stage stays within the filesize limit, I've got past the filesize a couple of times already :D

Brawlbox allows you to fuse models into one, you could save some filesize by doing that if needed. Also, that would give you less trouble when you are reaching the limit of models in a single modeldata.

Awesome work, by the way.


Title: Re: Stage Workshop
Post by: Ricky (Br3) on September 29, 2014, 08:03:44 AM
That's... pretty awesome. Will there be swimmable water or will it be over FD? Also, right now, it kinda seems like the pillars in front obstruct the fighters.

Good eye! Answering both comments, originally it's meant to have swimmable water. However, the pillars get in the front of the fighters, as you noticed. I'm still deciding the proper position for the match. Please understand this is still a WIP (http://i.imgur.com/8SUt5yk.png)

pallete town looks amazing this is how a 3ds ssb4 stage should have been imo xD going retro and such having the human sprites going back and forth on the background would loo even more amazing even have prof oak  appear out of his lab look around and going back in :P

I'm glad you like it :D
As a big fan of the series and of the original games, it felt natural to make this!

HYPE HYPE HYPE HYPE HYPE HYPE I WOULD WRITE HYPE ALL DAY BUT THAT WILL KILL THE HYPE HYPE HYPE!

(http://38.media.tumblr.com/01df586103eceb01ada5281377c94b51/tumblr_nbrobqmNQK1rn9eyxo1_1280.png)

You should have it fade out into Route 1.

I intend to, and hopefully the limitations of models and textures won't stop me. Please understand this is still a WIP (http://i.imgur.com/8SUt5yk.png)

Ooh, neat! Even though it would kinda ruin the overhead view, I think you should consider making the NPCs stand up instead of being flat on the ground.

Thanks for your comment!
I get that all the time... They will stand upright if I keep them on the final version. Please understand this is still a WIP (http://i.imgur.com/8SUt5yk.png)

Brawlbox allows you to fuse models into one, you could save some filesize by doing that if needed. Also, that would give you less trouble when you are reaching the limit of models in a single modeldata.

Awesome work, by the way.

I managed to kind of merge a bunch of them together. Most of the barrels surrounding the stage are merged into bigger models, however, while that definitely helped reducing the filesize, the main bone of the model I set up doesn't seem to move all the models at once, which bothers me. I'm probably doing it the wrong way. At least it's working to reduce filesize.
Anyway, I'm glad you appreciate it!


Title: Re: Stage Workshop
Post by: Mewtwo2000 on September 29, 2014, 11:33:24 AM
I managed to kind of merge a bunch of them together. Most of the barrels surrounding the stage are merged into bigger models, however, while that definitely helped reducing the filesize, the main bone of the model I set up doesn&#039;t seem to move all the models at once, which bothers me. I&#039;m probably doing it the wrong way. At least it&#039;s working to reduce filesize.
Anyway, I&#039;m glad you appreciate it!

Mmm, then the model must have a bunch of bones with the same name... You should rename one of the bones and make all the objects to be attached to that differently named bone. After that, you could delete all the bones except that one, and then you'd have one bone that moves all the objects at once.


Title: Re: Stage Workshop
Post by: Taigiry on September 29, 2014, 12:43:17 PM
Nearly done, just a few animations missing, mostly balloon related stuff and proper collisions. So far, it still uses FD's collision data.
(http://oi61.tinypic.com/eguvrq.jpg)
(http://oi62.tinypic.com/2uqk7q9.jpg)


Good eye! Answering both comments, originally it's meant to have swimmable water. However, the pillars get in the front of the fighters, as you noticed. I'm still deciding the proper position for the match. Please understand this is still a WIP ([url]http://i.imgur.com/8SUt5yk.png[/url])
[UNDERSTANDING INTENSIFIES]

Well, depending on how accurate you want to be, you could always delete those pillars in front. Unless you decide to rotate the stage 180° they either won't be seen anyway or would just be in the way.


Title: Re: Stage Workshop
Post by: Ricky (Br3) on September 29, 2014, 02:30:19 PM
Mmm, then the model must have a bunch of bones with the same name... You should rename one of the bones and make all the objects to be attached to that differently named bone. After that, you could delete all the bones except that one, and then you'd have one bone that moves all the objects at once.

I did it this way:

I exported the cylinder model, which has 3 bones. I named the top bone something like "drumset", and the second bone something that helped me identify it, like "drum004", and positioned the model using it, and the third bone I left unchanged.

Then, I opened an specific cylinder model which I chose to be the bigger one, named his bones as "drumset" and "drum001" and then imported the object from the other model, while merging their bonesets. Now, I had one bigger model with "drumset" unpositioned, both polygons positioned through "drum001" and "drum004" and the third unused bone.

Keep in mind I still build everything with Brawl models, since I have no 3DSMax knowledge.


Title: Re: Stage Workshop
Post by: DocStrange on October 04, 2014, 07:49:56 PM
I like Pencilvania a lot, but it looks... a little hard to play on graphically. I feel like in the heat of the match it may be easy to confuse the blocks in the background with the platforms in the foreground. I feel like it needs someway to better differentiate the two layers, maybe some sort of fog layer between the two (don't know if that's even possible)


Title: Re: Stage Workshop
Post by: Mattimation on October 10, 2014, 06:05:20 AM
A couple of days ago I found an old project of mine that I had abandoned.

(http://i.imgur.com/qWPCC7b.png)

Think I should finish it? Gonna have to revamp it from scratch to get better lighting and make it more interesting.


Title: Re: Stage Workshop
Post by: jjookkeekkiidd on October 10, 2014, 10:28:30 AM
it should be a lot smaller...
not only cuz cannon, but cuz gameplay as well... xD


Title: Re: Stage Workshop
Post by: Mattimation on October 10, 2014, 10:43:36 AM
Actually I compared the models from how big it is in the Liquid Fight and in the new version it's the proper size.

The new version is being worked on already and I've made it look more like Metal Gear Rex is broken down.


Title: Re: Stage Workshop
Post by: Ricky (Br3) on October 10, 2014, 03:36:22 PM
Forgot I posted no previews here.

(http://i.imgur.com/SNcbpTL.jpg)

P.S.: Preview is from June :P


Title: Re: Stage Workshop
Post by: Gamidame_K on October 10, 2014, 07:37:58 PM
hameru in da house
(https://fbcdn-sphotos-h-a.akamaihd.net/hphotos-ak-xpf1/v/t1.0-9/10606617_304167669775533_6804520119291980196_n.png?oh=91a51418947602850ed462d9cecdb1a0&oe=54B42BAD&__gda__=1420685511_4c6dbc266fe9e80f85adc104b036603e)


Title: Re: Stage Workshop
Post by: Mattimation on October 11, 2014, 03:10:45 AM
Video preview of the Broken Metal Gear Rex stage (name's work in progress)

http://youtu.be/0E7b1_TSaU0 (http://youtu.be/0E7b1_TSaU0) Gonna add some fire and make the lighting more darkish. Might also make versions with Metal Gear Ray and Gecko (kinda wish I could do Excelsus but I probably won't be able to find that model)


Title: Re: Stage Workshop
Post by: Ricky (Br3) on October 12, 2014, 04:38:32 PM
Finished.

[S] Dave & Bro: SMASH! (http://www.youtube.com/watch?v=doKfECIYO2Q#ws)


Title: Re: Stage Workshop
Post by: Riddler on October 12, 2014, 11:37:55 PM
Actually I compared the models from how big it is in the Liquid Fight and in the new version it's the proper size.

The new version is being worked on already and I've made it look more like Metal Gear Rex is broken down.
Why don't you use Snake as the scale? The stage would be sized to him, whatever that ends up being. Match him up with how he is in the actual game. Similar to how Flat Zone is pretty much sized to Game and Watch.


Title: Re: Stage Workshop
Post by: DSX8 on October 13, 2014, 08:18:36 AM
*ahem*.. ignore the suicides.. xD
http://youtu.be/VJMRHRAK-cE (http://youtu.be/VJMRHRAK-cE)


Title: Re: Stage Workshop
Post by: Mattimation on October 14, 2014, 12:32:56 AM
You have to think about the fact that Brawl Stages and even Brawl Sizes in general are not true to their correct size. I mean look at Corneria and tell me that stage is perfectly sized where everyone are literally giants on this massive Space Ship.

I don't think it matters that my Metal Gear Rex is a bit bigger than what it should be. The stage plays fine and the CPUs don't get stuck anywhere on it.


Title: Re: Stage Workshop
Post by: Leon Exodio on October 16, 2014, 06:46:15 PM
A stage that i ripped from the mario and sonic london 2012 olympic games i thought i lost this stage but i found it soo i'm going to continue it
(http://i.imgur.com/Pl5cGUv.png)(http://i.imgur.com/NOusjS4.png)


Title: Re: Stage Workshop
Post by: MrMinority on October 17, 2014, 06:10:36 PM
(http://puu.sh/cggRn/1f6442a9b4.png)(http://puu.sh/cgsd9/285dfd064d.png)

Basically an unfinished joke stage. Still having lots of fun making it.

The dew can behind the primary stage one spins like crazy, the primary stage dew can spins in circles.


Title: Re: Stage Workshop
Post by: ToddL on October 24, 2014, 09:25:50 PM
I've got a really rough WIP version of this stage back from around the middle of summer where I got ghost hazards and fruit to work.

[url]http://youtu.be/-t0rfVK72UA[/url] ([url]http://youtu.be/-t0rfVK72UA[/url])

Still a LOT of refining to do. I'm also thinking of changing the layout since Smash 4 is already out in Japan and it's only a few weeks away from the US release.

I'll finish it eventually... I've been pretty busy with school and, ever since I joined the PMDT, pretty much all of my modding time has been focused on Project M


Damn, son, that's gorgeous as is.  I'd instantly add that my SD if you were to release it!  I love that you made hazards work; it's always bothered me that no one else (to my knowledge) has ever tried to repurpose hazards like this.  It gives the stage a super legit feel.


Title: Re: Stage Workshop
Post by: Fanincapse on October 26, 2014, 02:27:37 PM
What do you guys think of this Pac-Land Wii U Stage I made from SSB Wii U?
https://www.youtube.com/watch?v=8a5Awt9OLiM (https://www.youtube.com/watch?v=8a5Awt9OLiM)


Title: Re: Stage Workshop
Post by: Segtendo on October 26, 2014, 02:42:49 PM
Err... what's up with the background?
It doesn't resemble Pac-Land at all...


Title: Re: Stage Workshop
Post by: Fanincapse on October 26, 2014, 02:48:35 PM
Err... what's up with the background?
It doesn't resemble Pac-Land at all...

What do you mean?


Title: Re: Stage Workshop
Post by: Bad Box Art Mega Man on October 26, 2014, 03:19:39 PM
he's saying it looks nothing like it should. here's an example of what it should look like:
(http://gamesdbase.com/Media/SYSTEM/Sharp_X68000/Snap/big/Pac-Land_-_1994_-_Dempa.jpg)


Title: Re: Stage Workshop
Post by: Fanincapse on October 26, 2014, 06:46:11 PM
he's saying it looks nothing like it should. here's an example of what it should look like:
([url]http://gamesdbase.com/Media/SYSTEM/Sharp_X68000/Snap/big/Pac-Land_-_1994_-_Dempa.jpg[/url])


Thanks for the clarification. I did the houses and building in the background the best I could.


Title: Re: Stage Workshop
Post by: Segtendo on October 26, 2014, 06:53:33 PM
If you want to make the stage as accurate as possible, it'll have to be a custom stage and not a retexture of an existing stage.


Title: Re: Stage Workshop
Post by: Fanincapse on October 26, 2014, 06:55:25 PM
Custom stages aren't detailed enough, though.


Title: Re: Stage Workshop
Post by: Hhaunters on October 26, 2014, 07:14:34 PM
By custom stage they mean making a stage from scratch with 3D modeling software and importing it into the game, not a custom stage from the stage builder.


Title: Re: Stage Workshop
Post by: Fanincapse on October 26, 2014, 07:27:32 PM
By custom stage they mean making a stage from scratch with 3D modeling software and importing it into the game, not a custom stage from the stage builder.

Oh. Ok.


Title: Re: Stage Workshop
Post by: LlamaJuice on October 27, 2014, 12:10:36 PM
You can do a lot with custom modeling/texturing.  If you really want to get into it you can make some pretty rad stuff.

Shameless self promotion.: https://www.youtube.com/watch?v=uNIe87T66PI (https://www.youtube.com/watch?v=uNIe87T66PI)


Title: Re: Stage Workshop
Post by: MrMinority on October 27, 2014, 04:19:45 PM
You can do a lot with custom modeling/texturing.  If you really want to get into it you can make some pretty rad stuff.

Shameless self promotion.: https://www.youtube.com/watch?v=uNIe87T66PI (https://www.youtube.com/watch?v=uNIe87T66PI)

Damn, that stage is nice. Is that all custom assets?


Title: Re: Stage Workshop
Post by: LlamaJuice on October 28, 2014, 04:22:30 PM
Everything in that stage was custom modeled for Brawl.  It was my first stage for this game.  If you go back to page 20 in this thread you'll be able to see where I started it haha.

My point wasn't exactly to promote the stage though, it was more to point people to see what's possible when modeling things from scratch.

I always check back on this thread to see what you all are up to, and it's always neat to see the scene evolve. 


Title: Re: Stage Workshop
Post by: ALM5252 on November 05, 2014, 07:38:59 PM
This is something that I'm currently working on with DSX8.

(http://i.imgur.com/xTFDFBV.jpg)

It's my newest addtion to my Wuhu Island stage mods, Wuhu Island Tour!

It's basically a Delfino Plaza / Skyloft type of stage where it travels and lands (similar to Smash Wii U's version).

Here are a few locations I have made. Note that none of the collisions are made and only the base platform has any. Also, the platform will probably change, and the size of Wuhu Island will probably be made smaller along with locations being added or changed altogether. It's a very early preview of the stage. :)

http://imgur.com/a/AsDVg (http://imgur.com/a/AsDVg)


Title: Re: Stage Workshop
Post by: Archer(AkenoS3) on November 06, 2014, 07:10:27 AM
This is something that I'm currently working on with DSX8.

([url]http://i.imgur.com/xTFDFBV.jpg[/url])

It's my newest addtion to my Wuhu Island stage mods, Wuhu Island Tour!

It's basically a Delfino Plaza / Skyloft type of stage where it travels and lands (similar to Smash Wii U's version).

Here are a few locations I have made. Note that none of the collisions are made and only the base platform has any. Also, the platform will probably change, and the size of Wuhu Island will probably be made smaller along with locations being added or changed altogether. It's a very early preview of the stage. :)

[url]http://imgur.com/a/AsDVg[/url] ([url]http://imgur.com/a/AsDVg[/url])
Damn... This looks really great!
Looking forward to see the fighting places!


Title: Re: Stage Workshop
Post by: Turbo on November 11, 2014, 10:22:29 AM
Something I made a while back. Thought I'd just post it here.
(http://i815.photobucket.com/albums/zz71/turbochaos47/DuckHunt_zps9c3a0380.png)


Title: Re: Stage Workshop
Post by: Ricky (Br3) on November 11, 2014, 10:30:54 AM
Hahaha, that's awesome. Specially cool that you went with an updated look.


Title: Re: Stage Workshop
Post by: Bad Box Art Mega Man on November 11, 2014, 10:36:40 AM
Something I made a while back. Thought I&#039;d just post it here.
([url]http://i815.photobucket.com/albums/zz71/turbochaos47/DuckHunt_zps9c3a0380.png[/url])
will it have ducks, a dog, a reticle killing the ducks, and pop-up grass? (not expecting sound effects)


Title: Re: Stage Workshop
Post by: Turbo on November 11, 2014, 11:12:23 AM
will it have ducks, a dog, a reticle killing the ducks, and pop-up grass? (not expecting sound effects)
As of right now it'll just be a static stage, since I don't have any experience in animating. However you can hide behind the grass on the sides. I just need to find someone willing to import it, and maybe animate it.


Title: Re: Stage Workshop
Post by: ToadKart on November 11, 2014, 01:36:38 PM
Something I made a while back. Thought I'd just post it here.
([url]http://i815.photobucket.com/albums/zz71/turbochaos47/DuckHunt_zps9c3a0380.png[/url])


It's funny that this looks more like an actual stage in the Wii U game, and the one in the actual game looks more like a Brawl mod. Nice job. :)


Title: Re: Stage Workshop
Post by: Turbo on November 13, 2014, 11:28:27 AM
It's funny that this looks more like an actual stage in the Wii U game, and the one in the actual game looks more like a Brawl mod. Nice job. :)
Thanks.

The model is done I just need someone to do the transparencies, animation, and import it.(http://i815.photobucket.com/albums/zz71/turbochaos47/DuckHunt2_zps69b66260.png)


Title: Re: Stage Workshop
Post by: ɴᴇᴢʜᴀ on November 14, 2014, 08:25:24 AM
A hint of something Im working on:
(http://i.imgur.com/OEYjJmP.png)


Title: Re: Stage Workshop
Post by: ✦Dylan✦ on November 14, 2014, 10:31:50 AM
A hint of something Im working on:
([url]http://i.imgur.com/OEYjJmP.png[/url])

Damn, that looks amazing, is it based off anything or an original stage? Do we fight on the train or is it in the background? Is it a hazard? If we battle on it, will hitting the front launch you?

SO MANY QUESTIONS!


Title: Re: Stage Workshop
Post by: Gamma Ridley on November 14, 2014, 10:49:43 AM
Thomas the Dank Engine?

I'm guessing it's a Wooly World thing


Title: Re: Stage Workshop
Post by: Bad Box Art Mega Man on November 14, 2014, 10:51:32 AM
Damn, that looks amazing, is it based off anything or an original stage? Do we fight on the train or is it in the background? Is it a hazard? If we battle on it, will hitting the front launch you?

SO MANY QUESTIONS!
the last 2 questions' answers are no, since damaging hazards cannot be implemented unless the stage it goes over has those specific hazards already set.


Title: Re: Stage Workshop
Post by: ALM5252 on November 14, 2014, 11:56:19 AM
A Mario Galaxy stage?


Title: Re: Stage Workshop
Post by: ✦Dylan✦ on November 14, 2014, 12:06:39 PM
the last 2 questions' answers are no, since damaging hazards cannot be implemented unless the stage it goes over has those specific hazards already set.
Really, with research would could it ever be possible to put hazards in stages the we currently cannot?


Title: Re: Stage Workshop
Post by: jjookkeekkiidd on November 14, 2014, 12:36:38 PM
you could try using pirate ship, it has a offensive collision on the lower front part of the ship...


Title: Re: Stage Workshop
Post by: ɴᴇᴢʜᴀ on November 14, 2014, 05:31:09 PM
A Mario Galaxy stage?


Yup! Toy Time Galaxy:

In the galaxy game:
(http://www.mariowiki.com/images/e/e6/ToyTimeGalaxyStartingPlanet.PNG)

My current importing progress:
(http://i.imgur.com/kIpcNf8.jpg)(http://i.imgur.com/IbEiFaq.jpg)

Still working on a few kinks, need to mention that Peardian exported these on the model resource website, I always wanted to put these models together for a stage ever since I joined KCMM.

The textures are not final even though they are freshly exported, since I have to edit them to fit Brawl faded unsaturated colors style.

Do we fight on the train or is it in the background?


This gave me an idea for a scenic version... on the galaxy stage there is a random train flying around everywhere.

you could try using pirate ship, it has a offensive collision on the lower front part of the ship...


I'm keeping this in mind for a future stage.


Title: Re: Stage Workshop
Post by: ALM5252 on November 14, 2014, 09:13:16 PM
Make two versions. One with the faded / Brawl textures, and one with the original textures. Just a thought though. :)


Title: Re: Stage Workshop
Post by: Turbo on December 12, 2014, 11:51:26 AM
Managed to get it into Brawlbox.
(http://i815.photobucket.com/albums/zz71/turbochaos47/BrawlboxScreencap3_zpsf111cad1.png)


Title: Re: Stage Workshop
Post by: ɴᴇᴢʜᴀ on December 19, 2014, 01:40:38 PM
It started.
(http://i.imgur.com/2Rev6Uf.png)


Title: Re: Stage Workshop
Post by: Sandfall on December 19, 2014, 02:08:33 PM
It started.
([url]http://i.imgur.com/2Rev6Uf.png[/url])

Oooooh nice, what game is this from?


Title: Re: Stage Workshop
Post by: Segtendo on December 19, 2014, 03:09:28 PM
Oooooh nice, what game is this from?
Sonic Colors. It's Planet Wisp.
Don't know if it's the Generations version though.


Title: Re: Stage Workshop
Post by: ɴᴇᴢʜᴀ on December 19, 2014, 03:36:14 PM
Oooooh nice, what game is this from?
Sonic Colors. It's Planet Wisp.
Don't know if it's the Generations version though.

This is the color's version.
Peardian ripped it, Im gonna import it.


Title: Re: Stage Workshop
Post by: Segtendo on December 19, 2014, 03:44:22 PM
And I thank you. We need more Sonic stages that aren't recolors of Green Hill.


Title: Re: Stage Workshop
Post by: Peardian on December 19, 2014, 06:00:17 PM
This is the color's version.
Peardian ripped it, Im gonna import it.
The game uses .brres, so you might have better luck porting it from there than using the OBJs I exported.


Title: Re: Stage Workshop
Post by: ɴᴇᴢʜᴀ on December 19, 2014, 06:24:45 PM
The game uses .brres, so you might have better luck porting it from there than using the OBJs I exported.

Really? I did not know the game used .brres format as well.

I would like to learn how to port a .bress files from a game then, I already got the ripping tools and such but I never learned how to use them. I made it far enough to rip the files into separate folders, but thats it, I could not gain access to the data inside them. The game was super mario galaxy.

I also would like to know the advantages of doing this method rather than doing the .obj importing.


I already pieced together the .obj and I successfully imported it to brawl box... but I know that those transparent plants will be an issue.


Title: Re: Stage Workshop
Post by: ✦Dylan✦ on December 20, 2014, 03:09:49 AM
Really? I did not know the game used .brres format as well.

I would like to learn how to port a .bress files from a game then, I already got the ripping tools and such but I never learned how to use them. I made it far enough to rip the files into separate folders, but thats it, I could not gain access to the data inside them. The game was super mario galaxy.

I also would like to know the advantages of doing this method rather than doing the .obj importing.


I already pieced together the .obj and I successfully imported it to brawl box... but I know that those transparent plants will be an issue.
This.


Title: Re: Stage Workshop
Post by: ɴᴇᴢʜᴀ on December 20, 2014, 07:52:32 AM
I know that those transparent plants will be an issue.


It was logical...

(http://i.imgur.com/tXQ7Bwx.png)

Please pay no mind to the main stage, its a placeholder.

Anyone knows how to fix transparency?


Title: Re: Stage Workshop
Post by: Snivy on December 20, 2014, 12:29:21 PM
It was logical...

([url]http://i.imgur.com/tXQ7Bwx.png[/url])

Please pay no mind to the main stage, its a placeholder.

Anyone knows how to fix transparency?

I think Green Green's Tree has the transparency you're looking for. The ModelData[2] in the file, under materials, mat34, be sure to copy the shader it uses as well.


Title: Re: Stage Workshop
Post by: ɴᴇᴢʜᴀ on December 20, 2014, 02:22:45 PM
I think Green Green's Tree has the transparency you're looking for. The ModelData[2] in the file, under materials, mat34, be sure to copy the shader it uses as well.

It worked! Thanks!


Title: Re: Stage Workshop
Post by: Snivy on December 20, 2014, 03:42:01 PM
It worked! Thanks!
Oh, good. Maybe I'll do that too...


Title: Re: Stage Workshop
Post by: ɴᴇᴢʜᴀ on December 20, 2014, 05:40:59 PM
Oh, good. Maybe I'll do that too...

the shader is not necessary. I did a test, it does change how the whole model looks, it made mine darker.

The material was all that was nessesary.
(http://i.imgur.com/ODPdLby.png)


Title: Re: Stage Workshop
Post by: Snivy on December 20, 2014, 05:57:30 PM
the shader is not necessary. I did a test, it does change how the whole model looks, it made mine darker.

The material was all that was necessary.
([url]http://i.imgur.com/ODPdLby.png[/url])

Oh. That would explain my problem as well.


Title: Re: Stage Workshop
Post by: Peardian on December 21, 2014, 09:18:16 PM
Really? I did not know the game used .brres format as well.

I would like to learn how to port a .bress files from a game then, I already got the ripping tools and such but I never learned how to use them. I made it far enough to rip the files into separate folders, but thats it, I could not gain access to the data inside them. The game was super mario galaxy.

I also would like to know the advantages of doing this method rather than doing the .obj importing.
Super Mario Galaxy doesn't use .brres, it uses .bdl/.bmd. They're completely different formats and not directly compatible with each other.

Anyway, porting directly from .brres has two big advantages. One is that all of the shaders and lighting are already made for you, though sometimes you have to tweak the data to work with Brawl. The other advantage is that model formats don't support vertex shading or multiple UVs, which is what Sonic Colors uses for its light maps. These are all things that are not impossible to port, but require a lot of tedious extra effort.


Title: Re: Stage Workshop
Post by: ɴᴇᴢʜᴀ on December 24, 2014, 06:48:23 AM
That explains why I could not gain access to it then. Thanks!

For now, I'll just finish the stages that I already started with your exports that used .bress before. I'll give ripping one more try afterwards.

Actually, perhaps I'll attempt it now just to get the correct shaders and light settings for the wisp stage.



Well, that was easy, I ripped the shaders, materials and scene data from the planet wisp stage and mimic them over to Brawls Data:

Progress:
(http://i.imgur.com/ZEDGJgV.png)

After 4 minutes the stage turns into this:
(http://i.imgur.com/Im3JW2k.png)

I find it finished, but there is one thing I must do first for the icing on the cake.


Title: Re: Stage Workshop
Post by: jjookkeekkiidd on December 29, 2014, 05:48:57 PM
shadows?
i hope you're talking about shadows, because that's what i see that's missing... xD


Title: Re: Stage Workshop
Post by: DSX8 on December 29, 2014, 09:22:34 PM
*is able to import SMG models into brawl along with proper materials and shaders*

did i say something? anyways... nice stage i guess... at least we get another sonic stage


Title: Re: Stage Workshop
Post by: Codex-9 on December 30, 2014, 12:24:08 PM
*is able to import SMG models into brawl along with proper materials and shaders*

did i say something? anyways... nice stage i guess... at least we get another sonic stage

Would you like a medal? Is there a problem? There's no need to be rude...


Title: Re: Stage Workshop
Post by: LJSTAR on December 30, 2014, 12:33:47 PM
I admit that it did sound rude...


Title: Re: Stage Workshop
Post by: KTH on December 30, 2014, 12:38:52 PM
*is able to import SMG models into brawl along with proper materials and shaders*


(http://i2.kym-cdn.com/photos/images/original/000/325/428/264.jpg)


Title: Re: Stage Workshop
Post by: DoctorFlux(Mariodk) on December 30, 2014, 12:45:12 PM
*is able to import SMG models into brawl along with proper materials and shaders*

did i say something? anyways... nice stage i guess... at least we get another sonic stage

I admit that it did sound rude...
i agree with you LJstar this sounds pretty much rude


Title: Re: Stage Workshop
Post by: ɴᴇᴢʜᴀ on December 30, 2014, 01:01:05 PM
*is able to import SMG models into brawl along with proper materials and shaders*
did i say something?

Edit: Wait a sec... wait a sec... waiiiiiit a sec... what did you mean by that section? I think I am misunderstanding.

shadows?
i hope you're talking about shadows, because that's what i see that's missing... xD

Im learning the ropes, Im trying my best to get things right.  Shadow making is something I've been secretly attempting for weeks now, but can't get it right.


Title: Re: Stage Workshop
Post by: jjookkeekkiidd on December 30, 2014, 02:07:21 PM
am i the only one that assumed DSX8 was actually offering help? O_O


Title: Re: Stage Workshop
Post by: ✦Dylan✦ on December 30, 2014, 02:44:12 PM
La off DSX8, he doesn't need to be called rude by everyone who thinks it, once or twice is enough!


Title: Re: Stage Workshop
Post by: DSX8 on December 30, 2014, 04:48:55 PM
am i the only one that assumed DSX8 was actually offering help? O_O
^ this...  it wasnt meant to come off rude at all, jesus christ -.-

but yes, i was offering help to replicate the shaders and materials that he needs for his SMG stage that he wants to do.


Title: Re: Stage Workshop
Post by: ɴᴇᴢʜᴀ on December 31, 2014, 08:14:26 AM
*is able to import SMG models into brawl along with proper materials and shaders*

did i say something? anyways... nice stage i guess... at least we get another sonic stage

am i the only one that assumed DSX8 was actually offering help? O_O


English is still confusing for me, I swear that reading it the first time I understood that it was a rude statement... reading it 10 times with the help of someone who understands english more than I do got a "I wanna help you" or a "ain't no big deal you can do it!" vibe.

Im sorry for the misunderstanding.

but yes, i was offering help to replicate the shaders and materials that he needs for his SMG stage that he wants to do.


(http://i.imgur.com/bO7ngt0.png)

I don't think it needs some material and shader editing, unless its because I have no idea on how it would look with its materials and shaders edited ... in fact, the stage is almost ready for release.

What it does need is shadows, I changed my mind about adding them, but playtesters re-changed my mind.


Title: Re: Stage Workshop
Post by: DSX8 on December 31, 2014, 08:21:50 AM
ah i see... well hmm... the stage would look better if i knew what file they were named in the game.. then i could extract them with their bones and color nodes intact.. then extract shader data and replicate it for ya to use. not sure if u want it to use rim lighting tho for the SMG feel.


Title: Re: Stage Workshop
Post by: ɴᴇᴢʜᴀ on December 31, 2014, 08:34:14 AM
True, Mario Galaxy without rimlight is just... Mario 64 in space.

Well, I think I can find the names by comparing the file names that are downloaded from the model resourse website... typically, the rippers do not rename them.


Title: Re: Stage Workshop
Post by: DSX8 on December 31, 2014, 08:44:01 AM
alright.. well just PM me the list to avoid spam in here


Title: Re: Stage Workshop
Post by: Codex-9 on January 01, 2015, 03:57:48 AM
I also must apologies DSX8, I completely misunderstood and threw a fit like an angry teenager, that was wrong of me for taking it out of context there and hope you can forgive my rudeness.


Title: Re: Stage Workshop
Post by: DSX8 on January 01, 2015, 04:11:57 AM
lol its cool, dont worry about it.


Title: Re: Stage Workshop
Post by: Taigiry on January 15, 2015, 03:00:29 PM
Obviously won't have the SSB4 layout (no one likes it anyway), but the stage is so beautiful with all the jewels and the stained glass that it has to be in Brawl, too.
(http://oi58.tinypic.com/vpwwao.jpg)
Still a bit unsure on the layout of the stage itself, but I'm not exactly in a rush for one right now anyway.


Title: Re: Stage Workshop
Post by: DSX8 on January 28, 2015, 05:27:09 AM
first SmashU stage import.. will be updated when HQ textures can be unpacked
(http://i.imgur.com/pppTWSY.jpg)


Title: Re: Stage Workshop
Post by: xxWutzMercyxx on January 28, 2015, 05:47:46 PM
So we can rip models from the Wii U version but there's no way to mod Smash U yet?


Title: Re: Stage Workshop
Post by: DSX8 on January 28, 2015, 05:49:51 PM
So we can rip models from the Wii U version but there's no way to mod Smash U yet?
that is correct.


Title: Re: Stage Workshop
Post by: ɴᴇᴢʜᴀ on January 31, 2015, 07:18:02 PM
Well, its been a while I've shown how's planet wisp v2 is going, so I'll post this small progress:
(http://i.imgur.com/MkSjxP4.png)

Guess who learned how to add shadows to stages? It isn't as hard as I thought it was, its actually easy. Finally! I think that covers everything I need to know about stage making... except that what is left for me to learn is to add specs and the occasional rim-light to custom stages.

Enough blabbering on my part.
A new main stage, more cleaner looking textures courtesy of Taiko, and shadows! The stage was vastly optimized, with vertx values cut by half and everything.

Im not showing much of the background yet, it isn't presentable material just yet.


Title: Re: Stage Workshop
Post by: DSX8 on January 31, 2015, 07:25:48 PM
might as well show these 2 here...

http://youtu.be/dWRRFCb1FKg (http://youtu.be/dWRRFCb1FKg)

http://youtu.be/rp9pUQAwmuw (http://youtu.be/rp9pUQAwmuw)


Title: Re: Stage Workshop
Post by: Smash Warrior™ on February 04, 2015, 12:03:52 PM
That's incredible. At least it will be an easier alternative then using this http://forums.kc-mm.com/Gallery/BrawlView.php?Number=26304 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=26304) with a battlefield to oldin.rel

Also the Gaur Plains look incredibly accurate, great work as always.




Also, I'm know I'm in the wrong place but I figure I ask quickly, any chance someone could make an Omega Pirate Ship? Only asking.

Great works-in-progresses everybody!


Title: Re: Stage Workshop
Post by: Nebulon on February 19, 2015, 09:52:12 PM
Managed to get it into Brawlbox.
([url]http://i815.photobucket.com/albums/zz71/turbochaos47/BrawlboxScreencap3_zpsf111cad1.png[/url])


Oh man that's awesome! I'm excited to play there :)


Title: Re: Stage Workshop
Post by: Ricky (Br3) on June 04, 2015, 02:51:51 PM
I'm going to bump this because people seem to forget this topic exists


Title: Re: Stage Workshop
Post by: ɴᴇᴢʜᴀ on June 08, 2015, 09:32:26 AM
I stopped posting here because I think it doesn't even matter if I post or not:

(http://i.imgur.com/2XL5j2n.png)
(http://i.imgur.com/gnlgq2G.png)

Its all about the WiiU imports now. Those are the ones that people are giving attention.


Title: Re: Stage Workshop
Post by: masamune on June 09, 2015, 09:51:17 AM
I'd like to post my progress more often, but I always end up showing something when I'm almost finished with the stage. I'll show what I've done so far:

First up, Butter Building.
(http://i48.photobucket.com/albums/f224/dolce_931/00000000-1_zpswpqfkbol.png)

I'd like to shrink the cloud texture, so that it look closer to KFD:

(http://img1.wikia.nocookie.net/__cb20140829175943/kirby/en/images/9/9c/KFZ_Butter_Building.jpeg)

Next up is Morpha's Room. I'm fixing a few mistakes I've done when importing the model. Stage comparison below:

Before:
(http://i48.photobucket.com/albums/f224/dolce_931/00000000-1_zps17ed8c37.png)

After:
(http://i48.photobucket.com/albums/f224/dolce_931/00000000-4_zps2djozhvy.png)

I've also started an omega version of Morpha's room.
(http://i48.photobucket.com/albums/f224/dolce_931/WIP/Morpha%20Omega%20WIP/M-O-WIP-1_zpsev216pko.png)
It looks bland because it lacks vertex colors. I'm learning how to do apply them in 3ds max.
Every version of Morpha's room lacks the original door texture: that's because I couldn't find them. Once I do, I'll replace the current ones asap.
Also, for some reason, the water reflection textures on the wall flicker when playing on the wii, but not on dolphin.
All of them are far from finished: I'll finish them during the summer vacations (or earlier, if possible).

I stopped posting here because I think it doesn't even matter if I post or not:

([url]http://i.imgur.com/2XL5j2n.png[/url])
([url]http://i.imgur.com/gnlgq2G.png[/url])

Its all about the WiiU imports now. Those are the ones that people are giving attention.


It looks nice! Did you get the model from models ressource?


Title: Re: Stage Workshop
Post by: ɴᴇᴢʜᴀ on June 09, 2015, 01:19:19 PM
It looks nice! Did you get the model from models ressource?

The main terrain and the main body of the big mech I got them from the resourse, the rest are either ripped from colors or obtained by editing Brawl Models.


Title: Re: Stage Workshop
Post by: DocStrange on July 06, 2015, 12:46:51 PM
Butter Building looks rad! I've been wanting that for a while now. Will it have the rotating effect or bad guys floating by?


Title: Re: Stage Workshop
Post by: masamune on July 06, 2015, 05:33:49 PM
Butter Building looks rad!

Thanks!
Will it have the rotating effect or bad guys floating by?

It will have both.

(http://i48.photobucket.com/albums/f224/dolce_931/WIP/Butter%20Building%20WIP/BBWIP-1_zpslmzpgufp.png)


Title: Re: Stage Workshop
Post by: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on July 11, 2015, 02:39:20 AM
Decided to try to make a stage based on Ridley's boss room (over Skyworld) in original Metroid, Metroid Zero Mission and Super Metroid. Right now, main platform is finished and background is nearly finished. Still no extra platforms like on SSB4 Pyrosphere or at least 2 extra platforms.
(http://i.imgur.com/0LcfGk6.jpg)
(http://i.imgur.com/bJNDqFB.jpg)
Both lava and those green lights are animated. No hazards. I plan on adding both intact and broken pillars in the background, like in ZM and SM. I'll try to not use anything from Norfair except for maybe pillars and/or doors. None of the stuff used here is 100% custom (i can't do this kind of stuff), but im not stealing anything from someone else's work.
Right now, this thing lags the game. This is something that is easy to fix since its mostly because of the junk you wouldn't see without zooming in enough with hacked camera (for example, there actually is normal and pretty detailed floor, but its hidden under the lava all of the time)...but i don't really have tools for that for now.
EDIT: Its nearly finished:
(http://i.imgur.com/5jMLwjQ.jpg)
Just need to fix few things like green lines and materials.


Title: Re: Stage Workshop
Post by: masamune on July 19, 2015, 03:19:35 PM
Almost done!
(http://i48.photobucket.com/albums/f224/dolce_931/WIP/Sky%20Keep/SK-WIP-1_zpskoybfycp.png)


Title: Re: Stage Workshop
Post by: Unkown Kokiri on August 22, 2015, 01:29:36 PM
(http://orig08.deviantart.net/bce5/f/2015/233/5/9/2d_to_3d_50m_donkey_kong_arcade_by_birdman91-d96nr97.png)
i been working hard on making this model happen


Title: Re: Stage Workshop
Post by: Unkown Kokiri on December 07, 2015, 09:49:11 PM
(http://img05.deviantart.net/ecfd/i/2015/341/4/9/zelda_2_preview_by_birdman91-d9jez41.png)


Title: Re: Stage Workshop
Post by: Ricky (Br3) on December 07, 2015, 09:52:34 PM
Gosh YES.

So many new stages.

KEEP THEM COMING!


Title: Re: Stage Workshop
Post by: Unkown Kokiri on December 08, 2015, 12:50:43 AM
Gosh YES.

So many new stages.

KEEP THEM COMING!

i plan on it :p


Title: Re: Stage Workshop
Post by: Snivy on December 17, 2015, 03:15:28 PM
So. I got a thing. Mostly done, too.
I'm so lazy and stuff, blah, blah, blah.
(http://i.imgur.com/VGsueCm.jpg)
(http://i.imgur.com/bS3xX86.jpg)
(http://i.imgur.com/Tzgyo0Y.jpg)
I'm just having trouble with some Z-Fighting and the rain I added doesn't exactly look good...
also i can't get the wavy buildings to look good.


Title: Re: Stage Workshop
Post by: Unkown Kokiri on December 25, 2015, 08:49:50 PM
(https://scontent-yyz1-1.xx.fbcdn.net/hphotos-xpl1/t31.0-8/10644457_10206023977582434_2905099925482105300_o.jpg)


Title: Re: Stage Workshop
Post by: Nebulon on December 25, 2015, 09:02:32 PM
^ CONTRA!

Now we just need the models for the characters over Snake...


Title: Re: Stage Workshop
Post by: Don Jon Bravo on December 26, 2015, 04:00:51 AM
Contra
Cool beans


Title: Re: Stage Workshop
Post by: Unkown Kokiri on December 26, 2015, 07:56:38 PM
thanks guys :) im trying to fix bug on it like lighting D:


Title: Re: Stage Workshop
Post by: Blarget2 on January 13, 2016, 08:02:38 PM
I fixed up Unkown Kokiri's Shovel Knight map.

(http://i.imgur.com/7qFTD2r.png)

I have no Idea how to modify the models themselves (as they are not the right shape to show 1 to 1 pixel art properly) but I modified the textures to that the pixels are sharp and clean. It was bugging me that they were all stretched and blurry, so I tried my best to fix that. The background might be impossible to fix without modifying the actual model.

EDIT: I should clarify that I know how to model (I am going to school for it) but I have yet to learn the ins and outs of map creation.


Title: Re: Stage Workshop
Post by: Unkown Kokiri on January 13, 2016, 08:25:59 PM
oh nicely done :) imlearning the ins and out on my own so i get what your saying


Title: Re: Stage Workshop
Post by: Blarget2 on January 13, 2016, 08:37:48 PM
It is pretty fun though. I wish there was a single comprehensible Tutorial on making a map from scratch.


Title: Re: Stage Workshop
Post by: King Scourge 99 on January 13, 2016, 09:36:55 PM
HEY! m looking for some help to edit the Stage Builder, transforming it into 60 different stages, Anyone?


Title: Re: Stage Workshop
Post by: Bad Box Art Mega Man on January 13, 2016, 10:19:10 PM
off topic
please make a topic of this in the 'Stage Help' section.
http://forums.kc-mm.com/index.php?board=50.0 (http://forums.kc-mm.com/index.php?board=50.0)


Title: Re: Stage Workshop
Post by: ymtah on February 05, 2016, 04:07:43 PM
(http://i.imgur.com/tuHrJxf.jpg)


Posting this here too since the /r/customsmash thread (https://www.reddit.com/r/customsmash/comments/441lv8/help_optimising_a_simple_texture_edit_to_achieve/) doesn't appear to be getting any bites.

So I've been casually messing around working on a simple reskin of Green Hill Zone for a couple weeks now, which I am just getting to look like something far enough from what previous attempts did—that is, literal knives to the eyes—that it may be considered playable.
 
The plan is to have it take on the motif of Skaia (http://vignette3.wikia.nocookie.net/mspaintadventures/images/d/d5/Field.jpg/revision/latest?cb=20100505153850), from Homestuck (http://mspaintadventures.wikia.com/wiki/Skaia). What I have so far is this (https://drive.google.com/file/d/0B4_8S_WirwQgaUE3WnFUbVBpU3M/view?usp=sharing) (link to .pac dl).
 
I've dulled the black and greyed the white a bit, deleted most of the objects and increased the size of the pattern, which have each helped keep the stage from overwhelming the eyes (I am serious about literal knives), but I'm pretty sure there are still simple things that can be changed to make it more optically agreeable. I've nothing more but weak extrapolations to aim at the finicky mistress that is the aesthetic, though, so I'm comfortable quitting while I'm ahead and conceding to asking for help.
 
I'm looking to make the skin comfortable to play with and hopefully without potential for issue. Any advice?


Update: I gave the checkers a marble overlay in GIMP, which influenced the colours that they both be brighter. It is difficult for me to be objective about which looks better, though, so I'll link it later coupled with the hope a kindly stranger might lend their brief scrutiny.
edit: here it is (https://drive.google.com/file/d/0B4_8S_WirwQgdDZfM0RkazBqVEk/view?usp=sharing)

(low res) video of second version (https://youtu.be/TxVWBIIUcoE)


Title: Re: Stage Workshop
Post by: Ricky (Br3) on February 06, 2016, 07:02:20 AM
Funny that you'd post that. I was working with Xerom on a true Skaia's Battlefield, but I haven't had much time lately to work on it. Ironically, I'll be having extra free time on the next few days, so I'll get to workin' on it right away.

Regarding yours, it doesn't seem bad at all. I like how it looks right now on the video and can't wait to see how it's going to look when it's done.


Title: Re: Stage Workshop
Post by: ymtah on February 06, 2016, 12:28:38 PM
Oh, you mean a from-scratch stage based on Skaia's battlefield? Or an edit of Battlefield that stays as true as possibly it can to its theme? Both sound as though things worth watching a space for. I'll keep my eye out.

Yeah, I think it looks good, I've just tweaked and looked at it so much I'm not sure my opinion on it is substantial anymore. Variations of black and white are only so distinguishable. I guess if it does look alright I'll start figuring out how to add flavour stuff; images of chess people in the background, rivers of red, etc.


Title: Re: Stage Workshop
Post by: Ricky (Br3) on February 06, 2016, 04:33:32 PM
It's going to be a new stage... I'll try to get it to be a good representation of Skaia


Title: Re: Stage Workshop
Post by: ymtah on February 06, 2016, 04:47:22 PM
I look forward to seeing it bear fruit.


Title: Re: Stage Workshop
Post by: E-scope12 on March 22, 2016, 09:50:26 PM
I'm working on Arceus's Spear Pillar. All Arceus needs is some character animations.

(http://i.imgur.com/qpDHHCw.png)

(http://i.imgur.com/4cDpaNY.png)


Title: Re: Stage Workshop
Post by: И on January 22, 2017, 03:11:33 PM
These threads are dying so bad lol

(http://i.imgur.com/JcvtO3x.png)

I think I might need some assistance with the transparency and texture mapping...


Title: Re: Stage Workshop
Post by: Ricky (Br3) on February 01, 2017, 05:17:37 PM
(http://vignette1.wikia.nocookie.net/gfaqssb/images/7/75/Eec656bc25d81d79ada71bd8aedbf6c482fc2e252137c2a74c3ea69418941ed9_1.jpg/revision/latest?cb=20160113075927)


Title: Re: Stage Workshop
Post by: И on February 01, 2017, 06:45:11 PM
This might be the last stage I put here...

(http://i.imgur.com/GfZo9Ah.png)