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Help & Tutorials => Stage Tutorials => Topic started by: Mewtwo2000 on June 05, 2010, 07:17:01 AM



Title: How to make your STGONLINETRAINING-based stages compatible with STGFINAL
Post by: Mewtwo2000 on June 05, 2010, 07:17:01 AM
Hi, I'm making this tutorial just because there's no need to use wifi room to play stages, the final destination rel file is better. And a wifi room only compatible stage is not able to use FD's rel file. A little work has to be done for them to work:

And this is how, it's really easy.

First of all, download this brres file http://www.mediafire.com/download.php?zjymtr2dymq

When done, import it to your wifi room based stage

(http://i49.tinypic.com/28jis8h.png)

Now, change the type of the new file to modeldata

(http://i46.tinypic.com/1070uv9.png)

Change the fileindex and fileid to 2 and -1.

(http://i48.tinypic.com/30wb020.png)

Finally, place the new modeldata2 under the modeldata1 (CTRL + up)

(http://i49.tinypic.com/2du04gm.png)

Now the stage works for BOTH final destination and wifi room. Even still able to work as wifi room, I recommend to use it as a final destination. Some things such as final smashes will be working fine. Just check Pit's final smash with a wifi room rel file to see what happens.

To finish, here's the wifi room, prepared to work as a final destination. If you're making stages with wifi room as the original, do it with this one. Keep the modeldata2 untouched if you want to keep the full compatibility with wifi room.

http://www.mediafire.com/download.php?muzuui012vm


Title: Re: How to make your STGONLINETRAINING-based stages compatible with STGFINAL
Post by: Robz on June 05, 2010, 08:01:24 AM
Thanks mewtwo2000. Glad to see some tuts from you. You seem to know what you're doing.


Title: Re: How to make your STGONLINETRAINING-based stages compatible with STGFINAL
Post by: Wulfbang Meow on June 05, 2010, 08:33:53 AM
WOW you can actually CHANGE the type of data for the BRRES file??

can you have more than one texture BRRES file and still make it work???

cause if you can, importing stuff from other stages becomes WAY easier...


Title: Re: How to make your STGONLINETRAINING-based stages compatible with STGFINAL
Post by: Mewtwo2000 on June 05, 2010, 08:44:40 AM
Yeah, you can and they work... I said that not much ago in smashboards as a 'stage hacker tip', I just forgot saying the same here in kc-mm ^^U xD

http://www.smashboards.com/showpost.php?p=10389700&postcount=3140


Title: Re: How to make your STGONLINETRAINING-based stages compatible with STGFINAL
Post by: Wulfbang Meow on June 05, 2010, 09:47:09 AM
THIS MAKES ME SO HAPPY!! I AM SO LAZY!! THANK YOU!!!  :happy:

another question, is there an easy way to extract things from models? for example, if you open up #290001 in the subspace adventure files, you go to the first modeldata and view 290mAdvAncient, you notice that there is a CRAPLOAD of stuff in there, but if you pan around some, youll notice a nice looking mountain. i wanted to extract that mountian, but deleting EVERY SINGLE POLYGON would be asking the impossible.. so is there a way to extract it? i figured the easiest way was just to make every other texture transparent and import it that way, no collision data for the model, model is not visible, far as im concerned.. no other elements but the mountian..

is there a better way to do this?


Title: Re: How to make your STGONLINETRAINING-based stages compatible with STGFINAL
Post by: Mewtwo2000 on June 05, 2010, 10:06:53 AM
Only can think off making transparent the things you don't want to include, or vertex hacking the undesired elements. You can make transparent any material by changing its type to '3'.

If the mountain and other stuffs are all inside the same model, these are the only ways by the moment ^^U


Title: Re: How to make your STGONLINETRAINING-based stages compatible with STGFINAL
Post by: Chuy on June 05, 2010, 11:15:33 AM
Awww.... you beat me to the punch i going write up a tutorial on how to do this as well XD
Oh well yours is probably simpler than mine would be


Title: Re: How to make your STGONLINETRAINING-based stages compatible with STGFINAL
Post by: hotdogturtle on June 05, 2010, 08:37:25 PM
Yup, this is important; everyone should read this.

I'll go back and update all my online training stages soon with this.


Title: Re: How to make your STGONLINETRAINING-based stages compatible with STGFINAL
Post by: MyKewl on June 10, 2010, 10:08:05 PM
thanks i wanted to know this for so long


Title: Re: How to make your STGONLINETRAINING-based stages compatible with STGFINAL
Post by: matteron on August 12, 2010, 11:06:26 AM
Just wondering, why do so many people make stages over WWR?  Does it have less bugs?


Title: Re: How to make your STGONLINETRAINING-based stages compatible with STGFINAL
Post by: JDub on August 12, 2010, 04:57:55 PM
Just wondering, why do so many people make stages over WWR?  Does it have less bugs?
WWR provides a nice base for a stage. It doesn't have any animations and nothing really going on, as opposed to something like Bridge of Eldin, where there's alot of stuff going on.


Title: Re: How to make your STGONLINETRAINING-based stages compatible with STGFINAL
Post by: ForOhFor Error on September 08, 2010, 08:15:31 PM
Note that you can technically use this on ANY stage for compatibility. Just match the number of modeldatas.


Title: Re: How to make your STGONLINETRAINING-based stages compatible with STGFINAL
Post by: Mewtwo2000 on September 15, 2010, 02:19:54 PM
Right now, my stages have an increased compatibility. I usually made them compatible with WWR, FD and battlefield. Then I increased the compatibility once, making most of them compatible with Skyworld and 75m. Now, other stages like Mario Kart, Green Hill, Spear Pillar or even Luigi's mansion are working too.

I don't like when I see a false compatibility in brawlvault. If your stage is only capable to work with a FD rel file, it should go under FD, not the stage you usually use and an included rel file. Because rel files make real stages not work properly. And this is a shame when you're using Dantarion's code to load multiple stages.


Title: Re: How to make your STGONLINETRAINING-based stages compatible with STGFINAL
Post by: RAY on November 08, 2010, 02:20:18 PM
ummm... sorry but am new to this so if my question is stupid buy it for me , lol

i have a lot of good stages in FD ,but, i can only put 1 to FD so is there any way to put FD stages in others?
you may answer online training or custom , but , they doesn't show the stage perfectly
so plz help :')


Title: Re: How to make your STGONLINETRAINING-based stages compatible with STGFINAL
Post by: Mewtwo2000 on November 09, 2010, 07:36:04 AM
There are many ways xD

One is using rel files. Those rel files can be downloaded in many places, some people include them in their stage downloads. The rel file works over a stage, and makes possible to import another stage into it. For example, you want to use a FD based stage into Shadow Moses Island. You can get a rel file for Shadow Moses made to load FD stages. You place that file in the 'module' folder, and it works while the rel is in there.

There's another method. There's an ocarina code, that got upgraded a few days ago, that increases the number of stages in your stage roster, adding other stages, usually in the 'melee' page, after the pokemon stadium stage. I made a stage pack some time ago that helps to get those 9 stages working, and it loads 9 FD based stages by default, which you can change to your will. Anyway, I'm going to post a new stage pack tomorrow with 16 extra stages. You can get it and use 16 extra stages with it. Also, I'm supposed to include a code allowing more than 16 extra stages, so you could have some more stages in your game.

If you have any other question, just ask :P


Title: Re: How to make your STGONLINETRAINING-based stages compatible with STGFINAL
Post by: HaxMax on February 06, 2012, 06:11:25 PM
Mewtwo... I have this stage called Heaven's Call and its over Online Training. But it has no ModelData2. What should I do?
Here is a picture of it...
http://imageshack.us/photo/my-images/542/abcgr.jpg/


Title: Re: How to make your STGONLINETRAINING-based stages compatible with STGFINAL
Post by: Mewtwo2000 on February 07, 2012, 01:07:35 AM
Mewtwo... I have this stage called Heaven's Call and its over Online Training. But it has no ModelData2. What should I do?
Here is a picture of it...
[url]http://imageshack.us/photo/my-images/542/abcgr.jpg/[/url]


This tutorial says what to do O.o

Basically, add a new brres node, and change its type on the right, until it's a modeldata. Make it have some model inside, like the 'static' one, and be sure the other value (the -1 one) is the way it needs to be.

Follow the tutorial step by step and you will get it.


Title: Re: How to make your STGONLINETRAINING-based stages compatible with STGFINAL
Post by: Popthekirby on April 17, 2012, 08:24:07 PM
Does this make it possible for items to appear?


Title: Re: How to make your STGONLINETRAINING-based stages compatible with STGFINAL
Post by: Mewtwo2000 on April 20, 2012, 03:18:12 PM
You have to change the itmmeleeXXXGen thing on the bottom part, but yes, that's it.


Title: Re: How to make your STGONLINETRAINING-based stages compatible with STGFINAL
Post by: mariofan1985 on October 09, 2012, 10:03:04 PM
Mewtwo200 for the stage do i just put the rel. files and stages that are fd based in their folder and just run and play the game


Title: Re: How to make your STGONLINETRAINING-based stages compatible with STGFINAL
Post by: Mewtwo2000 on October 10, 2012, 07:23:13 AM
You need to make the game to read those new files, either with gecko, an usb loader with ocarina, riivolution or whatever. Once a stage is compatible with fd, if the .rel file is based on fd too, it should work flawlessly.


Title: Re: How to make your STGONLINETRAINING-based stages compatible with STGFINAL
Post by: ZenoIzukia on February 20, 2014, 05:10:29 AM
I'm sure this works considering the praise you are getting (And the fact I saw someone say it works) but what would one do if it goes over the Melee Pokemon Stadium? The same process with different values or is it something different all together?

Edit: I feel if I could edit the ItemGen data at all it MIGHT prove easier but not sure of the consequences.


Title: Re: How to make your STGONLINETRAINING-based stages compatible with STGFINAL
Post by: Mewtwo2000 on February 20, 2014, 01:16:15 PM
If you want to make a stage compatible with the melee stadium stage, you'll need more than just one more modeldata. You'd need more modeldatas (check the original file for the stage to see which ones) and some extra files, like the miscdata20, the extra collision files...

Maybe your best option to port a stage to that slot would be getting the stadium stage, replacing all the modeldatas with modeldatas with just the static model, and then place your stage models in modeldata1. You'd also need to change something else in the miscdata20 for the stage not to try to change form and things like that.

The truth is that it's too much trouble to port a stage over that one, it's better to make it compatible with just final destination and then use a rel file to make a rel port over it.


Title: Re: How to make your STGONLINETRAINING-based stages compatible with STGFINAL
Post by: ZenoIzukia on February 20, 2014, 02:54:30 PM
Ah, so following this it would be compatible with Final and now I just need a new Rel file for it? Thanks Mewtwo, I honestly owe ya one.