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1  Super Smash Bros. Brawl Hacking / Stages / Forté's Stage Galerie on: September 08, 2012, 04:02:25 PM
I've wanted to make a stage thread for sometime now, but I always thought it'd be too much trouble or, at the time, I'd feel too lazy to make one. Well, here it is.

Forté's Stage Galerie

Hello all, and welcome to my stage gallery. Browse, take a look around, and maybe you'll find something you just might like.

A majority of the stages I'll be making here will be WiFi-safe () since I'm usually brawling online time to time, although with the new age of model importing here, thanks to the help of BlackJax96 and many others, I've found myself working or experimenting with model imports and such. Feedback and constructive criticism is always welcome and greatly appreciated.

Also, two more things...I don't take requests, unless I say otherwise, and I'm a bit of a perfectionist. Basically meaning that if I feel that the stage I'm working on doesn't seem complete or if it has noticeable errors and bugs, 99.9% of the time I will not release it.

With that now said and done, I hope that you all enjoy.
- Forte

Background Edits/Swaps
Castlefield Siege (Name pending Tongue)

I've always loved Castle Siege's overall stage design and feel, so I decided to port it over one of my commonly picked WiFi stages; Battlefield. It's been lying on my SD card for sometime now, but small things such as Castle Siege's incomplete lake prevented me from releasing it. Now, with the help of 3ds Max I was finally able to see this project into fruition and add extra elements to the stage such as the flag-which is fully animated and looks great in game. I've also edited BF's materials so that the trees/flowers don't change color. This will probably be my first released stage onto the vault.

Todo: Color node touch-ups on the BF stage, SCN0 Fixes (Lighting Placement/Fog edit), Prevent shadows from disappearing

Rainy Day/Nighttime Eldin (Haven't tested on WiFi)

Kienamaru suggested a neat idea for The Bridge of Eldin, so I decided to recreate it. It's basically Eldin w/ Battlefield's BG and it's other elements (stars, moon, flare, etc) along with rain that fades in and out.

A basic overview of the stage: Daytime begins and the weather is clear. The rain begins to fall alittle after the match starts and as time progresses it gradually gets heavier; creating a storm-like effect I guess. As nighttime draws near, the rain lets up and opens your view of BF's nighttime scenery. The cycle pretty much repeats it self after that. For those not too found of rain there will be an alt without it.

Todo: Make the overall mood of the stage more realistic
2  Help & Tutorials / Help / ISO Hacking Manually? on: September 01, 2012, 10:54:48 AM
Is there a tutorial for this method? I'd really like to have NTSC-J character voices on my brawl disc without the use of riivolution.
- Forte
3  Help & Tutorials / Help / Where can I find this model? on: July 29, 2012, 03:30:50 PM
Can someone please help me locate the files for the "shooting credits" scene...?

- Forte
4  Help & Tutorials / Help / QuickBMS extract error (Xenoblade Cronicles) on: July 14, 2012, 07:05:41 PM
The title pretty much says it all. With the use of QuickBMS I'm trying to extract .pkb files, which in turn contain several .brres files, from Xenoblade Cronicles Wii and it always results in an error like this (click the text for a better look):

- error in src\file.h line 178: myfopen()
Error: no such file or directory

I have the latest version of QuickBMS (0.5.13), proper script, and I'm certain that I'm following the correct steps, so I'm not sure what the problem could be. I'd really appreciate if someone could test it out themselves just to make sure I'm not the only one having this problem.

Link to the .pkb file - http://www.mediafire.com/download.php?0644xeqdg4h219i
QuickBMS - http://aluigi.altervista.org/papers/quickbms.zip
Here's the script I'm using (save as .txt file):
# Game: Xenoblade (Wii)
# by Falo - 2010
# script for QuickBMS http://aluigi.org/papers.htm#quickbms
# usage :
# use WiiScrubber to extract all *.pkb files
# use any u8 tool (arc extractor) to extract static.arc
# you should then have *.pkb and *.pkh files
# use this script on *.pkb

endian big


get Temp long 1 # always 0x00FE1200
get Temp long 1
get ofsHashTable long 1  # not sure, HashTable or FileIDTable
get FileSize long 1
get numFiles long 1

set ofsSizeTable numFiles
set ofsOffsetTable numFiles

math ofsSizeTable *= 8
math ofsOffsetTable *= 2

math ofsSizeTable += ofsHashTable
math ofsOffsetTable += ofsSizeTable

for i = 0 < numFiles
   goto ofsHashTable 1
   get Hash long 1 # not sure, Hash or FileID
   get Temp long 1 # always 0x0
   goto ofsSizeTable 1
   get Size short 1
   goto ofsOffsetTable 1
   get Offset long 1

   math Size *= 2048
   math Offset *= 2048

   # use hash/fileid as filename
   set Name Hash
   set FileExt ".dat"

   # get FileExt
   goto Offset
   get FileID long

   if FileID = 1437218861 # Nintendo ARC (U8)
      set FileExt ".arc"
   if FileID = 1651664243 # Nintendo BRRES
      set FileExt ".brres"
   if FileID = 2142000 # Nintendo TPL
      set FileExt ".tpl"
   if FileID = 1264144384 # Xenoblade KYP -> BRRES Archive
      set FileExt ".kyp"
   if FileID = 1835229440 # Xenoblade MCA
      set FileExt ".mca"
   if FileID = 1145131057 # Xenoblade DAP1
      set FileExt ".dap"
   if FileID = 1280263241 # Xenoblade LODI
      set FileExt ".lod"

   string Name += FileExt

   log Name Offset Size

   # next file, increase all offsets
   math ofsHashTable += 8
   math ofsSizeTable += 2
   math ofsOffsetTable += 4
next i


Thanks ahead of time.
- Forte
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