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286  Super Smash Bros. Brawl Hacking / Stages / Re: I'd like to make a stage (playtesters/help wanted!) on: January 10, 2013, 07:00:37 PM
Ah, yes, there is actually a purpose for that. Part of the stage's gimmick (which I have yet to reveal) involves a platform temporarily coming down in the area between those conveyor belts. This element has always been planned, but this is the first stage layout that actually took it into account.
287  Super Smash Bros. Brawl Hacking / Stages / Re: I'd like to make a stage (playtesters/help wanted!) on: January 10, 2013, 06:00:14 PM
After thinking some, I've made a third stage layout to try. This is the first one I'm actually satisfied with, and this may be the basic layout I use.


Stage Layout Version #3 (DAE)
288  Super Smash Bros. Brawl Hacking / Model Imports / Re: Peardian's custom models (Collaborators wanted!) - Newest: Bowyer on: January 10, 2013, 05:56:49 PM
Someone is welcome to make a stage out of the Blade, but I'm not going to be the one who makes it. I'm not sure how well the Wi-Fi-safe Halberd mod would work, considering it would likely need to have the same physical structure for the playfield the entire time (and I imagine the decks don't match), though I'm just guessing.


On the subject of stages, I've uploaded a third version of my stage layout.
289  Super Smash Bros. Brawl Hacking / Model Imports / Re: Peardian's custom models (Collaborators wanted!) - Newest: Bowyer on: January 09, 2013, 04:15:45 PM
I have no plans to make lower-poly versions of them, and if I did, I'd probably use polygon reduction anyway. Tongue



Part of my resolution for the new year is the promise to focus on some projects I have been neglecting (mapping OoT:MQ and YI:SMA3), so it could be a while before my next character model.


In the mean time, I'm still trying to get my stage imported for play-testing purposes. I would greatly appreciate some help in this area, as I can't make the stage if I don't know the layout.
290  Super Smash Bros. Brawl Hacking / Model Imports / Re: Peardian's custom models (Collaborators wanted!) - Newest: Bowyer on: January 07, 2013, 04:12:17 PM
Of the SMRPG characters, Mario, Peach, and Bowser are probably the last characters I'd consider making. After all, they are all in Brawl already. Trying to make those specific versions would just be a matter of deforming the normal models until they're all blobby and weird. (The same goes to the other Mario enemies in the game, like Goomba, Blooper, etc.)


I'm tempted to give a hint as to what my next model will be, but it's probably obvious enough already. Tongue
291  Super Smash Bros. Brawl Hacking / Model Imports / Re: Peardian's custom models (Collaborators wanted!) - Newest: Bowyer on: January 06, 2013, 06:40:35 PM
No, I won't. Tongue
292  Super Smash Bros. Brawl Hacking / Model Imports / Re: Nanobud's Sanctuary: Vivan Released, Shadow works now. Kenway in progress. on: January 06, 2013, 06:13:09 PM
I don't know if you'll be happy or annoyed to hear this, but I just updated Vivian's model. (In fact, it could take a while for the TMR server to start giving out the updated zip.) I increased the polygons in her torso a bit, and added an optional version with much smoother hair. I hope it's not too much of a hassle to update the models.  Embarrassed


Also, I like the 2D version! Have you considered attempting to implement the paper shader version? I personally prefer the more detailed version, but it would be interesting to see.
293  Super Smash Bros. Brawl Hacking / Model Imports / Re: Peardian's custom models (Collaborators wanted!) - Newest: Bowyer on: January 06, 2013, 05:58:14 PM
Nah, I only just started (properly) making models a little over a year ago. I mean, sure, I've been messing around with models for about five, but I never made anything more than some stuff made of spheres and cubes.


Anyway, I don't know if Nanobuds will be happy or unhappy, but I just updated Vivian. Specifically, I increased the polygon count in her torso, and doubled (quadrupled) the polygons in her hair. Since that's a lot of polygons, the higher-poly version is available as a separate model.

In fact, the update was only a few minutes ago, so the server may not have updated to provide the correct model yet. You'll know you have the right zip if there are two .DAEs inside.
294  Super Smash Bros. Brawl Hacking / Model Imports / Re: Nanobud's Sanctuary: Vivan Released, Shadow works now. Kenway in progress. on: January 06, 2013, 02:23:56 PM
I just got the message! Very neat! Cheesy

I'm glad you changed the outline a bit. It's not quite the same as the Thousand-Year-Door style, but thick outlines don't really work that well with that technique anyway. Better to have a thin and nice-looking outline than a bulky and ugly one.

Any plans on making a custom moves for her? I don't really know how that works, but it would neat to see her with fire attacks.
295  Super Smash Bros. Brawl Hacking / Stages / Re: I'd like to make a stage (playtesters/help wanted!) on: January 05, 2013, 09:00:53 PM
Sorry to bump, but is anyone interested in helping me here? I can't really make any progress without this step, and I would really like to make this stage. Or any stage, really.
296  Super Smash Bros. Brawl Hacking / Model Imports / Re: Peardian's custom models (Collaborators wanted!) on: January 05, 2013, 08:56:44 PM
I finished another model! Sorry to disappoint most of you, but this one isn't even close to being a good fighter. Instead, I made a boss! Of course, if boss hacking isn't possible yet, I guess he could be a background prop I guess.



Bowyer is roughly twice as tall as Mario, while Aero is a bit shorter. I also made the switch buttons he uses, because it wouldn't do him justice to leave them out.

I'll have the download link up in a day or so.
297  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: January 05, 2013, 08:46:07 PM
More progress on Lakeside Limbo. I might need to find someone else to set up the water / make sure I did the environment right



Yes yes yes! Cheesy

Great wood textures, too!
298  Super Smash Bros. Brawl Hacking / Stages / Re: I'd like to make a stage (playtesters/help wanted!) on: December 30, 2012, 10:12:39 AM
Hmmm. Well, I'll still consider to develop the stage with the elements in mind. I want the stage to only be limited by Brawl's full capability, not by the state of stage hacking at the moment. (Besides, the stage will be modular enough that people could work around it.)

Anyway, I made the second layout. I'm not completely satisfied with it, but it's a lot closer to what I'm aiming for. I'm hoping that testing it will help me fine-tune it. As a note, the item blocks are meant to only be there at random times, like the flowers/onions in the Distant Planet stage.


Stage Layout Version #2 (DAE)
299  Super Smash Bros. Brawl Hacking / Stages / Re: I'd like to make a stage (playtesters/help wanted!) on: December 30, 2012, 12:04:05 AM
Wait, springs aren't possible yet? I figured that with the springs being present in the stage editor and in SSE, it would be a relatively easy thing to do. Hmm... Well, that's disappointing. I guess it could just be temporarily replaced with a platform or something for the sake of playtesting.

I know it's a bit big, and there's a reason for that which I'll explain after I get the initial layout down. One of the things about this layout I'm not too happy with is that it's rather wide.  Another issue is that the starting area (red) is perfectly suited for battle, so there's not much of a reason to leave it. I'm hoping my second layout attempt will address that. It will likely be narrower, but it will still be multi-leveled for the same reason I mentioned.

On a side note, maybe I'm weird, but I really like 75m. Tongue
300  Super Smash Bros. Brawl Hacking / Stages / Re: I'd like to make a stage (playtesters/help wanted!) on: December 29, 2012, 06:40:12 PM
I was going to not answer, but the item blocks give it away. Yes, it is. Tongue

I'm not entirely satisfied with the design right now, so I might create a second layout to test as well. If I do, I'd still like both of them to be tried out, for the sake of feedback. The key elements wouldn't change, just the arrangement of them and the platform shapes.


Oh, and I forgot to mention, but needless to say, the thin platforms are meant to be drop-through, the platforms with arrows are meant to be conveyor belts, the boxes are item blocks, and the yellow backboard is meant to show the ideal bounce height for the spring.
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