A quick and (hopefully) easy to use program for injecting files or folders into your virtual SD Card.
I'd appreciate any and all error reports. Hope you like it! (Also, if the program is too fast for anyone's computer I would gladly help setup the Delay timers)
Updates:
Version 1.1.2 - Bug fix for folder injection (also sped up process)
Version 1.1.1 - Bug fix with SD Path
Bugs:
Don't inject folders (files are fine) from "My Pictures", "My Music" or "My Videos" on the (C:) drive. I made a quick fix for injecting folders from "My Documents", but didn't feel the need to include the other three folders. All other Local Disks should be fine, however, please report any bugs you encounter especially when injecting folders.
Download:
My Settings:
Everyone's computer is different and I tried to include a reasonable setup as the default file. If you find the script catching at any point you should first try increasing the Delay times (all in ms) inside the Setup.ini file. However, I also wanted to share the settings I use:
I've been doing some fiddling with the Brinstar .rel file, thought I'd post my findings here. Not sure what formatting I should post it as, so I hope you understand my references
Acid 860 - 04 - 3880000E - Damage 850 - 0C - 38A0006E - Knockback 860 - 08 - 38C0005A - Angle 880 - 08 - 3900003C - Setting to 0 makes it so you are only hit once
And a more important find, you can change the effect type of the hitboxes.
870 - 04 - 38000005 - Fire Effect
This line makes the Acid hitbox apply the fire effect. You can change it for example to 3800000E which applies flower effect.
Ah yeah, I think I remember seeing that on the Stage Workshop! I could probably use that actually, maybe... Not sure when I'll start on Shadow Moses.
As for Rainbow Cruise, I've been meaning to work on it, but I've been busy with work stuff =/
I did, however, have a mess around with Brinstar. Not entirely sure how I'm going to deal with the Acid... doesn't really want to comply. But here's a fun result of my fiddling:
Yeah... that's the Acid with zero damage and zero knockback... oh and flower effect xD I wanted to try and add no flinch instead, but it doesn't want to >.<
But I could use this on future stages where I want to change the effect of hitboxes (eg. freezing or electric hitboxes, possibly stun too)
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
Can't wait until that's done, I've got lots of plans that I want to try out =]
I see you intend to make a balanced Shadow Moses, any plans for it? I started on one a while ago and I had a platform made and ready to go but I got caught up making the Metal Gears appear, so I never finished it. You could use that as a base, if you so desire, your call.
My main plans include keeping the spotlight working for the whole stage (which I believe I know how to do) and making sure it still feels like Shadow Moses, but as for the Metal Gears... I'm probably just going to have a version with and one without. I have a possible idea on how to make them appear similar to the vBrawl version, but it seems like a lot of effort xD
Sure, I'd love to have a look at it, it might influence the direction I was going with the stage
And yeah, I've seen the competitive version, that's what inspired me to make my own =]
I decided to make a Workshop thread not only to showcase my work, both existing and future, but also to have somewhere to contain all my thoughts regarding vBrawl stages, their mechanics/features and what I might be able to do with them. I may not have many finished stages (yet), but I hope you still find this thread useful and maybe even help out contributing to my ultimate goal of making every stage viable!
Miscellaneous/Tools:
Bean Valley/Nimbus Land (Custom Stage)
My attempt at recreating a stage from on of my favourite games ever - Super Mario RPG
It started off well, but I think I got a bit carried away...
I'm going to get round to finishing/remaking this eventually
Jungle Japes (Minor edit)
Just a small edit to close the gaps between the platforms. I'll release this as soon as I can fix the colouring on the stairs...
My list of ideas for possible future projects, not necessarily in any order:
Skyworld
Mushroomy Kingdom
Mario Bros
Remake Shadow Moses
75m?
Bridge of Eldin?
Get back to work on Rumble Falls project
My old uncompleted list:
Additional Rainbow Cruise variations?
Balance Brinstar
Remake Shadow Moses
Finish/remake Bean Valley
Remake SSE Swamp/Lake
Get back to work on stage builder project
Below is my brief review of the vBrawl stages and possible future intentions for each (will update):
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 =]
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
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
Now the question is... how do I put this in the game?
Looks good! 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