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
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?)
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 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
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 =]
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
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
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
Here's my current projects:
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
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
: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 =/
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:
It's 'technically' finished (as in I'm uploading it to the Vault shortly - :edit: Here it is), 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 >.<
If the stage was originally made to replace orpheon (without the need of a .rel file) then yes you can rename the .pac to stgcustom19 and generate the st_custom19 with the online converter.
If, however, the stage came with a .rel file to replace opheon (so it was intended to originally replace a different file - I believe you said palutena/skyworld?) then use the base .rel (palutena?) and use the converter to generate one to replace st_custom (then just rename to st_custom19)
You generally can't just rename .rel files. You need a converter, like this one: http://www.lakora.us/rel/ Enter the base .rel you want to use (so if you know it is originally designed to go over Skyworld select that) and then you would want to select STGCUSTOM on the right.
There's also program that edits the .rels for you, so you can enter the original .rel that comes with the stage and it can edit the necessary files, but I couldn't find a link for that =/
Plus, I updated the regular CEP for Project M so if you use less icons than 39 per screen, it still looks okay. AND it has an updated Kongo Jungle Melee
Loving the new layout for less than 39 icons. It's not quite perfect, being aligned to the right instead of centred, but asking for anything more would be unreasonable However, I will say that when the rows are full (with 8 or 5 per row) it definitely looks beautifully perfect =]
I'm probably going to put 34 or 29 on the second screen and shuffle some others onto the first one. Thanks so much for the update
Could I also just ask, what have you updated with the Melee Kongo Jungle?
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
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!
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
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