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61  Super Smash Bros. Brawl Hacking / Stages / Re: Stage Workshop on: February 03, 2014, 11:38:49 AM
Holy crap that stage looks beautiful, especially in-game!
I wasn't sure how the actual stage layout would affect gameplay, but it looks like it really flows well - kind of like a more manageable version of Peach's Castle Tongue
62  Super Smash Bros. Brawl Hacking / Stages / Re: Stage Workshop on: February 02, 2014, 04:55:26 PM
That looks pretty damn beautiful Kiro! And if you manage to get the lighting working O.o

Here's my current project:


The platform on the right will also be an ice pillar thing.
Each platform moves around randomly and disappears (they are just the Luigi's mansion platforms reskinned Wink ). However, they look out of place slightly because of their Shaders... and I can't for the life of my figure out how to make them look pretty... man I suck with Shaders XD

Also tempted to make a larger version using the middle of the mountain and making the slopes slippy? Not sure if I can manage that yet...
Oh also, the stage doesn't have a name yet... currently been calling it 'Broken Summit'

What the platforms look like disappearing:
63  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Classic Exp. Pack 6.0s for Brawl/Brawl- and 6.02 for PM 3.02 on: February 01, 2014, 04:38:22 PM
The layout is tricky - it might be the one thing I don't have a program for Wink Next time I make a pack, I'll make sure the icon layouts look okay when there are fewer icons.
In the meantime, replace MenSelmapPos_TopN__0 (in sc_selmap_en > MiscData[80] > AnmChr(NW4R)) with the version from Project M; if that doesn't help, use the one from regular Brawl.

No worries Azn I look forward to your next pack Wink
I tried what you said, the PM one doesn't help, but the vBrawl one does the trick... although in a very messy ugly order Tongue
I'll have a look into that AnmChr in further detail at some point, see if I can make my own =]

I think I'm going to resort to having one page entirely filled and the other page with no additional stages... though I'm going to have to find/make some more stages to fill the extra spots xD

Thanks for the help and thanks for replying Cheesy
64  Super Smash Bros. Brawl Hacking / Stages / Re: Stage Workshop on: January 31, 2014, 08:16:57 PM
I'm loving this one as well keep up the good work!
It makes me so happy that there's more than a handful of stage makers again

Thanks =] However, I hardly count as a stage maker, all of my creations are pretty much just edits of existing stages or an arrangement of imported objects from other stages. But if someone likes them, then I guess it doesn't matter Tongue
65  Super Smash Bros. Brawl Hacking / Stages / Re: Stage Workshop on: January 31, 2014, 06:26:07 PM
Took me a while to figure out how to stop the texture from being inside out >.< Stupid material cull Tongue

Anywho, finally got a design I'm pretty happy with, here's the full stage:
Only thing I'm undecided on is that far back right blue stalk... but w/e Tongue

Here's a shot more 'in-game' instead of zoomed out:


Bonus:

This is what I like to call the 'Sea of extra parts' Tongue

Leaves on all the background plants will come soonish, then paratroopers and finally - if I can figure out how to texture it  - I'll import some gold mario coins to spin around while floating next to the Beanstalks Azn

Oh and the clouds... and maybe some leaves that bend when you stand on them Tongue

66  Super Smash Bros. Brawl Hacking / Stages / Re: Stage Workshop on: January 31, 2014, 04:19:10 PM
Can you mirror objects in brawlbox? If so, good plan, if not... I'm useless at using modelling programs xD
67  Super Smash Bros. Brawl Hacking / Stages / Re: Stage Workshop on: January 31, 2014, 03:20:35 PM
@Syvkal, looks good buddy.  I like it better without as many beanstalks going up.  The color variation is also really nice.  The one thing that kinda stands out is the green/blue stalks in the top right corner are the same mesh and very close together, so it looks strange to have identical curve in the stalk that close together.


Thanks for the input! =]
Hmm, I'll have to check the green/blue stalk in-game. It does look odd in that screenshot... However, the blue one is far away in the background and much bigger... I'll see what I can do Tongue

:EDIT:
Ah, well the problem is worse than you thought:
But you can't really notice the yellow one being the same in game... the blue one is a bit more hassle, not sure what to replace it with =/
68  Super Smash Bros. Brawl Hacking / Stages / Re: Stage Workshop on: January 31, 2014, 02:09:52 PM
Dancing around you say? Haha! Now I feel the need to animate them all! Neah, just kidding Tongue

Ok, so I've got rid of most of them and replaced some of the larger green ones and replaced it with blue. Red has stayed put. Yellow has got sparser and more to the outer parts of the level.


Any better? Also, its not this zoomed out ingame, so it the picture actually seems more chaotic... but I wanted to show off the entire stage Tongue

Once this is down, its clouds and Parakooper time! Azn

:EDIT: Actually... I dunno where I'd put the clouds now... xD
69  Super Smash Bros. Brawl Hacking / Stages / Re: Stage Workshop on: January 31, 2014, 01:14:47 PM
Too much going on???


I wanted to add the blue, red and yellow beanstalks... but I'm having trouble making it not seem overly cluttered...

Or does it look alright?

Also, looking good LlamaJuice!
70  Help & Tutorials / Help / Re: Rumble Falls Waterfall Effect on: January 30, 2014, 01:58:57 PM
Ah yeah, just realised what level you are trying to fix. That the Melee Kongo Jungle on the vault right?
Something messes up when you try to view the model and if you save it, it vanishes when you enter the game... no idea why...

I've been trying to find a clean model of that without the errors (I know nothing about modelling xD), but have yet to find one...
71  Super Smash Bros. Brawl Hacking / Stages / Re: Stage Workshop on: January 30, 2014, 01:56:26 PM
I can easily import everything I've done into distant planet, however, I've not yet been able to figure out how to map the bones to a different model (other than the leaves they currently use)...

As for the castle... I think I know somewhere to find a full 3D model of that (relatively low quality), but I doubt I would be able to export it in a format that I can load into brawlbox... I'll have a look Tongue

:EDIT: Ok well the model I was thinking of is in a custom Garry's Mod stage... and I don't know how to contact the creator to ask permission to use it (nor do I have Garry's Mod or the capability to rip the model from it)...
Ah well, lots of Beanstalks, clouds and (hopefully) spinning mario coins Tongue

Post Merge: January 30, 2014, 06:54:20 PM
Update on my stage, it's coming together nicely Azn


I just need to add some clouds around the Beanstalks in the background (positions of them aren't 100% fixed), then I'm hopefully going to have some gold coins floating around some of the stalks and finally - if I can find/animate them - some paratroopers flying around in the background Tongue

Oh and I should probably stick a few more leaves in here and there xD
72  Super Smash Bros. Brawl Hacking / Stages / Re: Stage Workshop on: January 30, 2014, 01:18:23 PM
Took a break from improving vBrawl stages and deciding to try making something new.

I present to you an incredibly early version of Nimbus Land:

Well technically it's "Bean Valley"... but I think I prefer Nimbus Land Tongue

This will be a personal recreation of one of the Mario RPG levels because I thought it would be an awesome theme for a level.

As far as finishing it, I think I'm going to shrink the Beanstalks nearest the stage as well as adding another one (with leaf) to the opposite end. Oh and the background will need some major working to make it less dull - thinking clouds and more Beanstalks.

If anyone could explain to me (via PM or whatever) how I could make the leaves dip down when you stand on them (like in Distant Planet), that would be great! =]
73  Help & Tutorials / Help / Re: Rumble Falls Waterfall Effect on: January 30, 2014, 05:36:47 AM
The easiest way is to create a visibility sequence and just set those sections to never appear.
If you want one that's already made, use the one from PM's Jungle Japes level.

Here's a link

Open up your stage, go to the original background stage section (most likely called StgJungle00), right click (on ModelData), import, Visibility Sequence.
Then just choose the file I've uploaded for you. Should do the trick, but just so you know, I haven't tested this with other stages before Tongue
74  Super Smash Bros. Brawl Hacking / Stages / Re: Stage Workshop on: January 29, 2014, 04:41:40 PM
Mewtwo, that looks beautiful! I can't wait to play it!

Also, just a little mod I whipped up:


It takes up one slot only, but I couldn't get the Metal Gears working =/

It's not quite finished yet. I need help deciding where to put the death boundaries.
Also, need advice on whether or not to remove the railings from the (no longer existent) side platforms? I can't tell if they still look like they are part of the stage - instead of the background...
75  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Classic Exp. Pack 6.0s for Brawl/Brawl- and 6.02 for PM 3.02 on: January 29, 2014, 11:55:35 AM
Heya libertyernie, I don't suppose you could help me out with the SSS coding?

I've been using the stage expansion template and this to make my own custom stage build. However, I most likely don't intend to have the full 78 stages and if I go over 24 stages on a single page (excluding the maxed out 39 per page), then the arrangement of the icons messes up horrifically - like this...

Is there anyway to fix this? Preferably, I would like to stick to the layout you have been using, so if there's a way of simply adding blank slots that aren't selectable that would work fine for me =]
Or alternatively, if you know a tutorial explaining how the code works so I can design my own layout, that would be great too Azn
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