New stage video. This stage was already shown in pics, I've finally finished it and made a video. I'll share it if someone requests it to be released xD
Just copying the answer in the PM so anyone can learn xD
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Do you know how to move models by using character animations? I think that's what you have left in order to make the shadows work properly. Just create a character animation in modeldata[1] and when in the model previewer for the MShadow model, select the animation. When you change the translations/rotations/scales, the numbers will turn yellow if the animation is properly selected. Also, if MShadow is the only model in the modeldata[1], it still won't move. Just duplicate the model inside modeldata[101] (the poketrainer one) and import it into modeldata[1], placing it in the first place.
By doing all of this, you should be able to move the model. Now let's talk about maths. MShadow is made with proper dimensions so placing it is easy. The model is 20 points in X, 0 points in Y and 20 points in Z. If you have, for example, a ground that goes from (x,y,z)=(-200,-10,Z) to (x,y,z)=(150,-10,Z), then you have that the total X lenght of the ground is 350. 350/20=17. This is the X scale for MShadow. Also, -10 will be the Y translation for MShadow. The X translation will be the middle point in X, so (-200+150)/2=-25. And Z will be determined of how is the ground in your stage. The X and Y values can be extracted from the collisions, just by viewing where the collision vertices are. For Z you will need to know the dimensions of the ground, or just test and fail. You won't be able to see the MShadow model in the collision editor at first, but if you preview it alone, you can enable the TShadow texture in it so you can view it in the previewers.
The collisions are only in X and Y, so you can't move them to the front or behind. That's why the collision data is useful to place shadows in X and Y, but not Z. You can move the stage, but not the collisions, so you can have battlefield in the background and brawling in front of it in an invisible platform.
There are some detailed monopoly textures (with only 4 windows) and others with more windows, used for lower parts or sides. Just make the edit to the detailed ones, and then rebuild the others by making a multiple window texture and then resizing it. This should make the detailed and the not detailed windows look more similar with the effect you're applying.
Mmm... Zelda is one of the few models I've not processed yet... xDDDD
I will try to place the eyes and lights for you, but I've not done it to Zelda yet. The others I've not done yet because of focusing in stage hacking are Sheik and Olimar I guess
I've intended my stages to be working on PAL, but they're not all tested... The original Crisis City wasn't working for PAL, someone told me that and I fixed it. I would thank anyone trying a stage of mine and seeing that doesn't work to tell me what happens so I can fix the stage to be used by anybody.
It could be that riivolution supports bigger file replacements than the SD file replacement code for PAL, but I have to try that everyone using a wii is able to load my stages, at least by using ocarina codes.
The problem in PAL is not the spacial size, but the memory it takes on the SD. So the best way to make a stage work on PAL is getting the bigger textures and make them smaller in size. Or making them to be in a more compressed format like CMPR.
I want to be the one making any stage made from my Fourside, with the exception of that Moonside in the vault.
If you want me to I'll take that down. I don't want to step on your toes, and I'm not very proud of it anyway. My only condition is that you make a better version
I've said your Moonside is an exception, so be sure to finish it and make it a good stage xD
Awesome stuff. I'll admit I've been downloading some of your stuff for a while and just now got around to actually commenting about them. Sorry about that, I've been busy trying to make brawl content of my own (some of which was actually inspired by your work) .
By the way I'm really excited for Safron City. I've missed that level since the first game, the 2D version is great, but it doesn't feel the same.
Anyway, I was kind of hoping you might have some tips for animating collisions. I'm fine with animating models, but their collisions continue to elude me. I was told that I had to right click the bone of a model with the collisions selected and click snap, but it doesn't seem to have worked. I just fall through it (and yes I set the collisions to the proper collisions types like floor, ceiling, etc). I hate to post for help outside of the help forum but nobody else seems to know for sure (or at least if they do they don't respond in the help forum).
If you have any ideas as to what I'm doing wrong, I'd greatly appreciate any help. If you're busy though that's okay, I might be able to figure it out.
Thanks. Again, I'm loving these stages.
Right click the bone of a model? I don't think so.
The steps are:
1- Right click where de collision objects are, do 'New object' 2- Select that new object and search your model in the list just above. Click on the bone you're moving in that model. 3- Press the plus button below. You will see that the model and bone names are written.
Now you can press the snap button to make sure that your collisions are fitting the model you're interested in. The collision editor in brawlbox is really useful
Yeah, I've invented an useful model, a 20x0x20 one indeed, that makes shadows casting everywhere. If you're interested, I can explain you how to use it. My wish would be that every hacked stage would use it so every stage has shadows and look more realistic, but almost noone noticed about my invention.
Get one of my stages such as the Mario Villains one, and get the MShadow model you'll find in there. It's easy to place with mathematics, because of the exact dimensions it has. Be sure to have the TShadow1 texture in your stage and just try to place a little above the ground you're going to cast the shadow to. If getting trouble, just ask me
When you've successfully used it, ask me if you don't know how to make more than 1 shadow zones for your stages if needed.