Eh, stages suck. They're have problems that nothing else has, and are kind of hard to get into.
Well, you should probably move the BG back a bit (it would have to be at 0 Z translation to bisect the characters.... move it back.... oh, maybe 10 or 15 in the z translation).
I see. If it's taking me this long to make a simple 2D stage, God save me if I ever attempted 3D ones lol. I mean to be honest everything is easy about making a 2D stage. Getting images, making collision data and setting the spawn points using BrawlWall as a reference -- all of it is easy, it's just adjusting the stupid foreground that has been driving me totally crazy. It's too big in proportion to the characters, and they move behind all the obstacles. I probably would have been done this stage a long time ago if the foreground hasn't been the trouble it's been.
Ok. I just wonder what caused it to move up closer because I never touched any of its translations.
Also, how come the foreground isn't true to its X translation in the collision editor anymore? Like I move it back by 50, and in game it does it, but in collision editor it's like a sticker on the background.
Also, Z translation moves it to the side -- did you mean X translation?
Alright, so I made a new animation under each modeldata. I went into Background and did the copy and paste stuff for all of its bones. I then went into the stage (foreground) model, and did the same thing. So what this means I can now set how big the foreground is and how far back I want it to be? Why does copy and pasting turn the boxes yellow? What do the bones do? Which ones should I touch and which ones should I leave alone? If I wanted to resize the foreground or move it bac/forward, what bone is reponsible for that? I just use YRotN. Does it matter what I rename nodes as? Ever since I did the animation stuff, no matter what I make the foreground's X translation, in the collision editor it's always in the same place. Never did that before.
Sorry for the tons of questions -- I'm still a noob at this stuff. Just answer as many as you can. Everyone has to learn somewhere, right?
Time to test it out in game now. I have a strong feeling it's not gonna work, or something won't be right.
Also, there is no <null> in MiscData[0] because I thought you told me to remove that because I misread "excluding" as "including". What now? Do I need <null> or is it just really nothing, because if I'm not mistaken null means nothing?
Edit: Ok, now for some reason the characters are inside of the background, like...I can't explain it. You can see their body from both sides but they're "in" the background. The foreground is also moved on the other side of the background but that's because I set its YRotN X translation to 50. Maybe I need to move the background back, but I never had to touch it before and it was fine...
Why does this have to be so complicated for me? :\ I have to be such a freaking noob at every single freaking thing I ever do.... I always have the most problems. It's like I have been cursed with "untalent".
Okay, make every bone of both 2D models have keyframes in new, one frame animations in each model's animation data. For the rainbow thing, go into the 3rd blue icon (ef_StgFinal) and expand it. expand MiscData[0] inside of it, and delete everything in there excluding the <null> thing.
What...?? I have no idea what keyframes even are, and I don't really understand what you're telling me to do. You want me to animate the background and foreground in the Advanced Model Editor giving them one frame each? How do I do that? Why do I need to do that?
For the other thing, I deleted everything under the ef_StgFinal. So all that should be left under it is MiscData[0] - [2]? What is the function of ef_StgFinal? How come I never got the rainbow before when I played on the level with ef_StgFinal before?
Edit: Ok, well after removing the stuff in ef_StgFinal the rainbow dot and stuff is gone now. Can I delete the MiscData[0] now since it's empty? Also, I still need you to help me with the other thing with the model though because I don't get it.
I had the stage working, then when I came back to the computer and deleted all of the Final Destination animation data and resized my foreground model, this very weird thing happened:
That is a miniature picture of my stage above that colored dot.
I had the stage working, then when I came back and deleted all of the Final Destination animation data and resized my foreground model, this very weird thing happened:
I use Riivolution so it doesn't allow me to save snap-shots to my SD card, so I had to save it to my Wii. These snap-shots are previews for my stage I made, but I don't know how to get them onto my SD card so I can upload them to here. I don't even know where to locate them.
I've had this happen to me only when I used a certain code. I found out it was because that code was deprecated. As soon as I removed it my game worked.
Another cause for this error could be because you went over the code limit; do you have a gameconfig.txt in your root?
WackaAlpaca's template is fine -- I sue it and have no problems with anything.
He could mean the collisions aren't present. If this is the case, make sure you give the floors "floor" in the Material drop-down box, and the walls with "wall", etc.
I think i just figured out the problem, my foreground wasnt CMPR, going to test right now.
new problem, now when i play the stage instead of my stagee i get all these numbers and wii mote icons. plz help
Lol! No way! I just literally experienced the same thing when I saved my stuff to CMPR. Except besides the numbers and whatnot I got Peach's BrawlBox texture data. It was fine when it was in CI8 format, though. Now my background is totally [censored]ed up just like yours.
Here, use my 2D template: http://dl.dropbox.com/u/5869687/2D%20Stage%20Template.pac It's better than the one WackaAlpaca put as a download, has no rainbow light and should fix your problem. Make sure you select the CMPR texture format option when you're importing the image. And collisions are always invisible.
no by invisible collisions i mean that all thats there is the background and i only stand on something invisible, but sure ill try your 2D template.
...It's supposed to be like that lol. Collisions are supposed to be invisible. You're supposed to mold them around textures to give it the illusion that you're standing on ground visible to you but you're actually not -- it's the collision data thing you're standing on instead.