Just wanted to show that I'm still working on this:
Wow, this looks great! What's your guess for the update's release date? Also, I'm working on Icicle Mountain. It's release date will depend on when anyone gets me Melee textures... Anyway, how's the Brawl page looking?
I made progress! No video yet, but the stage is animated correctly. There's now time in the beginning, and the stage moves slower. CPU's still have no idea what's going on, so maybe I'll take ForOhForError's idea and port it over Mushroomy Kingdom because maybe they'd be used to the moving stage. Also, ForOhForError is right. I don't know what I was thinking because new animations can be made with whatever amount of frames you want. Anyway, now that progress has been made, I can move on to other things. A new video will be up when I get farther. EDIT: Porting failed. I'll just keep it over Final Destination for now.
Well if you did (and looked at the general changes section) you'll know a large chunk of codes they use. In addition to that, they use the custom CSS code (plus the codes that go with it), Default Settings Modifier, Tags in Replays, The File Patch code (no really?), and possibly a few other codes.
Thanks for the comments! @Stuff3, the stage is what's moving, as far as I know you can't animate the camera without freezing. What I did is I imported Final Destination's animation and used it to animate the stage (because it has 9600 frames). When I was applying the collisions, I just attached each collision to the model's only bone. @BloodHunter, good idea. The stage is kind of small right now. I'm adding that to the things I'll do in the future. Thanks!
The Gate, or Portal, of Truth from FMA! It's based off of Ed's portal's look in Fullmetal Alchemist Brotherhood, not the first series. And of course, it's open for the whole fight. I don't have a close up picture, but the Truth is sitting down in the middle of the stage. Or rather, a textured and bone edited Pokemon Trainer to look like the Truth Also, the download includes a Beta Version of the stage with animated vines coming from the gate, representing the hands. I plan on updating this stage in the future, with many hands coming out, animated and looking proper. Right now the animation doesn't look quite right and there's only two vines.
Based off the first stage of Donkey Kong Country, it's Jungle Hijinx! I used lighting and parts from Melee's Jungle Japes, textures from N64's Kongo Jungle, and the main model is from Brawl's SSE Jungle! I might make a revamp in the future, the right side of the stage is pretty empty right now. http://i.imgur.com/tbCjIs.jpg It's DK's tree house! http://i.imgur.com/2XfA8s.jpg Recognize these guys from Jungle Japes?
Target Test Stages 2-5:
I've finally got the other Target Test stages imported! I may need to do some work on the moving platforms in two of the stages. But all stages are fully playable over Final Destination. Pics: http://i.imgur.com/7CeWms.jpg A beautiful arctic sky! http://i.imgur.com/7CeWm.jpg
Target Test 1:
A simple import. How was this not on the vault before I did this??? Download
Brawls here can last a really long time, especially with a CPU. So remember, NEVER do a 99 live battle here... The reasons it's best when Brawling friends is because CPUs take the battle downstairs where KO's require good grabs or combos that can carry them to the gap in the right.
Ice Temple:
Temple gets a new look and feel. This was my 2010 Christmas Present to the vault! Download
The pictures tell a lot. The "jail" area can't be walljumped or clung to and on the far right you can be buried in the snow! And yes, it's snowing! This was relatively easy because all the building textures have a bluer version in the same file.
Realm of Illusion:
This is the result of me experimenting with 2D stages. It includes a color-changing-extended (v 2.1) version and a sort of "default" (v 1.1) version. As I typed this, I just realized why the color changes. This is one side affect of using Brawlwall. Other side effects of Brawlwall may include nausea, dizziness, the wanting to quit stage making.... Anyway, this side effect actually didn't harm me, and was actually kind of cool.
Tabuu's Cruise:
A stage I made as soon as the idea popped into my mind. I just swapped the ship with Tabuu's stage. The hazards are still there along with the water.
More stages coming soon!!!
Stage Projects: Summers:
I kinda promised this stage to MANSTA8 and all the other Earthbound fans...
I keep my promises. As you can see, I won't be using Delfino Plaza anymore. If I build every building block by block, I can have more freedom to make it more accurate. And that's exactly what I'm going to do! Obviously, still a lot of work to do, but I hope you Earthbound fans can tell what stage this is!
Icicle Mountain:
I've decided to remake the Ice Climbers only stage in Melee: Icicle Mountain. As the title says, the stage is still in its early versions. But before I go into what I still have to do, here's a video:
Well, you can see that it still needs a lot of work, but here's whats going on: What I'm Currently Doing:
- Making snow less rapid - Giving a more Melee like background
What I have to do in the Future:
- Re-texture to match Melee - Make collisions icy where it's necessary - Give a little more fog - Port to Mushroomy Kingdom (ForOhForError's idea)
What I have done:
- Imported a base for the stage - Added snow - Made camera larger (BloodHunter's Idea) - Animated the stage - Give enough time for characters to spawn - Made ladders usable
If possible, I'd greatly appreciate (and give credit to) anyone who has and is willing to give me the Melee textures for Icicle Mountain. Well, that's all I have to say for now. I'll try to update whenever I make more progress.
Flat Zone:
After Summers glitched up, I didn't give up. I'm trying to fix it, but I did need something to cheer me up....
Onett Retextured Using Actual Sprites from the game (Earthbound)
Distortion World (Pokemon Platinum)
3D Realm Of Illusion (3D version of my first 2D stage)
Scrapped Projects: :'( Summers (Attempt 1):
As a request for MANSTA8 I'm making this stage...
From:
To: Yeah, so I think he's going to do the textures...
--------------------------------------------------------------------------------------------------------------------------------------- That's it for my stages, comments, constructive criticism, and suggestions would be appreciated!
Here's my attempt at explaining how to delete polygons with hex (it works glitch-free for both characters and stages!):
Quote from: Guamboy27
Sure. 1) First of all, you need a Hex program (I use HxD which can be found in the recourses). 2) Next open up the character in Brawl Box and view his/her model. 3) Search through his/her polygons and find the one you want to delete. X out of the model editor (stop viewing the model). 4) In BrawlBox, go to the character's polygons and find that polygon again. 5) Scroll down through its polygon data to the right and find the vertex set of that polygon. Remember that number! (You can't just assume that they're in order because some characters skip some polygons (for example, Yoshi doesn't have a polygon 3, 4, or 5)) 6) Go to his verticies and find the one that has the same number as the polygon for its ID in the vertex data to the right. Export that vertex and the character's model (model, not the model data). 7) Open both up in HxD (just open up HxD and drag the files to it) Select the vertex starting at 0000020 to the bottom. Copy. 9) In the model, do Ctr F select Hex Values, All and paste in the box. 10) Right click the highlighted numbers and hit fill selection. A box will show up. Hit OK because it should fill with 0's by default. 11) After saving the model, open up brawl box and replace the old model with the new one. If done right, you should no longer see the polygon you wanted to delete when viewing the model. That means it shouldn't show up in the game either !
I hope you understand that. It's actually a lot faster than how it looks, I just used so many steps to make each step simpler. Also, you can delete more than one polygon at a time, just make sure to export all their matching vertecies.
I was explaining this with characters, but it works for stages the same way. Sorry if it's complicated, I may not be the best at giving instructions...
Well, with .rel files stages can go over any other stage of course. But without using .rel files, it really depends. Lake of Rage (and other swimming stages for Jungle Japes) can only go on Jungle Japes. Stages that use wind from Green Greens only go over Green Greens. However, some Final Destination stages can go over a lot of other stages without .rel usage. But, no list of this information (that I'm aware of) exists.
Facility is kind of a placeholder until Planet Zebes comes out. But I think I'll put the How to Play stage there instead for the time being. I'm not sure whether I should include the SSB64 Intro stage or not. On one hand, it is from SSB64, but on the other, it wasn't a playable stage in that game, even with Gameshark.
And yeah, I think I will add the Wi-fi Waiting Room.
Okay, thanks for responding. As for the Intro stage, it is true that it was never a stage in any mode (although many people wish it was). It's entirely up to you whether or not to add it. And since your adding Wi-fi Room, are you also gonna add Target Test stages?
Remember these are just suggestions, whether or not they get added is your choice! I'll remake the Target Test stages anyway, just thought that if you were looking for it that I'd give it to you....
I already have the program, but I want to know if there's a list to tell if a stage can go over another. When I don't get the right one, my Wii freezes. I almost lost my SD card and SD card reader like that.
Hmm... well, try using the wiki link to find the names of .rel files when downloading. If you need to know which stage the stage you have goes over without a .rel file. First of all, you need to know the names of stages. http://forums.kc-mm.com/index.php?topic=6.0 Okay, so generally the stage on the vault will tell what stage it goes over. If it comes with a premade .rel file, and your confused what stage it goes over, open it up in Brawlbox, the name will be the first thing you see. Often, lesser liked stages / stages that are hard to hack over will come with .rel files and these methods will have to be used.
Using hexing, or a certain program, any stage can go over another stage using .rel files. Here's a guide for .rel files: http://ssbbcustom.wikia.com/wiki/Module_files If you can't hex, a tutorial for a program can be found here: http://www.youtube.com/user/WackaAlpaca#p/u/16/wq0rGN7m_Ms And the program itself is in the description of the tutorial. .rel files are to be placed here: pf -> module The program is actually really good unless your making a .rel file for a custom stage. Also, I think hazard damage and water levels can be found within a .rel file if your an experienced hacker.