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Question: What should I do next?
A stage! - 62 (51.7%)
A tutorial! - 22 (18.3%)
ME *strips* - 36 (30%)
Total Voters: 120

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Author Topic: I had a great time! Thank you all for being a part of this with me!  (Read 112071 times)
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Archer(AkenoS3)
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    « Reply #1065 on: September 24, 2014, 09:13:15 AM »


    I didn't lose my way. I found it.
    This stage looks great!
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    On PC On Phone
    My PSA thread below.
    A forgotten place of a forgotten hero.


    Learning sucks, yeah, but it's from learning that you can eventually create masterpieces.

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    « Reply #1066 on: September 24, 2014, 10:30:50 AM »


    Ah classic pallet town!
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    2BR3
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    « Reply #1067 on: October 12, 2014, 04:42:07 PM »


    lol, i hope the NPCs end up standing straight, instead of lying on the floor though...


    I'm not sure if I'll keep them, but if I do, they will stand straight lol

    I didn't lose my way. I found it.
    This stage looks great!


    I'm glad you like it! There are more previews coming soon.

    Ah classic pallet town!


    Shades of your journey await!



    EDIT:



    [S] Dave & Bro: SMASH!
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    « Reply #1068 on: October 13, 2014, 07:34:47 PM »


    You have alot of broken Images due to ImageShack's changes.

    You don't mind if I restore a few pictures for them? I'm entering on one of my mass restoring phases again.

    cuz I'm bored.
    « Last Edit: October 13, 2014, 07:35:48 PM by Scout » Logged


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    « Reply #1069 on: October 13, 2014, 07:42:45 PM »


    Not at all, I'd actually be really thankful Smiley
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    « Reply #1070 on: October 17, 2014, 06:42:30 PM »


    Destiny Islands:




    My time was short I could not add it to the entry yet.
    « Last Edit: October 20, 2014, 12:25:45 PM by Scout » Logged


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    « Reply #1071 on: November 11, 2014, 09:52:58 AM »


    Alright guys, let's take a moment to talk for real.

    Regarding stages, I wanted to hear what you guys have in mind. Come on, give me ideas. I'm listening.
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    « Reply #1072 on: November 11, 2014, 06:24:27 PM »


    Alright guys, let's take a moment to talk for real.

    Regarding stages, I wanted to hear what you guys have in mind. Come on, give me ideas. I'm listening.

    Toilet.

    I'm not joking, it was part of a heated request thread that in the end never resulted in anything.

    Also, perhaps a stage inspired by TF2 would be nice. The models are easily obtainable too. I can help, I always wanted to make a tf2 stage, but with my limited stage importing knowledge I was unable to do so.
    « Last Edit: November 11, 2014, 06:28:43 PM by Scout » Logged


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    « Reply #1073 on: November 11, 2014, 07:02:51 PM »


    Really? Um...

    What do you do not know about stage importing?
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    « Reply #1074 on: November 11, 2014, 07:58:33 PM »


    Really? Um...

    What do you do not know about stage importing?


    I had a massive numbers of fails in trying to make "Toy Time Galaxy", and "Sweet Sweet Galaxy" from Mario Galaxy a reality:
    http://www.models-resource.com/wii/supermariogalaxy/

    I have two issues:

    - I had multiple, multiple models from the model resource I could had used for stages, sadly most of them I imported their textures wrong, I followed Wolf stage importing tutorial to the point, everything worked but the erratic textures were an issue. Especially for objects that were symmetrical, most of their textures were not. Like Mario's Star for example, the textures were not symmetrical.

    I only managed to import the background and a couple of toys correctly.

    - And since I never actually imported a freshly converted .obj as a main platform by my own, I don't know the extra  things I need to add that is not mentioned on the tutorial, such as how to make the main platform not crash the game.

    So I guess my main worry is tweaking the main platform as I only blindly tried a few times with no avail. I never attempted that again.

    That is why most of my stages have objects imported, but none had a new main platform imported by me.
    « Last Edit: November 11, 2014, 08:02:42 PM by Scout » Logged


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    « Reply #1075 on: November 11, 2014, 08:18:46 PM »


    I see.

    Well, personally, I never used stuff on my stages that wasn't already imported before or from Brawl already. Pretty much everything I ever built was using Brawl models...

    However, DSX8 teached me a few things and I was able to sucessfully import obj. But since I did so for practice, even though I got the model imported fine and it worked perfectly fine in-game, I never used it in any of my stages. Specially because I just picked a random one to see if I could import.

    Long story short, here are the settings he teached me:



    Minor things can also be fixed AFTER importing, as far as I remember.
    « Last Edit: November 11, 2014, 08:20:20 PM by br3compactor » Logged

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    « Reply #1076 on: November 12, 2014, 05:30:36 AM »


    Awesome! With that I'm giving it another try.

    Also, is there anything extra I need to do in order to import a new main platform? Or is it the same principal?

    And I just realized that we have bitstripper now, I did not had that before.
    « Last Edit: November 12, 2014, 05:32:23 AM by Scout » Logged


    2BR3
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    « Reply #1077 on: November 12, 2014, 09:20:02 AM »


    Awesome! With that I'm giving it another try.

    Also, is there anything extra I need to do in order to import a new main platform? Or is it the same principal?

    And I just realized that we have bitstripper now, I did not had that before.


    I don't think there is anything extra.

    I do remember something to do with "Force Float = True" which had to do with the textures, though.

    EDIT1: expand MDL0 > Shader > Shader0 > TextureRef0 > True

    EDIT2: Here are the exporting settings for 3DSMax when exporting as a DAE:

    « Last Edit: November 12, 2014, 09:26:05 AM by br3compactor » Logged

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    « Reply #1078 on: November 12, 2014, 07:49:19 PM »


    Thanks a ton, I saved those picture, as I really need to memorize them.
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    blergh

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    « Reply #1079 on: November 13, 2014, 02:41:06 AM »


    you only need to set it up once though, 3ds max remembers your latest export settings
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