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Author Topic: Guide to Stage Builder Block Based Stages  (Read 38825 times)
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ForOhFor Error
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    « on: November 03, 2010, 04:04:01 PM »


    Mewtwo2000 made popularized the method, but there has never been a guide on how to make these (I had to learn by reverse-engineering Mewtwo's work XD  ). So I've decided to make a guide.



    This guide will cover:

    1. Downloading the basic starter pack
    2. Inserting Models
    3. Applying textures to models
    4. Positioning models
    5. Applying Collisions

    1. Downloading the basic starter pack

    Download it here:
    http://dl.dropbox.com/u/5869687/StageBuilderBlockStagePack.zip

    This pack contains the models, textures, and the stage template you will need (NOTE: The template goes over Final Destination)

    Extract it to a safe place Grin

    2. Inserting Models

    Open the Builder Block Template .pac file. This is the stage you'll be modifying. Go to ModelData[101]. This is the place all the models will go into. Right Click the red ModelData[101] icon and go to import > model. Select the model you wish to place. The model will appear in the modeldata. It should be named NewNodeXX. Rename this as you see fit. Now, expand the actual MDL0 file and go to Bones. Rename the top bone to a any name, but UNLESS YOU WANT THE TWO BONES TO BE IN THE SAME POSITION, USE A NAME UNIQUE IN THE STAGE, THAT NO OTHER BONE HAS. It will prevent quite a few headaches later Grin

    3. Applying textures to models

    Not really applying, really, but changing the texture a model uses. This is arguably one of the most annoying steps. First, import the textures into the TextureData Icon using Right Click > Import > Texture (to see what texture to import, go to the MDL0 texture1 tab and import those textures). Make sure it's in CMPR format, as this format usually works the best. Trust me, textures can actually crash a stage >.>  Name this texture whatever you like, as long as it's a unique name. After doing this, expand the MDL0 you want the texture on. From there, expand the Marerials1, Textures1, and Textures2 (if it's there) icons. Expand the data in Materials1 to find a texture name. Change this name, the identical name in Textures1, and the identical name in Textures 2(if it's there) to the SAME NAME. This name is the texture you want applied. Then, Save the .pac, close it, and reopen it. This applies the texture changes.

    4. Positioning models

    Only do this step once all of the models you need are in the .pac

    In ModelData[101], use Right Click > New > Character animation. Name it whatever you like. Leave it at one frame. After that, hit preview on the model you want to move. Go to the animation, and select the top bone of the model. Change the position, rotation, and scale values to fit your stage (Beware, most of the models have backs that aren't closed. Damn brawl developers). Then, deselect the animation, and remake the same changes. Do this to every model that needs it. You can view the basic stage in the collision editor.

    5. Applying Collisions
    <a href="http://www.youtube.com/watch?v=6U--uOw-0cY" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=6U--uOw-0cY</a>

    Pretty much this video, adding the fact that you can make new collision data with alt+click+drag



    Video Tutorial:

    Part 1:
    <a href="http://www.youtube.com/watch?v=41U6CSzpAr4" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=41U6CSzpAr4</a>


    Part 2:
    <a href="http://www.youtube.com/watch?v=ay4xfhLHZ-Y" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=ay4xfhLHZ-Y</a>




    Well, that's the guide. If you have any questions or problems with the guide, please post them in this thread.

    « Last Edit: December 07, 2010, 04:22:21 AM by ForOhFor Error » Logged


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    « Reply #1 on: November 03, 2010, 09:09:01 PM »


    Holy tar pits is it really that easy? O.o

    Sweet stuff maynard, gonna try this out whenever I find the time. Just wish that this elaborated on inserting characters and animations (like the infamous Magma Dragon and all the people at the KCMM Club)
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    ForOhFor Error
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    « Reply #2 on: November 04, 2010, 04:07:47 AM »


    I might write that up later. Though you'd probably want to use a different modeldata...
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    Mewtwo2000
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    « Reply #3 on: November 04, 2010, 07:01:30 AM »


    Nice on Smiley

    The guide is pretty useful ^^
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    « Reply #4 on: November 04, 2010, 12:55:29 PM »


    Well of course, I essentially learned the method from your stages Cheesy
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    « Reply #5 on: November 04, 2010, 08:36:54 PM »


    many, many thanks,LOCATE MUCH THIS GUIDE....
    I have a question....is there a limit on the number of models or animations?
    the models I believe that no if you do not exceed the filesize limit...
    but the animations?
    or is it a single animation for all models?
    JA, ja, ja well are several questions not just one
    « Last Edit: November 04, 2010, 08:50:23 PM by DAO » Logged


    Mewtwo2000
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    « Reply #6 on: November 04, 2010, 08:49:58 PM »


    Only one animation is working in each modeldata. So, if we are using 3 modeldatas for models (for example modeldatas 1, 2 and 101 for Final Destination stages), the max number of animations is 3.
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    « Reply #7 on: November 04, 2010, 08:52:13 PM »


    has already understand,Thanks immediately proved it, gracias amigo
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    « Reply #8 on: November 06, 2010, 07:22:21 PM »


    Great guide dude
    Only suggestion is to add 2 type of models(if you find them) to the pack:
    Cylinder and semi-circle as those 2 might come in handy for people trying to make stage withh blocks
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    « Reply #9 on: November 06, 2010, 08:57:31 PM »


    Hmm. A cylinder may be hard to find. The best I've found is the franklin badge, which has a fairly large texture for something so small (128 pixels square), but the side doesn't texture well.

    As for a semi-circle, I wouldn't know where to find it.

    .OBJ importing would be ideal, of course, but it fails a lot >.>
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    « Reply #10 on: November 28, 2010, 06:56:27 PM »


    im still alil confused wat scale and ratio does it need to be to be on the floor of the stage ?
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    Mewtwo2000
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    « Reply #11 on: November 29, 2010, 05:53:23 AM »


    You don't need to adapt your models to the current floors, you can use the collision editor for your own collision shapes.

    BTW, standard blocks go from -10 to 10 in X and Y, and from -20 to 20 in Z. So, an unaltered size block in Y would need to be placed in Y=-10 to have the upper side matching standard floors, aka Y=0.
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    « Reply #12 on: November 30, 2010, 01:48:48 AM »



    I posted this in the Help forum earlier, but I figured I'd get a response quicker if I posted here.

    I made a stage using this guide, and when I tested it, the wall collisions worked fine, but all of the textures don't appear at all - i. e. you only see black except for the characters and a few glitchy spots.

    I'm not really sure what I did wrong (There's only one animation in each ModelData, and the textures are in CMPR format) but you can download the stage here if you want to look at it.
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    « Reply #13 on: November 30, 2010, 04:17:18 AM »


    Hmm, I may have fixed it but I'm not sure. I've had no time to test it. But here anyway:

    http://dl.dropbox.com/u/5869687/STGFINAL%5Bfixed%5D.pac
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    « Reply #14 on: November 30, 2010, 02:58:06 PM »


    Hey, thanks for helping. I'll test it myself and take snapshots.

    Hmm...well, I CAN see the background now.



    Waaaay down there.



    And the floor ended up behind the camera.
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