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« Reply #45 on: January 03, 2011, 07:46:12 PM » |
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If i were to leave it as it is the stage would crash so i have to change it to this: Why do you change it to those values? Would they be the same for every stage? Thanks. A.The fileID has to be like that as brawl would go "LOLWUT" when reading that part of the file and crash B.Yes at least the -1 part @power i'll add that in soon :ninja'd:
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« Reply #47 on: January 06, 2011, 06:04:38 AM » |
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Chuy, or anyone else with stage skills... I have a problem I'd like to fix in the 24 hours of today.
I have 10 blocks, each with separate collisions. They are all on the 0 axis of X and Y and Z. When animations come into effect, they are to the right 1000, then after a certain amount of frames, individually they move to the left -1000 for 400 frames, making them not too fast, or too slow.
The Problem is: Some work, some DO NOT; and this bugs me, for I know not the reason of why they do not. All collisions are the same for floors, ceilings, left wall and right. What could be the problem? Does making certain blocks have edges affect anything?
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« Reply #48 on: January 06, 2011, 06:09:29 AM » |
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For those that don't work, did you double check see if the animations matched up to the bone?
Also, for those blocks imported, make sure they all have different named Bones.
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« Reply #49 on: January 06, 2011, 06:12:58 AM » |
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For those that don't work, did you double check see if the animations matched up to the bone?
Also, for those blocks imported, make sure they all have different named Bones.
1) What do you mean exactly? I'm sorry. 2) Indeed they have renamed bones, all of them. And one collision is attached to each bone.
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« Reply #52 on: January 11, 2011, 05:34:01 AM » |
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Actually, it did. But I think the stage on itself won't work, unless it can handle about 150 blocks
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« Reply #53 on: January 16, 2011, 12:05:53 PM » |
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Chuy, do you know some lot on Vis0 files?
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« Reply #54 on: January 16, 2011, 07:30:50 PM » |
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I know a bit.... you have a question?
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« Reply #55 on: January 16, 2011, 07:38:38 PM » |
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Actually, it did. But I think the stage on itself won't work, unless it can handle about 150 blocks Damn that's a lot of blocks, wonder what you're making. Also, when trying to use the same model but different texture, don't forget to rename the texture name in that model and also the texture name in Materials1.
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« Reply #56 on: January 16, 2011, 08:47:56 PM » |
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I know a bit.... you have a question?
How to make a model (in)visible?
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« Reply #57 on: January 16, 2011, 08:54:05 PM » |
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How to make a model (in)visible?
To make a model invisible, you have to make the textures invisible. Go to the Materials1 section, and you will see a bunch of flags, in between those, there will be something called Type. Change whatever number that is to 3. Heres a picture for reference:
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« Reply #58 on: January 16, 2011, 09:13:55 PM » |
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Oh, my Apologies. I meant to make an object stop being invisible. Let me explain.
The Portal from Eldin Bridge, I ported that to GreenHill. It appears, and then disappears as it does. I'm pretty sure it's not an animation making it small and big again, but visual effects. Chuy even stated in his guide to the effect of"This controls whether something is invisible or not for some time"
What I need to know is how to remove WHEN it disappears, so it stays forever visible.
Sorry, Italian; My Bad, G. Though... I did not know that, so thanks for the new info. xD
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« Reply #59 on: January 17, 2011, 04:15:46 PM » |
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Oh, my Apologies. I meant to make an object stop being invisible. Let me explain.
The Portal from Eldin Bridge, I ported that to GreenHill. It appears, and then disappears as it does. I'm pretty sure it's not an animation making it small and big again, but visual effects. Chuy even stated in his guide to the effect of"This controls whether something is invisible or not for some time"
What I need to know is how to remove WHEN it disappears, so it stays forever visible.
Sorry, Italian; My Bad, G.
Delete the Vis0 file if it has one Simple yes?
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