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« Reply #15 on: August 23, 2010, 01:01:58 PM » |
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Just thought i'd let people know i've added how to lower filesize to the guide
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« Reply #16 on: August 24, 2010, 08:06:26 AM » |
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A very interesting guide, good job =)
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« Reply #17 on: August 29, 2010, 04:49:51 PM » |
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Awesome beginners guide
gotta get started on my intermediate/ Experts guide
why not have a giant uber collab stage guide thread? this is great, but there is far more to stage hacking Well i guess we could do that but first i'll have to talk to fairknight about it ? yeah?
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« Reply #18 on: September 01, 2010, 05:07:23 PM » |
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There is no limit on how many can be imported however too many in one modeldata (15 is a good number to stop at) will cause the game to lag so be careful when importing models. Not always true. When using simple models (say, stage builder blocks) that are animated, I don't think it lags. Say, Mewtwo2000's stage builder block stages. BTW, I might make a guide for stage builder block stages.
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« Reply #19 on: September 04, 2010, 02:35:12 PM » |
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There is no limit on how many can be imported however too many in one modeldata (15 is a good number to stop at) will cause the game to lag so be careful when importing models. Not always true. When using simple models (say, stage builder blocks) that are animated, I don't think it lags. Say, Mewtwo2000's stage builder block stages. BTW, I might make a guide for stage builder block stages. I know when i was writing the guide i just thought i'd be easier to say try not to go over x amount of models in a brres than explain (i was tired at the time) Also it depends how high-quality the model is too
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« Reply #20 on: September 04, 2010, 05:39:58 PM » |
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Scene data is easily editable as the B1-B3 are RGB values Could someone elaborate on this a little bit? (I couldn't really find any other stage guides) I can see the values, but I can't find a way to delete them or type anything new in the boxes. Is it something that needs to be exported / hexed?
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« Reply #21 on: September 04, 2010, 05:41:24 PM » |
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Scene data is easily editable as the B1-B3 are RGB values Could someone elaborate on this a little bit? (I couldn't really find any other stage guides) I can see the values, but I can't find a way to delete them or type anything new in the boxes. Is it something that needs to be exported / hexed? Thanks for asking that i forgot to explain how to edit it You need bero's mod of brawlbox to do that When you go to scene data in his mod the values will be editable
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« Reply #22 on: September 04, 2010, 05:52:48 PM » |
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Ah, thanks.
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« Reply #23 on: December 21, 2010, 02:04:47 PM » |
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Would you know how Collisions work, considerably?
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« Reply #24 on: December 21, 2010, 02:31:49 PM » |
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Would you know how Collisions work, considerably?
Yeah whatcha need to know though?
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« Reply #25 on: December 21, 2010, 03:07:18 PM » |
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I need to know how to make Collisions cooperate with objects and bones.
For ex- An object is in the Background, unreachable. When it comes up closer to the view, though, the collision of that object follows it, so now it is able to be stood upon..
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« Reply #26 on: December 21, 2010, 07:00:34 PM » |
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I need to know how to make Collisions cooperate with objects and bones.
For ex- An object is in the Background, unreachable. When it comes up closer to the view, though, the collision of that object follows it, so now it is able to be stood upon..
Make a new collision object and make all the collisions inside that new one to your content then right click the bone you want to assign it to and then hit "assign" There you're done
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« Reply #27 on: December 22, 2010, 06:44:26 AM » |
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Thank you very much.... that is exactly what I had done, though. When the stage is played, the Collisions of the Background objects are there, thus you're able to stand in the air.
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« Reply #28 on: December 22, 2010, 10:21:35 AM » |
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Oh, it can't be made. The collision will follow the model no matter how far to the camera it is. It's independent with the Z axis... ^^U
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« Reply #29 on: December 22, 2010, 10:42:45 AM » |
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I see, so the collisions cannot disappear when the object is out of reach and appear when it is in reach? hmm...
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