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« Reply #75 on: July 07, 2014, 12:36:34 PM » |
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Changing collisions for SSE stages is still the same process as changing the collisions of another stage in brawl. You'll have to use the collision editor.
On another note, i added more stuff to the GMTA (stage hitboxes). In specific, the model index, hitbox effect, and hitbox sfx
Thanks for the info. Happy modding.
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« Reply #76 on: July 07, 2014, 04:52:41 PM » |
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GMTA.. is that in the .rel? o.o
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« Reply #77 on: July 07, 2014, 06:13:19 PM » |
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Nope, it's inside the BLOC entries (miscdata[5]) in SSE stages. The newest BBox version shows them, but can't rebuild it's child entries. Just the BLOC file itself for now. For the most part, all the files that are in the OP of this thread are SSE only with the exception of SCLA which is present in all stages. Though it's purpose is mostly unknown
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« Reply #78 on: July 07, 2014, 07:20:41 PM » |
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ah i see.. when u said stage hitbox and hurtbox's.. thought u did a breakthrough on stage .rel process o.o
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« Reply #79 on: July 08, 2014, 08:50:41 PM » |
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I've updated the OP with 2 new files, GFPR (grAdventureFirePillar) which is pillars of fire that periodically shoot from the ground at specified places. And GEFF (grAdventureEffect) which is background effects that from what i can tell are continuous throughout the level such as the confetti in the stadium levels.
Luckily it seems that most files that contain a hitbox have exactly the same layout, and use padding to ensure that file offsets will stay the same across multiple files. The GFPR files don't use a 3d model's bones for positioning, so they will have to be positioned via x, y, and Z coordinates. Though this isn't too much of a problem, it is kind of an annoyance.
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« Last Edit: July 08, 2014, 10:23:49 PM by Sammi Husky »
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« Reply #80 on: July 08, 2014, 10:05:22 PM » |
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This is awesome Sammi! I wish I could help, however I don't have a PC that I can work with, so I'm unable to help. Keep up the good work though
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3DS FC: 5370-0958-4818 Wii U NNID: Doraleus
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« Reply #81 on: July 09, 2014, 06:00:23 PM » |
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Thanks mate! things are progressing nicely. I've updated the OP again today, this time adding a whole ton of updates. I've added the Trigger ID's to buttons and GEG1 files, as well as added the known offsets for buttons. The great thing is, now that i've found these trigger ID's, i've basically been able to trigger anything from any file since it seems that most files have slots for them. Each file (that i've found so far) have a slot that defines it's Trigger ID, and a trigger ID to activate when some event or interaction is completed. In the case of GEG1 it activates an ID whenever the enemy is destroyed. This can range from activating a stepjump to another level, or just activating a spawn for more enemies. I've got a small video to show the progress. You can imagine what kind of things this opens up. In this video, i simply trigger summoning an enemy with a button, however this can be applied to platforms and doors, as well as basically anything else you can think of.
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« Reply #82 on: July 10, 2014, 04:18:46 AM » |
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wow, thats amazing keep up that good work!
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Stupid Tinypic :C
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« Reply #83 on: July 11, 2014, 01:35:43 PM » |
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*follows*
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« Reply #84 on: July 12, 2014, 11:18:33 PM » |
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EDIT: Nvm, I downloaded the latest version of BB.
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« Last Edit: July 12, 2014, 11:24:02 PM by MegaGEN50 »
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« Reply #85 on: July 13, 2014, 01:02:48 AM » |
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Though i've implemented the ability to see and export the new files, only a few are supported. And even then, they aren't editable or rebuildable. Meaning you can't use the replace feature to make changes. You have to export the whole miscdata[5] or what have you and edit it the files in a hex editor, then use the replace feature on that instead. Hopefully i'll have them rebuildable soon enough though.
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« Reply #86 on: July 13, 2014, 03:41:43 AM » |
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Though i've implemented the ability to see and export the new files, only a few are supported. And even then, they aren't editable or rebuildable. Meaning you can't use the replace feature to make changes. You have to export the whole miscdata[5] or what have you and edit it the files in a hex editor, then use the replace feature on that instead. Hopefully i'll have them rebuildable soon enough though. Yeah, and adding this stuff to stages will mean there will be ALOT of custom stage possibility's (more than before) and I know I'd use the hell out of it. Keep up the good work.
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« Reply #87 on: July 29, 2014, 04:22:12 PM » |
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I really hope this isn't dead. I want to start a project, but need more info >XP
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« Reply #88 on: July 29, 2014, 05:35:32 PM » |
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Nonono of course not, im only implementing the current files into BBox so that people can easily edit them / add new entries etc etc Post Merge: July 29, 2014, 09:20:43 PM
Speaking of that, i'm still getting used to implementing new files for BBox so it took a while even for the simplest one, however it's mostly finished now. (and editable!)
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« Last Edit: July 29, 2014, 09:20:43 PM by Sammi Husky »
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« Reply #89 on: August 01, 2014, 01:00:35 PM » |
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I have a question about this. Its for Brawl's Spear Pillar. Does anyone know how to edit the hazards of Spear Pillar themselves?
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E-scope [PICTURE REMOVED. Reason: All signature pics must fit a 695x200 frame.] [/url]
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