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 packDownload it here:
http://dl.dropbox.com/u/5869687/StageBuilderBlockStagePack.zipThis 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
2. Inserting ModelsOpen 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
3. Applying textures to modelsNot 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 modelsOnly 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
Pretty much this video, adding the fact that you can make new collision data with alt+click+drag
Video Tutorial:
Part 1:
Part 2:
Well, that's the guide. If you have any questions or problems with the guide, please post them in this thread.