Title: SSE Exports Post by: Vergant on January 04, 2011, 10:32:11 PM How does one take an area from the SSE and make it into a playable stage?
Title: Re: SSE Exports Post by: Gamma Ridley on January 04, 2011, 10:33:31 PM Exporting the models and textures within the .pacs for the SSE and place them over a pre-exisitng stage.
Title: Re: SSE Exports Post by: Vergant on January 05, 2011, 01:46:33 PM Thanks, I need the pac file(s) for the SSE. Can someone link me please?
Title: Re: SSE Exports Post by: GentlemanPotato on January 05, 2011, 05:30:02 PM Here you go (http://www.mediafire.com/?sharekey=bf68243dc4c908b28d78a0e5552916095d6170349cac00195be6ba49b5870170#202,1)
Title: Re: SSE Exports Post by: Vergant on January 05, 2011, 05:53:43 PM Thank you
Title: Re: SSE Exports Post by: Vergant on January 06, 2011, 09:25:15 AM So how exactly do I replace a section from the SSE with a stage? Do I export everything and replace it with the stage I want I want it? Also, how, and where do I change/add the player spawns?
Title: Re: SSE Exports Post by: msp26 on January 06, 2011, 09:40:20 AM So how exactly do I replace a section from the SSE with a stage? Do I export everything and replace it with the stage I want I want it? Also, how, and where do I change/add the player spawns? there are easy guides on youtube Title: Re: SSE Exports Post by: Vergant on January 06, 2011, 09:29:59 PM Can you link to the videos then?
Title: Re: SSE Exports Post by: Mewtwo2000 on January 10, 2011, 04:38:08 PM First you must learn how a stage is, the basic elements. Open Final Destination and watch what's in there. There are modeldatas, texturedatas and miscdatas. In the sse stages you will find a similar structure. You will need to find in which modeldata you can find the stage itself, and not enemies, or doors, or invisible things. Then, export all the useful modeldatas you find into your computer. Do the same with the texturedatas, find the ones with used textures. And then, find the blue miscdata (collision related) that fits better your idea of a stage. You may need to complete the collisions yourself, but knowing the basics, you can do it easily.
And finally, you could use the stageposition model from the SSE stage to see where the area could start/end. But don't export it, just get the important values like the camera and death ones. Then, import all these things over the FD stage, replacing the existing modeldatas/texturedatas, and the collision miscdata[2]. You can have all the texturedatas you need, but you can only use modeldatas 1 and 2 for models in FD based stages. You could use modeldata101 if needed, but that's all. But this is enough for a SSE stage I guess. Title: Re: SSE Exports Post by: Vergant on January 11, 2011, 01:08:25 AM I would assume the same method would be used if I wanted to swap out a different stage and not FD. Also, how would the player spawns come into effect? P1-4 and there spawn. Knowing me, I'm bound to &$^% something up, but I'll give it a shot. Thanks for your help, as I see you've had experience with this sort of thing.
Title: Re: SSE Exports Post by: Segtendo on January 15, 2011, 12:00:38 AM There are spawn points in ModelData[101] that is stagePosition. There will be eight bone names
Player0XN Player0XE 0=P1 1=P2 2=P3 3=P4 I just put those bones in the same location. EX: I make Player00N in one spot and then I make the E bone share the same location as the other one. |