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Help & Tutorials => Help => Topic started by: Katakiri on March 02, 2011, 08:42:59 PM



Title: Stage Lighting (Particularly Green Hill Zone)
Post by: Katakiri on March 02, 2011, 08:42:59 PM
Can someone either teach me or link me to a guide that describes how to edit stage lighting?
I've looked around and can't find anything.

I want the main platform to look like the rest of the stage. It looks like it half the time, but the other half it will randomly look really bright like this:
(http://i654.photobucket.com/albums/uu268/BlazingKatakiri/al_110225_0238binout.jpg)

The main platform is just a building from another stage.

I'm not talking about replacing the lighting, I want to manually edit it. But there's no guides telling how to. :/


Title: Re: Stage Lighting (Particularly Green Hill Zone)
Post by: Wulfbang Meow on March 03, 2011, 10:43:47 AM
primarily because i doubt anyone but mewtwo knows how to properly edit lights.. >.>

the color editing is easy enough, but who knows which light is which?? 0.o

ask mewtwo for a tutorial perhaps?


Title: Re: Stage Lighting (Particularly Green Hill Zone)
Post by: Mewtwo2000 on March 07, 2011, 02:25:14 AM
Hi there xD

Well, first of all, light editing is easy, but it's not always the only thing to do. Sometimes, and this is the case, the scenedata isn't working properly for certain models, and they are sometimes too dark, and sometimes too lighten. To fix this, you need a scenedata compatible with the stage builder blocks.

Some lightings are compatible, the ones I'm usually using are from distant planet and lylat cruise. I highly recommend getting distant planet's. Also, in my stages, I'm usually using edited versions of this one. The one in my Alternative Mario Circuit stage could be perfect for this stage I guess.

Anyway, here's the how to edit the lightings, once you have one that works for every model:

First, get the latest brawlbox (I guess it was modset 4.2)

Then, open the scenedata in your stage. Go to the lights(NW4R) node. Then, you should identify which light is which. Edit the 'Red', 'Green' and 'Blue' values in each item to test. For example, in the first light (not the program one, but the next one), make red to be 255, and the rest 0. For the second one, make green to be 255, and the rest 0. And keep doing. This way, you will see in game which light is each one. Make 0 all the unused ones once tested, and edit conveniently the 3 values for the lights used by the stage. You could, for example, copy how the lighting in the original green hill is, copying the red, green and blue values from its scenedata. Then, you can also change the direction of the light by editing the vec1 and vec2 values. Vec2 would be the starting point in space of a lightray, and vec1 would be the final point. I usually use vec2=(0,0,0) and a proper vec1 to the light I need.

Hope this is enough ^^U