While I'm waiting for people to help me with my Nibelheim stage, I decided to start a new one. Here's some 3D built completely from scratch this time rather than another game rip.
(http://www.dlaurin.com/smashbrawl/mariorpg/pipehouse.jpg)
(http://www.dlaurin.com/smashbrawl/mariorpg/pipehouse2.jpg)
Amazing work! Looks just like the game.
Needless to say, I'm looking forward to this!
By the way, it looks like you missed the door handle. It's on (our) left side of the door in the middle plank. It blends in with the door bolt nail things. I mean, how else would they get inside?
Quote from: Peardian on August 31, 2013, 05:41:56 AM
Needless to say, I'm looking forward to this!
By the way, it looks like you missed the door handle. It's on (our) left side of the door in the middle plank. It blends in with the door bolt nail things. I mean, how else would they get inside?
Maybe they just have telekinesis?
anyway, this is looking amazing.
This looks great!
This guy could remake Super Mario RPG if he wanted to!
Thank you all for the comments :P Remaking Mario Rpg would be an awesome project, but way too big for me alone lol
Post Merge: September 02, 2013, 09:28:59 PM
Here's an update of my stage:
(http://www.dlaurin.com/smashbrawl/mariorpg/mariostage.jpg)
Looks like a mash of SMB3 and SMB2 USA. This is definitely a stage I plan on playing alot!
Though, I hope the shadows aren't as sharp. It makes the stage feel dark and not as light hearted as a real Mario stage would be. Just my opinion though.
Oh that's cause it's not being rendered well, it's just a screenshot of the scene in Maya.
I can't say I expected that at all, but I am very much looking forward to it!
The one thing that always kinda disappoints me about how 2D platformers (particularly SMB3) handle terrain is that, while it looks fine in 2D, it is impossible to pull off in 3D looking the same without having awkward leaning cliffs. That said, I'm looking forward to seeing how you lay out the terrain.
As a mild criticism, it looks kinda weird how the house is just sort of sitting on a cliff and the only way to leave it would be to fall to your death. Looking forward to the finished project!
Here's an update:
(http://www.dlaurin.com/smashbrawl/mariorpg/mariostage2.jpg)
Before I release this I need:
A tutorial for animating textures for the water.
A tutorial for the pipe to warp from one to another.
Someone please guide me to these while I tweak some stuff.
Beautiful.
I could assist. I know how to animate textures.
About that pipe transportation, it will have to be like Mewtwo2000's transporting pipes in his Mushroom Kingdom 64 stage, as that is as close to pipe transportation as we can get. as.
That's what I was going to study. Right now I'm going through a few problems. Stage freezing in game. Trying to figure out what's wrong for now.
Does anybody get their stage working straight away or is it normal to get problems like this?
Check the file size, different stages have different file sizes, so always make sure you don't go over board. Usually a file can't be twice it's original size, most of the time for stages and characters you can sqeeze in some memory, but always try to keep it as low as possible. ;)
Stage freezing happens to me. A lot. So [censored] much.
You'll definitely want to look into that filesize. I also get plenty of freezes and errors when trying to manually build over certain stages. What stage is it over?
From the looks of the model, it is also possible that it has too many vertices, though Brawl has a high tolerance of high-poly stages. high.
Thank you for the tips. The problem was in the filesize. 7mb
The stage is now in testing, need to scale down the whole thing a bit and I have some problems with some textures with transparency.
What I need help with: Animating this texture for the waterfall.
(http://www.dlaurin.com/smashbrawl/mariorpg/diffuse3.jpg)
tga: www.dlaurin.com/smashbrawl/mariorpg/diffuse3.tga (http://www.dlaurin.com/smashbrawl/mariorpg/diffuse3.tga)
Can someone tell me how to scale down the whole stage and its collisions with it? I tried creating an animation and pasting the scale values in it but it doesn't seem to change anything in the game. I just need to know how step by step.
My animations for the moving clouds aren't working at all either. I think I,m missing an important point.
To make a texture transparent, go to its material and under Blend Mode, set EnableBlend to true. Also, to be safe, use these setting under Alpha Function:
Ref0: 1
Comp0: GreaterOrEqual
Logic: And
Ref1: 255
Comp1: LessOrEqual
The texture could be animated via srt0. It's better to experiment with it, so try it out. It works similar to chr0.
For the scaling animation thing, you need to go to the collision data and select the collision object, then find the model's main bone that has been scaled, then highlight it and click the + button next to the Model box. The bone should show up in the Bone namebox and the model should show up in the Model namebox.
As for the cloud animations, they're just not working at all? Do they even seem to be moved?
I can't scale the stage at all, not just the collisions. It is scaled down in brawlbox via an animation (pasted in yellow) but it stays the same in the game.
As for the clouds, they appear in brawlbox and their animation is already made. They appear in the right place when I preview the whole scene in the collision editor. In the game, the clouds are invisible and the collisions stay in place.
Is the cloud texture semi-transparent? If so then that's probably it, the material is probably made to have just transparency which if the texture is semi-transparent the game will make it fully-transparent. There was a link to a zip folder that contained materials and shaders to get a character texture to be transparent somewhere but I don't remember where, but here's a link for the files that I just made: https://www.dropbox.com/s/ptc1yqmoiso9djd/Transparency%20Goods%20%5BUpdated%5D.zip, (https://www.dropbox.com/s/ptc1yqmoiso9djd/Transparency%20Goods%20%5BUpdated%5D.zip,)
There is one for a character texture to be transparent, one for a stage texture to be transparent because stages handle materials differently, one to make a character texture semi-transparent, one for a stage texture, one for a transparent metal for say a hair polygon on a character, and one for a semi-transparent metal. Sometimes BB would crash for the semi-transparent one for the character, but the stage one should work.
The clouds have no transparency at all. They share the same texture file as the plant and many other things that work just fine. It's more about them being different models.
I've succeeded in creating a texture animation. Still haven't tested if it works in-game though.
I scaled down the original model and am now redoing all collisions to fit the new size.
Well here's the first release with various bugs. Still waiting for help for whatever's not working right mentioned in my previous post. Enjoy!
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=34166 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=34166)
So...
*cries tears of joy and happiness*
Beautiful.
You could probably even make brand new SSE stages from scratch and make SSE even MORE exciting if you really wanted to. Great job.
I'm really glad you like it! I'll post here when updates are available.
Im getting freezes. What stage is it over?
I built it over Online Training. Go here: http://www.lakora.us/rel/ (http://www.lakora.us/rel/)
Choose Online Training in the left column and Battlefield in the right one and click download to get the right Rel file.
I tested it over Frigate Orpheon and it works fine too.
EDIT: Sooo, to anyone who tried the stage, can you tell me how to fix the water texture?
Rayved, now that I have the stage, I've already fixed it. I wanted to improve it a bit as well.
oh my lord
make this project m compatible and i will forever owe you
it's such a cool stage
Quote from: LegacyWolf on September 12, 2013, 02:37:27 AM
Rayved, now that I have the stage, I've already fixed it. I wanted to improve it a bit as well.
Legacy, can you send me the file through email so I can update the link? I'll pm you my email.
Hey, guys. As you know, I've mentioned a few changes to this stage, and to those who have already downloaded the stage, I think you'll appreciate this version a little more.
(http://www.dlaurin.com/smashbrawl/stages/mm5.jpg)
(http://www.dlaurin.com/smashbrawl/stages/mm4.jpg)
(http://www.dlaurin.com/smashbrawl/stages/mm6.jpg)
SSBB Hack - Rayved's Mushroom Mix v1.5 (http://www.youtube.com/watch?v=kkgDf0uSQXg#)
I've fixed a few things up, added a shadow system, fixed the waterfall, resized a few textures, made the screws show up, and the clouds are animated now. I even made a video to showcase it. To top it off, it doesn't freeze anymore! =o
Download's right here: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=34166 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=34166)
Have fun with it, guys.
Love, LegacyWolf
Bwahaha, you lost! :P
I love you, Rayved. No homo though.
This is your FIRST hack for Brawl and you got in Popular Downloads (for that period of time, but still it's popular, right?).
That's how you know you're going to be a GREAT Brawl hacker.
Quote from: Rayved on September 25, 2013, 05:55:47 AM
Bwahaha, you lost! :P
Nah, Mario won.
Quote from: Kid Ty on September 25, 2013, 11:34:08 AM
I love you, Rayved. No homo though.
This is your FIRST hack for Brawl and you got in Popular Downloads (for that period of time, but still it's popular, right?).
That's how you know you're going to be a GREAT Brawl hacker.
For real? I just want to be clear that making the top downloads means nothing. Make a [censored]ty Wii U recolor of a character and it's first on the top downloads within the day.
Yeah, it's a nice stage, and that's probably why it reached top downloads. It actually had potential. However, a good-quality hack depends on if people find marginal utility in it. Reaching the top downloads is simple demand.
I must agree with Wolf, but still, thanks for the praise :) I'll fix my Nibelheim stage and get it online. FF7, that should get some attention :P
Very nice stage, and very nice touch-up, Legacy.
I honestly think the logs should be animated ala Super Mario Bros 2, but it's still and amazing stage for a newcomer.
EDIT: Wait. Read the Vault description.
"The barrels in the waterfall will move down.
The pipes will warp to each other. "
Never mind then. Continue on, as usual.
Can I use the rel converter and put this over a different stage? I just need to know the base stage.
It's...over...Battlefield...Look at the beginning of the video.
Quote from: sluigi123 on September 27, 2013, 03:44:28 PM
It's...over...Battlefield...Look at the beginning of the video.
It's over battlefield via a rel file. Battlefield isn't its base stage.
It's Final Destination based.
It was online training based but Legacy might've changed it so I'm not sure anymore.
Is it? Maybe that explains the trouble I have loading it. I used a FD based REL, but nothing happened.
I'm trying to port it manually over Battlefield without the need of a .rel. The only reason I used a .rel is because porting it to Battlefield had [censored]ed up the shadow's direction and angle. I worked backwards, and I was stuck with this FD-based Mushroom Mix.
BlackJax has informed me that in the next release of brawlbox there will be an easy feature to export animation straight from Maya to Brawlbox. The next update will happen when I can use this nice new tool for the logs and possibly many other cool stuff to make the stage more alive. NPCs running around in the background and stuff.
Wait, does this stage work on P:M?