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Super Smash Bros. Brawl Hacking => Stages => Topic started by: Mr.Shadow t h on August 01, 2011, 05:07:49 PM



Title: Project destroy
Post by: Mr.Shadow t h on August 01, 2011, 05:07:49 PM
Right now im investigating Fire emblem and luigi's mansion and how the collisions collapse.
 This is a collab a small or big team will help pm me if you'd like to join.
 Because in luigi's mansion you get to totally crush the house and in STG_EMBLEM 2. You get to crash the statues.We can even make your stage be totally crushed every time you smash throw ect. your opponents to any collision but will take a long time to do ill also give tutorials.Oh and pepole don't forget nothing's impossible with team work.
THE TEAM:me
 wolfr3in15









Additional info: this could possibly happen to custom stages basically for brawl machininma. :>.>palm: lets do this.
 
 
 
 
 


Title: Re: Project destroy
Post by: DSX8 on August 03, 2011, 04:51:22 AM
well u do kno that shadow moses island and skyworld also has stuff that u can break in them. its not just stage 2 of Castle Siege and Luigi's Mansion.

its most likely in the STDT file or in their .rel files i bet.


Title: Re: Project destroy
Post by: Mr.Shadow t h on August 03, 2011, 06:50:45 AM
yea kinda forgot


Title: Re: Project destroy
Post by: ℱira on August 27, 2011, 02:43:53 PM
its going to be hard to make the breaking animations though


Title: Re: Project destroy
Post by: ForOhFor Error on August 27, 2011, 02:51:23 PM
So, you're seeing how the breakable platforms work?
Check the rel files, they probably control it.
And if you want to edit them (no one has found out how completely yet) you better reference this thread:
http://forums.kc-mm.com/index.php?topic=29937.0

Anyway, Yoshi's Island melee is probably the place to start.


Title: Re: Project destroy
Post by: Mr.Shadow t h on August 30, 2011, 05:11:16 PM
I see i can use the info actually I can try and test the animations depending on whether the collisions alter it more or the bones can often modify it. But your right シグファイラ i can tell its going to be hard....


Title: Re: Project destroy
Post by: DocStrange on September 25, 2011, 11:17:17 AM
its going to be hard to make the breaking animations though

Not necessarily. I would imagine you could make the separate broken pieces and just have them held together before they're triggered to break. Then it would just be a pretty simple animation for the pieces falling apart and disappearing with a simple smoke effect added. It's actually figuring out how to tell brawl when the pieces should break that's difficult.

Have you talked to M22K about this? I wonder if something from how he did the pipes in Mushroom Kingdom could be adapted for this.


Title: Re: Project destroy
Post by: Mr.Shadow t h on September 25, 2011, 11:30:22 AM
Agreed


Title: Re: Project destroy
Post by: ToddL on September 29, 2011, 10:18:03 AM
Have you talked to M22K about this? I wonder if something from how he did the pipes in Mushroom Kingdom could be adapted for this.
Go ahead and ask him about it anyways as I haven't actually examined the file, but I don't think the way he did the pipes will help this in anyway.  My guess is that he made a small platform that periodically moves at high speeds from one pipe to another, arching slightly off the top of the screen to avoid colliding with other platforms--there's not actually anything interactive about it.  As far as I know, no one has yet been able to make any aspect of a stage interactive in any way.  If you could figure out how to do this the applications could be numerous.


Title: Re: Project destroy
Post by: ??_? on October 01, 2011, 03:01:36 PM
He did the pipes with an animated collision, it simply moves quickly to the second position in one frame and gives the illusion of teleporting.  You'll have to look into stage hitboxes for this, actually.


Title: Re: Project destroy
Post by: DocStrange on October 02, 2011, 05:19:32 PM
He did the pipes with an animated collision, it simply moves quickly to the second position in one frame and gives the illusion of teleporting.  You'll have to look into stage hitboxes for this, actually.

This is what I meant, perhaps do something similar with the collisions, only instead of it triggering the character to move in 1 frame, it could cause the shards of whatever's breaking to go through it's breaking animation and the collision can either disappear or move out of bounds instantly. It may take some doing to make it not look like crap, but it seems feasible enough to be worth screwing around with.


Title: Re: Project destroy
Post by: ForOhFor Error on October 02, 2011, 07:50:44 PM
Triggering the animation is the problem, and what is being investigated.


Title: Re: Project destroy
Post by: DocStrange on October 02, 2011, 09:12:53 PM
Well, I'm no kind of authority, and the more I think about it the more I think I'm barking up the wrong tree with the pipe angle, but I just want to clarify before I give up... how exactly do the pipes work?

From the way you guys have been talking about it, it sounds like it's a constantly active moving collision that only affects you once you drop into the pipe, and thus doesn't have any kind of trigger, you just need to be in a very specific place for it to affect you. Is that about right?


Title: Re: Project destroy
Post by: Mr.Shadow t h on October 03, 2011, 05:13:15 PM
True it is yet it will impact filesize by afar. Triggering it will be a smooth process Lensho was able to complete it so there is a possibility.