Kitty Corp Meow Mix Forums

Super Smash Bros. Brawl Hacking => Stages => Topic started by: Unkown Kokiri on July 22, 2012, 02:05:02 PM



Title: Banjo kazooie Engine Room
Post by: Unkown Kokiri on July 22, 2012, 02:05:02 PM
Kokori Forest
(http://img684.imageshack.us/img684/3374/kokiriforest2.png)
(http://img526.imageshack.us/img526/3189/koferiforestbrawlbybird.png)
http://www.youtube.com/embed/q4QbX9TOY3E (http://www.youtube.com/embed/q4QbX9TOY3E)

Download here
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=28478 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=28478)


Title: Re: Bomberman lab
Post by: Evilstriker on July 29, 2012, 03:53:08 PM
You should add some Platforms and do something against the blue sides then it would be perfect


Title: Re: Bomberman lab
Post by: Unkown Kokiri on July 29, 2012, 06:20:18 PM
like adding the colision stuff to the sides


Title: Re: daves stages
Post by: Unkown Kokiri on August 12, 2012, 04:59:14 PM
hey there guys i made my first 3d stage and with a great big help from legacy wolf for helping me figure out how to make stages
(http://i32.servimg.com/u/f32/11/42/95/14/level10.jpg)
any ideas what this is :)


Title: Re: daves stages
Post by: Chaos_Knight on August 12, 2012, 05:07:00 PM
Kokiri Forest. Everybody knows that. XD Looking forward to it :D


Title: Re: daves stages
Post by: Unkown Kokiri on August 12, 2012, 05:16:20 PM
:) yeah still a few problem in it but i will get it fixed :)


Title: Re: Davey stages (kokori Forest 3d)
Post by: Unkown Kokiri on August 28, 2012, 09:57:55 PM
it finally posted download it now >:)


Title: Re: Davey stages (kokori Forest 3d)
Post by: GanonZack on August 29, 2012, 07:09:32 AM
I'm going to add this to my roster as soon as I get home from school!.
It would be cool if you post future ideas for your next stages or something like that.
And, maybe you can make some other positions of the stage playables, like m2k do for his stages.


Title: Re: Davey stages (Bongo Bongo 3d)
Post by: Unkown Kokiri on August 29, 2012, 10:36:37 PM
(http://i32.servimg.com/u/f32/11/42/95/14/bongo_10.jpg)
well i cant animate bone or make them sadly:( if someone can animate bongo bonjo i will give you the model and do what you need to do to make him work :) but that my current stage preview


Title: Re: Davey stages (Bongo Bongo 3d)
Post by: SwingSet on August 31, 2012, 03:04:27 PM
Great job with kokiri forest!


Title: Re: Davey stages (Bongo Bongo 3d)
Post by: Unkown Kokiri on February 06, 2013, 01:40:31 AM
bongo bongo is up and running
Bongo Bongo Boss Room (http://www.youtube.com/watch?v=gVl5WhuJaxc#)

download here
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=30919 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=30919)


Title: Re: Davey stages (heart beat cavern)
Post by: Unkown Kokiri on February 11, 2013, 06:42:41 PM
yoshi stories heartbeat cavern (brawl mod) (http://www.youtube.com/watch?v=we9As2DxlvY#ws)
download here
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=30991 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=30991)


Title: Re: Clanker Cavern
Post by: Unkown Kokiri on February 27, 2013, 12:09:06 AM
my newest and by far my favorite level yet
Clanker Cavern from banjo kazooie
Clanker Cavern -Brawl hack- (http://www.youtube.com/watch?v=K1vn6N3BP-s#)
it is a beta not a 100% im trying to fix a ton of thing with it


Title: Re: Clanker Cavern
Post by: Mewtwo2000 on February 27, 2013, 05:56:33 AM
Davey, before trying epic places like Banjo-Kazooie or Ocarina of Time places, you should learn a little more about stage basics. Your characters are still spawning in the air, and that's something you really need to fix. Your stages also lack animations, shadows, colors...

It's okay that you try to make your stages, but I recommend you to try to improve. In my opinion, making a stage isn't just importing a model and building the collisions to walk on it. It's way more complex, you need some lighting for characters and for the stage itself, sometimes even fogs. If you find an issue like that water, look for an answer, try to change something, don't leave it as is.

Just saying, because if I just imported models and edited collisions, I would release one stage per day. I have nothing against you or your stages, it's just a recommendation. Know that sometimes, after I've told things like these to others, they've improved amazingly their staging skills.


Here would go a post davey deleted O.o

There are lots of tutorials out there O.o

Anyway, a few tips:

- Characters spawn at the collision height. If the floor is at 0, characters spawn on 0, not above.
- You don't need bones to get simple animations. You can separate parts of a stage in different models and import them as separate models, that can move with different animations. Each different model will use its own bone. You can even add bones in brawlbox that control parts of the stage, while the main stage is controlled by the main bone, for example.
- Stages like those won't look nice unless you use vertex colors. That's something to edit in 3dsmax, N64 games use them alot and change alot the looks of the models. The modelresource models won't have those, that's something to make manually, and what takes most of the time.
- You can change the properties of the materials in the materials part of a model in brawlbox, if that water isn't looking well, maybe importing another material and texture can make it.

I'm not getting connected very often lately, so I don't know if you've asked your questions in a public way. The best way to ask is just PMing others anyway. Also, tutorials are still all over the place, you can learn a lot from there. I've never used a tutorial, I've always learnt stuff by myself, but I've read some of the existing ones and they should be enough for you to improve.


Title: Re: Clanker Cavern
Post by: Unkown Kokiri on February 27, 2013, 06:27:28 AM
i have been trying :/ this is a proof
darker bongo bongo room
(http://i69.servimg.com/u/f69/11/42/95/14/bongo_10.png)


Title: Re: Clanker Cavern(edit: a darker bongo bongo room)
Post by: Mewtwo2000 on February 27, 2013, 06:34:24 AM
i have been trying :/ this is a proof
darker bongo bongo room
([url]http://i69.servimg.com/u/f69/11/42/95/14/bongo_10.png[/url])


Okay, you're right.

Now go find my character shadows tutorial. And try to tint Bongo Bongo's textures to make it look more like the real thing. Separate those hands from the main model and make them move separately. Change the lighting so the characters are darker too, and that will be an improvement ._.


Title: Re: Clanker Cavern(edit: a darker bongo bongo room)
Post by: Leon Exodio on February 27, 2013, 07:14:16 AM
nice stages can wait to see more


Title: Re: Clanker Cavern(edit: a darker bongo bongo room)
Post by: Syeo on February 27, 2013, 07:30:02 AM
davey, I'm sure you can do it! Actually, I wanted to use your Bongo Bongo stage but I miss the atmossphere you normally have when you're fighting him. I don't have a clue about making stages, but since the background is still to bright, what about removing it and replace it with a black background?

However, I'll use the heartbeat cavern stage. All your ideas for stages are great, you just have to make some progress so they'll be awesome and more popular. :)

Well, if you made some progress, the heartbeat cavern stage should change every few seconds to another theme, like in the credits:

Yoshi Story Ending (http://www.youtube.com/watch?v=8klQAZXN954#)



Title: Re: Clanker Cavern(edit: a darker bongo bongo room)
Post by: Unkown Kokiri on February 27, 2013, 07:34:26 AM
i wish i could do that man :( i cant rip model out of game i just use model resource so i only had 2 pages the second page i attempted but way to many problems with it got in the way


Title: Re: Clanker Cavern(edit: a darker bongo bongo room)
Post by: KGN Nappdagg on February 27, 2013, 01:08:44 PM
Add fungi forest music


Title: Re: Clanker Cavern(edit: a darker bongo bongo room)
Post by: Mewtwo2000 on February 27, 2013, 03:03:07 PM
As I told you before in private, I'm gonna help you with the Bongo Bongo stage so you can learn what I do. First thing done, the stage itself:

(http://i.imgur.com/L81YalI.jpg)

Now that's a proper stage. Bongo Bongo still needs to be worked, and so does the lighting. But what you see here has been like 10-15 minutes of 3dsmax work only.

I guess I should have made this stage myself in the past, it's been really easy to make.

EDIT:

After a little more work, this is how it looks now:

(http://i.imgur.com/SmwgC7D.jpg)

I've not colored Bongo Bongo at all, this is done with light. 3 lights are affecting now him and characters, instead of one. Bongo Bongo has been smoothed in max with the meshsmooth modifier. I've separated him in 3, so with a little animating it will be able to move in a simple way.

EDIT2:

Finally, I've animated Bongo Bongo without rigging him at all. Just one bone for each hand, and another for the body. Well, and I've added some shadows for the hands, for a more professional look. Those are controlled by another bone each, connected with hands themselves.

(http://i.imgur.com/NsQ7QAT.jpg)

I'll post a video of the stage tomorrow, and will give you further information on how to do things like these. I guess I've gone too far though, I'm using color, texture and model animations in this stage. And a custom lighting...


Title: Re: Clanker Cavern(edit: a darker bongo bongo room)
Post by: Unkown Kokiri on February 27, 2013, 08:21:50 PM
o.o that look amazing :O
Game Grumps Animated - DAN OUDA DAN (http://www.youtube.com/watch?v=xfbYgt_cffU#)


Title: Re: Clanker Cavern(edit: a darker bongo bongo room)
Post by: Mewtwo2000 on February 28, 2013, 05:07:57 PM
This video shows the after and before of the stage:

[SSBB hack] - Bongo Bongo's Room (http://www.youtube.com/watch?v=nrjSVbXiEPI#ws)

Basically, what I've made:

1- The models were both moved and sized, so I've used my block tool to apply those properties to the polygons themselves. That's done by writing the model names in the parameters section of the tool, and clicking the 'apply' button with the 'to model' option on.

2- For the background, I've exported it as .dae and imported it into 3DSMax. I've colored the few objects in the stage by selecting the polygons/vertices and, in the right menu, changing the color. To see the changes, I've applied a 'vertexpaint' modifier to everything, and selected the options to see the vertex colors. Once done with it, I've made a clone of the main ground to make the character shadows. I've changed the material it uses, so the new one uses the TShadow1 texture. I've also moved it up by 0.2 units. But not the object, but its vertices, so the model is still in the (0,0,0) position. After assuring that everything is controlled by the main bones (tools->open explorer / CTRL+Alt+O) I've exported as .dae and put it back to Brawlbox.

3- For Bongo Bongo, I've exported it as .dae and put it into 3DSMax too. Once open, I've used the 'meshsmooth' modifier to get rid of that ugly polygonar look. After that, I've selected each hand and detached them as new objects. I've made them use different materials, but keeping the same texture. After that, I've made a screenshot of one of the hands from the top and I've made a shadow-like texture with it. I've added 2 2D shapes just under the hands and made them use the new shadow texture. I've exported it as .dae and put it back into Brawlbox.

4- Once in Brawlbox, I've imported the stage as stage/item and Bongo Bongo as character. I always check the first 3 options when importing, and only check the 4th one when importing as character. I don't use to check any other option. I've Changed the ParamChanCtrl2AlphaC1 value in every material of the stage to 1 to make it ignore the lighting, and I've changed the ColorScale value in the shader from 4 to 1 to compensate the change. I've also made changes to the shader for Bongo Bongo so Color1 animations affect the different parts of his body. Basically, I've made Stage1 to use the color channel 1, and I've multiplied the previous color with that color channel 1. Thanks to this, Bongo Bongo casts the lighting, and can also be darkened with a color animation. You need to tell the materials that you're using 2 light channels for this to work.

5- I've edited the lighting for characters, it's made by 3 different lights, instead of 1, which was before. One is green, the other is purple, and the other is white. One comes from the right, the other from the left, and the other from below. Well, the 3 of them come from below in some way. I've also made the external ground thing to have 2 layers of the same texture, and I've animated both of them with a SRT0 or texture animation.

6- I've made the shadow material for the hands to be transparent with the EnableBlend option in true, and I've made it color-editable by changing the ParamChanCtrl2ColorC1 value to 0. This way the transparency of these can be edited and have a nice effect when the hands move up/down.

7- I've edited a little the collisions. You can see the exact placement of the model in max, so make use of this. If it's an horizontal floor like this, it has to be exactly horizontal and in the exact height. In the case of the external floor (which hurts you in Ocarina of Time), I've made it go a little under the actual model, so it seems like it's some kind of liquid you get a little buried into. I've not used character shadows there, it's too dark to even notice them.

8- Talking about character shadows, I've made the MShadow material I made for the clone of the floor to use the TShadow1 texture. It's necessary to have this texture in the stage, if not it will crash. I've made the material to work by itself my own way, in your case it's okay if you follow my shadows tutorial, you replace the MShadow material with the one in the download and use an additional shadow model to get the properties from. I've not needed those cause I can make my models to have those properties by themselves.

9- Animating Bongo Bongo. I've had to change the bone extructure in Brawlbox, adding some bones in a clever way so one bone moves both hands and theirs shadows, and another moves just the hands for vertical moves. I've used a CLR0 animation for the shadows of the hands and making appear and dissapear Bongo Bongo and his hands. This has been the hardest part for me, specially cause I've had to synchronize both model and color animations, with hands moving up and down and shadows getting more or less intense.

Well, this is it. As you can see, making a stage isn't just making the model reach Brawlbox, making an inaccurate collision and a proper lighting to go with it. You may need vertex colors, you have to make the character shadows, and it's interesting if the stage has some kind of life, movement, anything. Smoothing the polygons is necessary if you're letting the lights to affect them, and you have to keep in mind that everything can always get better. Maybe what's shown in the video looks amazing for you, but people are already complaining about the rythm of Bongo Bongo, a possible vibration of the floor, etc. I've already thought of that vibration thing before making the video, I've rigged the Bongo to a bone so it can get deformed in some kind of vibration. And Bongo Bongo's animations can always be changed to match the original rithm.

There's no perfect work, but you have to at least try your best. Hope some of this is useful for you or for anybody else.

I'll send you the stage tomorrow, I hope you replace the old version with it and add me as a collaborator to it. When somebody makes an important part of a hack, the ownership has to be shared in some way. And, as you created the hack originally, you have to edit that submission, add me as a collaborator, and not making a new entry for something that you've already shared. Many people don't follow these rules, and there are many versions of the same things in the vault. I'm against this even if my download rate is decreased when I don't put up a new entry for an updated hack.


Title: Re: Clanker Cavern(edit: a darker bongo bongo room)
Post by: Unkown Kokiri on February 28, 2013, 09:16:00 PM
mewtwo i always support people who help me :) i never havent put someone name in where it belongs thank yo for so much kindness in helping me make this tage it means so much


Title: Re: Clanker Cavern(edit: a darker bongo bongo room)
Post by: Syeo on March 01, 2013, 10:12:36 AM
Mewtwo2000 really is the model of an angel.

Now the Bongo Bongo stage looks awesome! Hmm.. I wonder if it's possible to make platforms out of his hands? The hands could be in the background but they could also move from left to right to push the player out of the platform from time to time. Well, this wouldn't really have a big effect as long as the water around the stage is solid to move on it.


Title: Re: Clanker Cavern(edit: a darker bongo bongo room)
Post by: LegacyWolf on March 01, 2013, 11:36:15 AM
This video shows the after and before of the stage:

[SSBB hack] - Bongo Bongo's Room ([url]http://www.youtube.com/watch?v=nrjSVbXiEPI#ws[/url])

Basically, what I've made:

1- The models were both moved and sized, so I've used my block tool to apply those properties to the polygons themselves. That's done by writing the model names in the parameters section of the tool, and clicking the 'apply' button with the 'to model' option on.

2- For the background, I've exported it as .dae and imported it into 3DSMax. I've colored the few objects in the stage by selecting the polygons/vertices and, in the right menu, changing the color. To see the changes, I've applied a 'vertexpaint' modifier to everything, and selected the options to see the vertex colors. Once done with it, I've made a clone of the main ground to make the character shadows. I've changed the material it uses, so the new one uses the TShadow1 texture. I've also moved it up by 0.2 units. But not the object, but its vertices, so the model is still in the (0,0,0) position. After assuring that everything is controlled by the main bones (tools->open explorer / CTRL+Alt+O) I've exported as .dae and put it back to Brawlbox.

3- For Bongo Bongo, I've exported it as .dae and put it into 3DSMax too. Once open, I've used the 'meshsmooth' modifier to get rid of that ugly polygonar look. After that, I've selected each hand and detached them as new objects. I've made them use different materials, but keeping the same texture. After that, I've made a screenshot of one of the hands from the top and I've made a shadow-like texture with it. I've added 2 2D shapes just under the hands and made them use the new shadow texture. I've exported it as .dae and put it back into Brawlbox.

4- Once in Brawlbox, I've imported the stage as stage/item and Bongo Bongo as character. I always check the first 3 options when importing, and only check the 4th one when importing as character. I don't use to check any other option. I've Changed the ParamChanCtrl2AlphaC1 value in every material of the stage to 1 to make it ignore the lighting, and I've changed the ColorScale value in the shader from 4 to 1 to compensate the change. I've also made changes to the shader for Bongo Bongo so Color1 animations affect the different parts of his body. Basically, I've made Stage1 to use the color channel 1, and I've multiplied the previous color with that color channel 1. Thanks to this, Bongo Bongo casts the lighting, and can also be darkened with a color animation. You need to tell the materials that you're using 2 light channels for this to work.

5- I've edited the lighting for characters, it's made by 3 different lights, instead of 1, which was before. One is green, the other is purple, and the other is white. One comes from the right, the other from the left, and the other from below. Well, the 3 of them come from below in some way. I've also made the external ground thing to have 2 layers of the same texture, and I've animated both of them with a SRT0 or texture animation.

6- I've made the shadow material for the hands to be transparent with the EnableBlend option in true, and I've made it color-editable by changing the ParamChanCtrl2ColorC1 value to 0. This way the transparency of these can be edited and have a nice effect when the hands move up/down.

7- I've edited a little the collisions. You can see the exact placement of the model in max, so make use of this. If it's an horizontal floor like this, it has to be exactly horizontal and in the exact height. In the case of the external floor (which hurts you in Ocarina of Time), I've made it go a little under the actual model, so it seems like it's some kind of liquid you get a little buried into. I've not used character shadows there, it's too dark to even notice them.

8- Talking about character shadows, I've made the MShadow material I made for the clone of the floor to use the TShadow1 texture. It's necessary to have this texture in the stage, if not it will crash. I've made the material to work by itself my own way, in your case it's okay if you follow my shadows tutorial, you replace the MShadow material with the one in the download and use an additional shadow model to get the properties from. I've not needed those cause I can make my models to have those properties by themselves.

9- Animating Bongo Bongo. I've had to change the bone extructure in Brawlbox, adding some bones in a clever way so one bone moves both hands and theirs shadows, and another moves just the hands for vertical moves. I've used a CLR0 animation for the shadows of the hands and making appear and dissapear Bongo Bongo and his hands. This has been the hardest part for me, specially cause I've had to synchronize both model and color animations, with hands moving up and down and shadows getting more or less intense.

Well, this is it. As you can see, making a stage isn't just making the model reach Brawlbox, making an inaccurate collision and a proper lighting to go with it. You may need vertex colors, you have to make the character shadows, and it's interesting if the stage has some kind of life, movement, anything. Smoothing the polygons is necessary if you're letting the lights to affect them, and you have to keep in mind that everything can always get better. Maybe what's shown in the video looks amazing for you, but people are already complaining about the rythm of Bongo Bongo, a possible vibration of the floor, etc. I've already thought of that vibration thing before making the video, I've rigged the Bongo to a bone so it can get deformed in some kind of vibration. And Bongo Bongo's animations can always be changed to match the original rithm.

There's no perfect work, but you have to at least try your best. Hope some of this is useful for you or for anybody else.

I'll send you the stage tomorrow, I hope you replace the old version with it and add me as a collaborator to it. When somebody makes an important part of a hack, the ownership has to be shared in some way. And, as you created the hack originally, you have to edit that submission, add me as a collaborator, and not making a new entry for something that you've already shared. Many people don't follow these rules, and there are many versions of the same things in the vault. I'm against this even if my download rate is decreased when I don't put up a new entry for an updated hack.


Well, aren't you just about the greatest partner ever. Looks fantastic!

mewtwo i always support people who help me :) i never havent put someone name in where it belongs thank yo for so much kindness in helping me make this tage it means so much


I disagree, as you've left my name out of credit on each release I've helped you with.


Title: Re: Clanker Cavern(edit: a darker bongo bongo room)
Post by: Mewtwo2000 on March 01, 2013, 02:04:41 PM
Here is the download link, put it as is in the vault:

http://www.mediafire.com/?1d90m6z45msou (http://www.mediafire.com/?1d90m6z45msou)

It includes icons and stuff. I'll update it in the future with features I've been asked about, like having the hands as platforms and stuff.


Title: Re: Clanker Cavern(edit: a darker bongo bongo room)
Post by: Legend of Jesse on April 13, 2013, 03:31:01 PM
Hey I figured I would tell you that I have made a few edits to your kokiri forest! you should check it out! (it's in project Zelda) also... i'm not sure how you feel about helping and stuff (every body is different) but if you can contribute in anyway it would be most appreciated! If not that's fine too... I understand (time and what not) but here is a link for Project Z! Hope you like the slightly revamped kokiri forest!

Project Z:
http://forums.kc-mm.com/index.php?topic=58603.0 (http://forums.kc-mm.com/index.php?topic=58603.0)


Title: Re: Clanker Cavern(edit: a darker bongo bongo room)
Post by: Unkown Kokiri on June 11, 2013, 11:18:11 AM
my latest wip
snow castle from tekken 5
Snow Castle Brawl WIP (http://www.youtube.com/watch?v=gxHEgvqcd6M#ws)
with a little mor elighting and such it will be perfect :) im also aware that people might get buged by the pillar nd such getting in the way even thou they really dont i will be moving the stage placement so they arent in the way anymore

Post Merge: June 12, 2013, 12:17:42 PM
no comments?


Title: Re: Snow Castle Tekken 5
Post by: BlueBrain on July 01, 2013, 05:25:57 AM
it looks too bright i think, characters stand out a lot, it also doesnt seem to have shadows, right?

also, you could add some random plattforms to avoid the flatlevel haters :P


Title: Re: Snow Castle Tekken 5
Post by: Unkown Kokiri on July 17, 2013, 07:47:32 PM
i did say i gotta fix lighting and stuff


Title: Re: Snow Castle Tekken 5
Post by: Unkown Kokiri on July 30, 2013, 09:06:03 PM
here is the first ever gex level to hit brawl i render this model fom deep cover gecko
(http://fc06.deviantart.net/fs71/i/2013/211/6/7/first_ever_gex_level_in_brawl_____wip__by_birdman91-d6fxq8l.png)
i do need someone to help me fix this stage up :( i can really use the help
i have tone of model that just needs to be texture i have level from clay figther sculptor cut diddy kong racing and many more game models if anyone would be willing to re texture the models


Title: Re: Mudville Manor Clay gither n64(realese soon)
Post by: Unkown Kokiri on August 09, 2013, 11:54:53 PM
i made a clay figther stage and i like ti so farim trying to get this level as ark as the original :srs: but the thing is not working with me there are also some texture spot issue that i am working on fixing it will be relaeas efor halloween other level from clay figther will be soon to download too
(http://fc04.deviantart.net/fs70/f/2013/221/0/1/mudville_manor_clay_figther_by_birdman91-d6hgitz.png)

Post Merge: August 10, 2013, 06:22:43 AM
Video
www.youtube.com/embed/ZzrHGGIvxBQ (http://www.youtube.com/embed/ZzrHGGIvxBQ)
(this show off my textures as well)
Pictures
(http://imageshack.us/a/img577/9263/qffh.png)
download
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=33655 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=33655)


Title: Re: Gruntilda head
Post by: Unkown Kokiri on May 14, 2014, 10:25:22 PM
my newest stage Rubbage reef from clay fighter
(http://fc02.deviantart.net/fs71/i/2014/134/8/6/rubbage_reef_brawl_mod_by_birdman91-d7iews6.png) i am putting alot of serious work into this and i am already running into way many problem im trying to figure out teh source of it but it seem to happeen everytime i make a stage lol all my textures get messed up XD but i am working on it like i said and i have played on it already it qute fun XD

in game
(http://i57.servimg.com/u/f57/11/42/95/14/ingame10.jpg)

if anyone can help me with it just pop me a message i can really use the help


Title: Re: Rubbage Reef (clay fighter)
Post by: Mewtwo2000 on May 16, 2014, 04:14:52 AM
Make sure the textureref0 in the shaders is 'true' and that the NeedsNormalMtxArray value in the model is also 'true'. Importing with Brawlbox 0.71 disables those for some reason and you got to activate them manually.


Title: Re: Rubbage Reef (clay fighter)
Post by: Unkown Kokiri on May 16, 2014, 08:31:25 AM
I use .70 but ill check that myself and see if that the case


Title: Re: Rubbage Reef (clay fighter)
Post by: Bad Box Art Mega Man on May 16, 2014, 02:02:07 PM
i NEED a clayfighter stage. i may prefer the freezing fortress, but any clayfighter love is very much appreciated for an obscure series


Title: Re: Rubbage Reef (clay fighter)
Post by: Unkown Kokiri on May 16, 2014, 08:56:17 PM
i hi have that saved too XD as well as the graveyard and  and hut


Title: Re: Test Tubes Worms 3D
Post by: Unkown Kokiri on March 04, 2015, 11:15:03 PM
(http://i.imgur.com/fVDkhX6.jpg)
worms 3d test tubes
(http://i.imgur.com/KVE5EPB.png)(http://i.imgur.com/NQ78ZKv.png)(http://i.imgur.com/eUbU1zk.png)
download here
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=207911 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=207911)


Title: New junk City
Post by: Unkown Kokiri on June 09, 2015, 07:14:54 PM
New junk city
(http://orig06.deviantart.net/ffaa/f/2015/100/8/6/new_junk_city_brawl_stage_by_birdman91-d8p9976.png)
based off this made by me
(http://i.imgur.com/JaB2yGV.jpg)(http://i.imgur.com/1sG8dD9.jpg)
Download here
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=208702 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=208702)


Title: Re: Minecraft and candy craft
Post by: Unkown Kokiri on August 13, 2015, 09:55:26 AM
Candycraft
https://www.youtube.com/watch?v=wpuU01Wgwgk (https://www.youtube.com/watch?v=wpuU01Wgwgk)
this also has two texture of character coming out soon :)
Greenbiome
https://www.youtube.com/watch?v=5Cd_7l5o7sE (https://www.youtube.com/watch?v=5Cd_7l5o7sE)

both of these are edit of theyaths project m minecraft world


Title: Re: Minecraft and candy craft
Post by: BlueBrain on August 20, 2015, 12:12:18 PM
seeing how minecraft characters are 2 blocks tall, i think the stage looks pretty darn huge


Title: Re: Minecraft and candy craft
Post by: Unkown Kokiri on August 20, 2015, 10:21:58 PM
seeing how minecraft characters are 2 blocks tall, i think the stage looks pretty darn huge

trust me im trying to figure sizes myself XD that why it isnt out lol


Title: Plains Of passage [shovel knight]
Post by: Unkown Kokiri on December 07, 2015, 07:29:20 PM
Plains of Passage fromShovel knight
http://www.youtube.com/watch?v=Lf1GdfWR8xk
North Palace Zelda II: Adventures of Link
http://www.youtube.com/watch?v=daQMifdNL5o


Title: Re: Banjo kazooie Engine Room
Post by: Unkown Kokiri on January 24, 2016, 11:46:27 AM
http://www.youtube.com/watch?v=3VJW4eYB4hw

download here
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=210712 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=210712)


Title: Re: Banjo kazooie Engine Room
Post by: PrinceToma85 on April 27, 2016, 03:36:37 PM
I really love your stages Unkown Kokiri!^.^


Title: Re: Banjo kazooie Engine Room
Post by: Unkown Kokiri on April 28, 2016, 07:16:24 PM
thanks i try my best to get better :)