That's looking pretty hot. Got some suggestions though.
The sky texture is looking much better, same for the water, nice job on that. I'm not a big fan of the grass texture though; it doesn't blend with too much with the plants/palm trees and needs to be more seamless, similar to the original. As for the props (boxes, house) the lighting on is off, but you already know that—fix up those materials :O And maybe add a slight fog hitting the mountains in the back to bring it all together?
Other than that the stage is coming together nicely, including the time chamber WIP, keep up the good work.
Although I'm curious, do these animated SCN0s work over any stage or just certain stages that have similar animations such as battlefield, final destination, distant planet, etc.?
Creative and innovative, along with the material/one-slot VIS0 edit over sonic.
I'm liking it.
Also, mariokar64, the detail put into ZS Peach such as the collar, clip on the capris, and jewel is pretty nice. The heels are a nice touch too. As for the weapons, maybe something involving pieces the of Samus's suit?
Still getting used to all the tools in 3ds, but somehow I managed to create this for an upcoming stage I'm developing. It's just an edit to make Castle Siege's unfinished lake more complete. Just tested it and It works 100% in brawl.
Sky Grounder, you did a great job with lighting. Brinstar Depths is looking much better.
As for the background model/lava issues have you tried setting the LightSet/FogSet values in the actual MDL0 file to its corresponding lights and fogs in the SCN0?
Glad I could help, and the stage pacs and rels alike go in the directory: X:/brawlmods/stages Although, depending on how you set up the folder hierarchy on you USB, you might also want to check out this post.
I prefer the darker lighting. It better fits the overall atmosphere of being underground. You are in the isolated depths of an alien planet after all where the only light source is the magma below you.
Looks great. It needs some SCN0 work though, such as darker ambience, light(s) from a different angle and such... Also, how would you go by editing collisions for the rotating version?
Yeah, its possible with Riivoultion. Follow Midnite's guide and setting it up on your USB drive should take no time at all. Also, here's the modlauncher.xml; the link for the one in the guide no longer works.
I'm not a fan of Riivoultion, but it's what I've been using ever since my SD card broke and it gets the job done.
@Forté It's somewhat intentional, I wanted it to make something like that, only that better than what's shown in there. I'll make it better for the release, I hope.
Anyway, to handle a little better my PMs with requests, questions, and all that, I'm thinking on making a new thread dedicated to my pendent work in those terms, instead of having to remember what have I done and what not. Listing all my pendend stuff, or at least the name of the users. What do you think?
Well, now stage stuff. I've worked on Peach's Castle Inside. I'm intending to include every room in the castle, even if they're not gonna be played afterwards. Some of them are very small, you know, but they could be played as closed rooms, like that sandcastle stage I made once. Some pictures showing some of the rooms:
Useless stuff? Maybe. But I want to pause and be able to see the whole insides of the castle. Problem?
Ah, I see. And I'm sure you'll make it better. The rest of the castle interior is looking superb btw.
As for the PM's, a thread does sound nice, but whatever you feel works for you. ;0
looks great. Maybe you should make the stage over Castle Siege, and put up a Mediafire folder system that lets us customize which area replaces each stage in CS, much like how you did for OoT Link.
^What happened between those two versions? The previous one you posted looked more accurate than the current one posted tbh. Concerning the previous version, the stage light sources should be split between the top and the bottom. The top light should be desaturated to a more neutral color, while the bottom light should be the stronger of the two and have the same orange ambiance/light color that the top had in the previous picture. Additionally, the character lighting looks pretty decent color wise, but the actual source should be lower on the Y-axis.
That's just my opinion on the matter.
Other than that, you've made some commendable progress on the stage and I'm anxious to see your final outcome on it. Keep up the good work.