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16  Super Smash Bros. Brawl Hacking / Stages / Re: Llama Juice's Stage(s) thread. Golden Sun Lighthouse map released! on: February 28, 2014, 02:20:51 PM
Nah, it's pretty bad.  It causes it so that the user can then drop down inside the stage and jump out through other parts of the map.  Not being able to grab the ledge is better than having people able to glitch jump through the stage.
17  Super Smash Bros. Brawl Hacking / Stages / Re: Llama Juice's Stage(s) thread. Golden Sun Lighthouse map released! on: February 28, 2014, 01:54:18 PM
I made them not be grabbable because then people can hang onto those ledges when the stage is closing and hide inside the map.  I don't think I can kick the player off of the ledge at that point.
18  Super Smash Bros. Brawl Hacking / Stages / Re: Llama Juice's Stage(s) thread. Golden Sun Lighthouse map released! on: February 28, 2014, 11:09:40 AM
I forgot that Pokemon Trainer is a thing... hahaha good catch.

I've pretty much exclusively used v0.71 except for situations where people had mentioned specific reasons to use other versions.  I'll keep that in mind for this version.  I had played with the tristripper when I first started this project and I didn't see any change at all in any of my facepoint counts so I didn't bother looking at it anymore after that and I just worked on optimizing my actual mesh the best I could.
19  Super Smash Bros. Brawl Hacking / Stages / Re: Llama Juice's Stage(s) thread. Golden Sun Lighthouse map released! on: February 28, 2014, 10:19:42 AM
That means a lot coming from you sir haha.

The skydome accepting lighting was something that bothered me, but I felt like it also caused my silly daynight cycle to be somewhat more believeable or something because I don't understand clr0 animations or how to use them

For the spawn points I couldn't really do much to edit them.  Any time I'd try to actually edit them it would just crash brawlbox and so once I got it to a point where they at least spawn in and don't just fall through the floor I was happy haha.  I do appreciate you fixing that though man.

I'm looking forward to that PM with your changes.  Thanks a lot man.
20  Super Smash Bros. Brawl Hacking / Stages / Re: Llama Juice's Stage(s) thread. Golden Sun Lighthouse map released! on: February 28, 2014, 02:17:41 AM
It makes me an awkward level of happy to see other people playing on my stage.  Thanks for the video sir.  Cheesy
21  Super Smash Bros. Brawl Hacking / Model Imports / Re: DSX8 stuff! Spirit Tracks, and Crosell soon, Bayonetta Released.. 02/18 on: February 28, 2014, 02:06:18 AM
That's handy to know.  That was my first stage and so I didn't exactly know how to do certain things.  I ended up just kinda winging it and hoping for the best.  The midair spawns weren't that much of an issue for me so I didn't care about it.

What values did you set the height at so that they spawn appropriately?  That'd be helpful for me.  Smiley

Also, nice bayonetta skin.  I almost feel like the wings on her end up just distracting from the rest of her though.  I'd almost suggest just removing them entirely.
22  Super Smash Bros. Brawl Hacking / Stages / Re: Stage Workshop on: February 27, 2014, 07:47:35 PM
I was having a similar issue on my transparent objects.

To fix it I went into the tree's material and made sure these settings were set like this.

Post Merge: February 27, 2014, 07:55:47 PM
Also I have a quick question. If you load a stage and in-game it's completely pitch black, what does that mean?


I've only seen that when my fog gets corrupted in the SCN0.  Delete the fog and recreate it or import a different SCN0 overtop your current one.
23  Super Smash Bros. Brawl Hacking / Stages / Re: Llama Juice's Stage(s) thread. Golden Sun Lighthouse map released! on: February 27, 2014, 11:17:50 AM
Thanks everyone for all the awesome comments.  I appreciate it Cheesy

@Riddler
I don't have any plans to do a scaled up version of the stage.  I feel that the current scale feels very good for the stage's gameplay. Plus, Scale isn't always the most important thing Tongue
24  Super Smash Bros. Brawl Hacking / Stages / Llama Juice's Stages thread. Bowser's Castle and HD Peach's Castle Released! on: February 27, 2014, 01:40:01 AM
Update! 7/16/2015 - Bowser's Castle and HD Peach's Castle Released! (Included within Project M 3.6Beta)


Brawl Vault Link: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=209083
Additional Images: https://imgur.com/a/QIuBV#0

The king of the koopas finally has his own stomping grounds!  We designed this to be a casual stage that's still fun in a competitive environment.  Well over 500 hours were poured into creating this and I'm extremely proud to finally be able to release it publicly to you all.




Brawl Vault Link: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=209082
Additional Images: https://imgur.com/a/t8GZr#0

The classic Peach's Castle stage from Smash 64 has gotten an HD facelift!  I wanted to really push this into a direction where it's a more modern take on the classic stage, and consider how the stage would look if it was built today.  It takes inspiration from Mario 64, Mario Galaxy, Super Mario World, and Smash 64 (of course) all baked together.  It's a fun casual stage that's been updated to Project M 3.6's gameplay style.  (AKA, the platform moving back and forth is now grab-able.  This was needed for tether characters to be able to recover in some capacity.)



Update! 12/1/2014 - HD Metal Cavern Released!  Included within Project M 3.5.


Brawl Vault Link: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=207030
Additional Images: https://imgur.com/a/BhduU

This stage needed some new love pushed into it, and I'm super glad to have been able to revamp the classic stage with new graphics.  I custom modeled and textured everything with help from the rest of the PMDT.  It plays identically to standard Metal Cavern in the older Project M versions, but we wanted to make it pretty.  I hope you guys enjoy it!  It's included in the base download for Project M already, but I've also added it to the brawl vault for you guys to grab it if you're not the Project M type.




Original Post: Golden Sun: Venus Lighthouse Stage.


Brawl Vault Link: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=36395
Additional Images: http://imgur.com/a/YDEN6#0

Golden Sun does not have enough love in this community and so I thought it'd be appropriate to bring some much deserved attention to the wonderful franchise of Golden Sun. I started this project as my first map for Brawl and I think it turned out fairly well. It's fun and has a unique layout that I think adds some interesting strategy to the game.

I included two different .pac files for this stage. One that's designed for the Wii and one that's designed for Dolphin. I couldn't get the effects to look the same while having it all contained within one file, so I had to split it up into two, each file being optimized for it's platform.

I saw how most of the content on this site appears to be just ripped from other games and that made me sad, so I wanted to try to create this stage using all custom created content. I spent the better part of two months pouring my life into this stage. I hope you enjoy it!
25  Super Smash Bros. Brawl Hacking / Model Imports / Re: Peardian's custom models (Collaborators wanted!) - Newest: Kebako Update on: February 09, 2014, 04:24:19 PM
All I had seen of yours previously was the Bowser's Keep stage and I was impressed with that.  I didn't look through the rest of your stuff before, but holy crap I'm glad I did.

Keep it up man, you're absolutely fantastic at this.
26  Super Smash Bros. Brawl Hacking / Stages / Re: Stage Workshop on: February 09, 2014, 12:46:56 PM
I based my waves off of the work I did in a previous game.  Was able to setup the shader/materials pretty easy for this one. (I'm getting the hang of this thing)

QuickWaterDemo


I wanted the waves to be subtle, but enough to just break up the massive water plane out there.

I think next is the clouds, and possibly adding smoke coming out of the chimneys in the houses in the background.... and then I might be done?... feels weird to almost be done.  I don't know if I like it.
27  Super Smash Bros. Brawl Hacking / Stages / Re: Stage Workshop on: February 09, 2014, 10:35:25 AM
So is there any way to do something like Bridge of Eldin where the thing spawns in the middle and stretches the camera there while the bridge is being repaired?  Or do I just not have any control over camera stuff at all?
28  Super Smash Bros. Brawl Hacking / Stages / Re: Stage Workshop on: February 09, 2014, 12:20:18 AM
I was going to link to that as it was rather helpful, but yea... really not easy to read at all.

I'm not at the point of being able to really teach someone how to make a material or shader, so I wouldn't feel confident in being able to put a guide together or anything like that just yet.  I'm sure Mewtwo2000 or DSX8 would be able to do so though Tongue

Also, was trying to animate my camera when the stage splits apart, loaded up the map and this happened.

BustedLighting


I was just surprised at how well it matched the music.

Now I'm trying to create waves that crash into the shores.  Painting waves is strange.  I don't know where to begin with a lot of it.
29  Super Smash Bros. Brawl Hacking / Stages / Re: Stage Workshop on: February 08, 2014, 03:11:45 PM
This has happened to me before. I believe that's to do with the order in brawlbox...
Try putting them in a ModelData[ # ] with a higher index than the water model. Should fix the problem as far as I know.

Or it could simply be coincidence that this solution worked for me... xD

I had to move it to the same ModelData as the water.  I had all of my animated bits in ModelData[1] before because somewhere I read that I can only have animated collisions in ModelData[1].  Moving this down to the same ModelData as my water plane solved the issue.  I had tried moving my water plane up to the same ModelData as the beam earlier and that didn't solve the issue, so I'm clueless as to why moving it managed to solve the problem.  I don't care, it works now.

@DSX8, I had tried your suggestion, and had tried toggling almost every option that I could find in the materials for both the beam and the water, nothing was working.  On the upside, I now understand a lot more about how those materials work from tweaking them so much, and now my beam looks better because of it haha.

@SonicBrawler: Nice basic stage.  It's simple but effective and pretty.  Keep it up man.

@Angelglory: I would put a bit of time into UVmapping that 3DS properly.  Right now the stretched textures on the sides of everything makes my head hurt.  Other than that, I'd be interested in seeing some Mutant Mudds or SteamWorld Dig love in that stage.
30  Super Smash Bros. Brawl Hacking / Stages / Re: Stage Workshop on: February 08, 2014, 12:20:21 AM
How do I do camera shake tied to an animation?
Here's my stage with the current animations going on that I've come up with so far.  I think it works pretty well for the stage.

<a href="http://www.youtube.com/watch?v=JC9E3ela4jE" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=JC9E3ela4jE</a>

I've been trying to make the shader for the green ball look good and I think I'm finally happy with it.

The one big shader issue that I'm running into is that the beam that comes out will look like garbage in front of water

I can't figure that out.
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