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1  Super Smash Bros. Brawl Hacking / Stages / Re: SMRPG Weapons Factory WIP (Playtesters/Help wanted!) - Stage Revealed! on: February 12, 2013, 05:40:13 PM
Also, the collision for some platforms are set as ceiling type, which I'd change as it got in the way a lot really.

-At first I feared I had set a floor to ceiling and you were falling through in an embarrassing manner, but it seems you mean that the bottom of something is set to ceiling, which is what we intended. Now, if that makes for good gameplay I'm not sure. I do know some people mod stages so that "ceiling" type areas use walls due to how certain moves work, but I'm newish to stage hacking, so I wasn't sure where or how I should handle that.
-I've tried to put temporary values for some Final Smash bones and the like, Lucario's Final Smash is probably the only one remotely how he should be, I quickly synced the Ice Climbers and Pikmin to that spot for now. I had hoped to investigate those more once the layout was finalized, or if we got some help. Same with the pause settings, I had tried to make pausing put the camera in the same position as the Fixed Camera view which in turn was set up to make up for the current lack of cues, but I'm not sure it worked.
-Meanwhile, as a purely visual aspect far as I can tell, the Pokémon Trainer bone is just set to where it was left and works, even if he stands on air and plummets to his doom with the stage. Hopefully I'll find a guide to help us do something more reasonable with him separate from the moving stage elements.

The only three things that I think really need work are the background (which at least in my TV it doesn't show properly, is too dark to see the purple transition...), the camera (which messes p a bit when you pause the game) and the platform on the left (I think it is very faster, the CPUs try to jump to one part of the stage from that platform and end in other part).

-So the things that you think need work are two temporary visual elements and a temporary piece of layout, seems like a good sign! I never got to test the background on anything but a computer monitor myself, though I'm sure Peardian will touch up or outright replace it when modeling starts. The camera I'll hopefully look into more as said, and the fast platform is meant to take the place of a spring, an object I hear is getting looked into already. When you can hack springs into new stages, we'll replace it and it should work out better!
2  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Axem Ranger on: December 12, 2012, 10:26:43 PM
I reaaaaally hope it's okay to bump due to what I'm giving, but I'm a friend of the guy who made the Axem models, he didn't want to register just to say something, while I have an account already so I'm relaying his general message.

He'd love to make Axems, Yaridovich and such in Brawl... but he hasn't the first clue in hacking it. (I meanwhile only have, maybe, one half or 3/4th of a clue? I've been out of the scene for quite a while.) So, he's generally based them off of Brawl models, tried to make character rigs adhere to some of the ways Brawl do them I believe which might make importing or making a new character with them easier, but he's not gonna import them himself.

He's fine with people doing things with them, though I'm also sure he'd appreciate credit. I can't speak for him on this part but I could also see him enjoying working with someone here on a custom stage or character, if they knew what he needed to do scale wise, model wise, bone wise and could help out on the importing part. He's got some awesome ideas in the pipeline and it'd be cool if one of the cool people here could help him get them into Brawl. Just saying.

Also, there's the Blade ship and Vivian from Paper Mario: The Thousand Year Door on there from him now, and I feel its safe to say he's gonna have more awesome Brawl style models coming that'll probably go up on there. I'm doing my best to help him make stuff match Brawl's scale and all with sample rips and such, so they should continue to fit in easily for you all.
3  Super Smash Bros. Brawl Hacking / Model Imports / Re: Pingas generations V2 released!! on: January 17, 2012, 06:39:23 PM
You mentioned lag from too many vertexes if you did final smash eyes in the submission... Maybe you already used it but the Egg Dragoon fight has a lower poly Modern Eggman model that might fit in better with the Wii's limits instead of whichever might be commonly out there, which might help that?
4  Help & Tutorials / Help / Help with importing .obj stages via the Mario Kart Wii model replacement method on: September 14, 2011, 08:54:06 PM
I noticed someone uploaded a Ganon's Tower stage made via the whole Mario Kart Wii obj replacement method and such, which I guess proves it actually works decently enough. I've attempted to do it myself but failed, though... and because I'm basically a total newbie when it comes to using 3D model programs I can't be sure if I simply did something wrong, IE trying to use a model with too many polygons(it's from a Wii game, though...), if there's some texture or UV map related issue, if it's some wrong scale, or if I simply botched up the MDL0 hexing.

Are there any more recent tutorials that take into account more recent updates to the Mario Kart program or the MDL0 hexing? Or, at least can someone who knows what they're doing see if I even have the first step, the model that I am converting, done up correctly?

For anyone curious, I'm... trying to import the Yellow Submarine from The Beatles: Rock Band that I ripped from Dolphin to see if I can do something with it stage wise, like replace the Wind Waker Pirate Ship or one of the Star Fox ships. Figured nobody did a Beatles stage before so no matter how bad I managed, it'd be unique.  Tongue Might alternatively see if I could do a few more steps and toy with replacing non-stage related single props, though I assume if nobody's gone and, say, gave Pit a KH Keyblade model swap, then I'd definitely have less luck with halfhearted weapon swaps myself.
5  Help & Tutorials / Help / Can the Castle Seige falling texture be "legible"?(and a few other texture Qs) on: February 06, 2011, 04:42:36 AM
I'm toying around with an idea for a stage taking advantage of the Castle Seige multiple stages thing. To make it more interesting, however, I want the whole transition smoke falling effect to be legible... as it stands now, replacing the texture with, say, Matrix style code text, makes it stretch beyond belief so it's only a bunch of long green lines. Of course, that's fine if you want it to look like you're falling or just teleporting or whatever, but I wanted to try and get... well, a Matrix data falling/rising/whatever effect, as if the next section was literally being loaded.

I guess it might be possible to skip making it on Castle Seige and just have the relatively simple stage bits swapped around in 1 frame animations or such with a flat overlayed transparent model at around the camera's position... unless there's a better way to "attach" an animation to the camera so it doesn't mess up when characters make it move. I still would have trouble hiding the swap or making it look nice unless anyone knows how the
Mt Pyre
hack pulled off the fading thing... animated lighting? Something I couldn't mange without a point to the right tutorial direction, at least.

Another related question, especially if I did the second idea, is there any way to have scrolling textures instead of having a large plane with a semitransparent image and moving it around in a way that makes a good loop? In fact, if I made a stage mostly out of stage builder blocks, are there even any good models that would support a transparent texture? Both for the possible effect and for flat fence type borders on the actual stage.

Oh, while I'm at it, Brawl wouldn't curl up and die if I stuck like ten or fifteen stage builder blocks with different textures just to make a floor design with a non-square shape, fifteen or so more for a fence and ten or so more random decorations, would it?  Tongue That, or making one main center block the size of several ones with a texture larger than the original and then some tacked on the sides to expand it beyond a square/rectangle?
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