Home Gallery Resources The Team Rules chat Login Register
  Show Posts
Pages:  1 [2] 3
16  Super Smash Bros. Brawl Hacking / Stages / Re: Stage Workshop on: July 11, 2014, 02:33:49 AM
I've duplicated the affected objects, and it fixed it.  Im srs here So, here's the stage in-game:


(yup, it needs a lighting fix, and transparency fix)

During strong attacks, this happens:


There's a fix for this... I've just forgotten what it was.  Tongue Also, I've been thinking: should I keep it the final destination version? Maybe I could have the Starshrooms fly by and act as platforms or something.



Someone correct me if I'm wrong, but I think this might be due to a corrupted SCN0. Try replacing it with a different one (or the original) and see if that helps.

Also, If you wanted to add a low-poly "version" of Starship Mario, you could always do what Lensho did with Green Grove Galaxy. It seems like he basically took a Luigi head and retextured it to look like a planet.
17  Super Smash Bros. Brawl Hacking / Model Imports / Re: DSX8 stuff! Skyloft and Arena Ferox soon.. maybe on the 4th? - 07/01 on: July 01, 2014, 10:19:32 PM
Arena Ferox in game! Sadly i cant make the main stage stay in place for each transition on castle siege... :/

In addition to using Castle Siege, have you considered making a version that uses Pokémon Stadium for the transitions? Arena Ferox is basically Smash 4's version of PS. Regardless, this stage is absolutely amazing!
18  Super Smash Bros. Brawl Hacking / Stages / Re: Mewtwo2000's Stage Thread - [Slowly working on stages] - (17/06/14) on: June 25, 2014, 05:23:01 AM
Hi Sandfall, I guess I've never talked to you before. All my respects to you, I've seen the stuff you've been working on lately and everything is outstanding.

Please, make me a favor, and keep working on that Pac-Man stage. I was suggested to use 75m for mine in one of the comments in the video, and will probably do it. And it's possible that I end up emulating the SSB4 layout as an alternate version too, it was in my plans when I started working on it. But what you got there is pretty neat, and I don't want you to stop working on it at all.

Thanks for your intentions, but seriously, keep up the good work. In case you need something for any of your stages, advice of any kind or whatever, don't doubt and ask me, I'll gladly try to help you.

Thanks Mewtwo, that truly means a lot to me. I guess I'll keep working on the stage. Hopefully I'll come up with something fun!

Also, I actually had a couple of questions I've been meaning to ask you (mostly about stage hazards and the STDT). The only one I can remember off the top of my head though has to do with Brinstar/Norfair's lava. I've noticed that a couple of (currently unreleased) stage previews I've seen have lava that doesn't move. I've been wanting to make a stage with static lava like this, but the STDT for Norfair and Brinstar is currently undocumented (as far as I know). Would you happen to know how to do this?
19  Super Smash Bros. Brawl Hacking / Stages / Re: Stage Workshop on: June 24, 2014, 12:58:46 PM
wii u battlefield project
Dude, major props if you can pull that off.

Apologies if I should be asking this somewhere else, but I think I've finally found a way of fixing the camera issue on my stage. However, I'm no longer certain if it's Wii-safe. I was wondering if anyone would interested in testing it out for me? (I don't have my Wii with me currently)

I've got you, just PM me the .pac file and I should be able to test it before I go to work (otherwise I can test it later this afternoon).

Oh, and here's another stage preview:
https://www.youtube.com/watch?v=-t0rfVK72UA&feature=youtu.be
It's really, really rough, so expect it to be waaaay more polished if I ever get around to releasing it.
20  Super Smash Bros. Brawl Hacking / Stages / Re: Mewtwo2000's Stage Thread - [Slowly working on stages] - (17/06/14) on: June 24, 2014, 04:35:51 AM
Heya Mewtwo! I actually had the idea of working on a Pac Man stage too! I basically took the layout of SSB4's Pac Man stage and re-purposed 75m's hazards to get working ghosts and fruit.
Here's a "proof of concept" video if you'd like to take a look:
https://www.youtube.com/watch?v=-t0rfVK72UA&feature=youtu.be

While I normally wouldn't make a preview for something that is as unpolished as this, I'm probably not going to continue making it anyway. You're already working on a a fantastic-looking Pac Man stage, so mine would just be redundant.

Just thought I would share just in case you wanted to use this idea or something similar Tongue
21  Super Smash Bros. Brawl Hacking / Stages / Re: Stage Workshop on: June 20, 2014, 11:32:19 AM
Oooh, I see.

Well, since the flatness is removed trough a code, the only true fix would be if the PMBR really likes your stage and decides to put it in a future release, and disable that code. Regardless, you should really release it as Flat Zone 2 with a BRSTM. I will be using the Brawl Version, though Cheesy

I would be totally cool with the PMBR using/modifying my stage — mainly because I want to see how high level players would utilize the movable leaves/edges. I'm releasing 3 versions of the stage: one with the tadpoles (the Brawl Version), one without the tadpoles, and one with both a PM camera and no tadpoles. I still don't know which stage I'm going to pull the PM camera from, but it will probably be Dracula's Castle or something. Hopefully that combined with the flatness doesn't cause any issues.

Additionally, while trying to make the stage easier to get back onto, I changed the underneath of the ice block from a Ceiling to a RightWall. However, it leads to some crazy almost teleporting - I think because the angle of the block is too sharp. Other than making the block thicker, can anyone think of any way to reduce this slighty? If not, I'll just keep tinkering until I'm happy to release the stage Tongue

I ran into a similar issue when making the "leaf ledges" on my Hanenbow stage. I actually ended up with characters teleporting through the main part of the stage (rather than sliding up the ledge like they were supposed to). My solution was basically to make the rightmost part of the leaf a rightwall and the leftmost/middle part a ceiling. It worked well due to the shape of the leaf, but I'm not sure how it would work with yours. The characters are at least "almost teleporting" in te correct direction right?
22  Super Smash Bros. Brawl Hacking / Stages / Re: Stage Workshop on: June 19, 2014, 09:32:46 PM
You could use a Hanenbow .rel and port it to another stage. I'm pretty sure that will solve the SFX thing because of how P:M removed Hanenbow.

Wait, is there a way to preserve the SFX if you use a .rel port to a different stage slot? The only time I am able to get SFX on a stage is if I use it in its original slot.

Oh also, the Hanenbow slot is still usable in PM (with SFX and all), but they disabled the "flatness" in the codeset (since that slot is used for Skyloft). This really messes up the stage's aesthetics since the characters start clipping though all of the models. The screenshot you see above is actually the stage ported to Flat Zone 2's stage slot (which is also where I plan to use it in PM).
23  Super Smash Bros. Brawl Hacking / Stages / Re: Stage Workshop on: June 19, 2014, 08:47:25 PM
You can. I linked you to a tutorial that tells you how to do so. Any further questions should be directed to a help topic, this is a showcase thread.


-_-

I already mentioned earlier that I did not understand how to follow that tutorial (mainly because I'm not familiar with 3DS max).

I need help with learning how to create the shadow model (or object) and apply the material in 3DS max.  I also need to make sure that I can import it back into Brawlbox without any problems as well as have everything in the same mdl0 file. I don't know how to do any of this.

The reason I asked here is because, quite frankly, the help forum is pretty dead nowadays. You're right about not cluttering the thread with questions though, so if you (or anyone else) can point me in the right direction, please shoot me a PM, I would greatly appreciate it.


Anyway, now on to a stage I really should be done with by now Tongue
Here's the Brawl Version:




No bubbles, but the tadpoles work! I made the leaf they spawn from invisible and reduced its hitbox so it doesn't distract from the battle. The electroplankton "music" is much easier to enjoy when the stage is actually fun to play on Tongue 

All I really need to do now is to add a PM camera to the Project M version and figure out what BRSTM would even go well with it (since PM killed the Hanenbow slot and thus, the SFX)
24  Super Smash Bros. Brawl Hacking / Stages / Re: Stage Workshop on: June 19, 2014, 06:31:22 PM
The shadows should match the topology of whatever it is you're standing on. If the dirt is sloppy then the shadows will look sloppy.

Unless I can give the stage a new shadow system, I don't think that's avoidable at this point.
The original system has holes in it and, from playing around with it, it looks like it doesn't have enough vertices to properly cover the stage :/


yeah pretty much either in BB or 3ds max.. i mostly use 3ds max cause its much easier to use.. and sometimes with BB it gets corrupted if i do it too much.

Is there a way to manually define x, y,  and z coordinates for vertices in Brawlbox?
25  Super Smash Bros. Brawl Hacking / Stages / Re: Stage Workshop on: June 19, 2014, 06:09:49 PM
Ohhhhhhhhh ok, gotcha, the shadows are their own object, you'll need to vertex edit the shadow object as well to match up to your ground and delete whatever else may be floating in the air if there were platforms you removed or something.

Is there any way to do that effectively in Brawlbox? I haven't seen any tutorials on it, so the way I've been doing it is simply highlighting and dragging the vertices. This worked well for the ground since you don't have to be too accurate when you're editing dirt. The shadows however look super sloppy using that method though. Do you happen to know a better way to do that within brawlbox? Or will I have to learn to do it in 3DS max? (Sorry for asking so many questions Tongue
26  Super Smash Bros. Brawl Hacking / Stages / Re: Stage Workshop on: June 19, 2014, 05:16:04 PM
Wait, what? I think you're misunderstanding what the shadow system is or something, or I'm misunderstanding what you're asking for. If a stage already has shadows implemented (as in, something that comes from Brawl), you don't need to do anything, it will already have shadows. They have nothing to do with models appearing and disappearing or anything.

The problem is that the stage's shadows don't match up with some of the vertex edits I did. The shadows still show up as if there was a giant rock in the middle of the stage (it basically shows shadows floating in midair) The second screenshot I posted shows the current, now inaccurate shadow system. Is there any way to edit the existing shadow system to properly match up with the current version of the stage?
27  Super Smash Bros. Brawl Hacking / Stages / Re: Stage Workshop on: June 19, 2014, 04:55:28 PM
Check out this tutorial, it's pretty easy stuff.


Does this work with stages that already have their own shadow system? I'm editing some Pokemon Stadium transformations. Each transformation has its own shadow system within the mdl0 file. In Pokemon Stadium, the stage transformations rise up from the floor and "grow" to their correct height. When the stage transforms back to its original form, the model "shrinks" back into the floor. You can add additional models to that transformation's modeldata, but they'll just disappear instead of shrinking back into the ground, which looks bad. Is there any way to modify the stage's existing shadow system so this doesn't occur?

Also, I have very little experience with 3DS max, so how exactly do you "use the material and shader" on a model? (Sorry if this question seems overly simple, I'm new to the world of 3D modeling)

Oh, this is what the stage looks like


and this is what the current shadow system looks like
28  Super Smash Bros. Brawl Hacking / Stages / Re: Stage Workshop on: June 19, 2014, 04:20:25 PM
So, I'm having trouble with shadows for one of my stages. I have no idea as to how to get them to work correctly. Anyone mind giving me a few pointers? I'm working with both a flat and a rough surface.
29  Super Smash Bros. Brawl Hacking / Stages / Re: Stage Workshop on: June 19, 2014, 03:20:56 PM
since everyones posting PM stage remakes to be more competitive heres mine


FD version of rainbow Cruise

yes the boat is animated and moves around in the BG  :Pits the same size as PM final destination so its all around ready for some competitive matches

also a version with platforms is being made as well



Okay, so this is kind of a newbie question, but how did you manage to both get that rainbow cruise platform  as well as have the ship flying around in the background? I was trying to do something similar to this with rainbow cruise a little while ago, but couldn't figure it out. Tongue

To be honest it looks fine like that at first glance. Ideally it would be flattened, but if you'd rather not I don't mind =] So long as the characters don't clip inside of it when jumping Cheesy

And yeah, I was hoping to use the bottom ledge as the main platform Azn

As for the clouds/platform configuration, I'm just trying to figure out the best way of adding in an extra platform (so it's not a completely flat stage).

So I'm most likely going to use the Clouds from the vBrawl Summit as moving platforms. Just trying to decide if I want one that goes back and forth exactly like Smashville, or keep them similar to the vBrawl summit.
And by that I mean, one above the main stage appearing on the right side and moving to the left (disappearing off stage) and then one below the stage appearing on the left and moving to the right (passes through the underneath of the stage and appears on the other side)...

(decided to scrap the idea of a stationary platform... maybe... not sure... maybe a stationary cloud?)

Just throwing around ideas Tongue


I really like the idea of a Smashville-styled platform on that stage.
30  Super Smash Bros. Brawl Hacking / Stages / Re: Stage Workshop on: June 09, 2014, 04:10:04 PM
Stage is coming along nicely, should be ready to release relatively soon. Sand, sky, and flag are all animated.



Things went so well that I decided to start another stage.



YES! Is there a version where the blocks work normally?

With all of these rebalanced stages being worked on, there should be some sort of tournament in the future (similar to the ninja one) for redesigning/rebalancing vBrawl stages. It would be really cool to see what else people can come up with.
Pages:  1 [2] 3