Yes, it is. Have you ported anything over Castle Siege before? I'm not sure if that works just fine. Anyway, maybe the issue is the filesize, as the original Castle Siege main stage file is quite small in size.
Do you mean displaying the top ten requests or something? We don't track that in any way.
My suggestion for the 'Most Popular Artists' goes like this:
The 'Most Popular Hacks' list is very dynamic. The download count is divided by the number of days since the hack is posted, and that makes either very popular or very new hacks to be on top. As time passes, the list changes and new items pop up.
The 'Most Popular Artists' doesn't say anything, looks like it's listing the hackers with the higher average downloads, but as there's people with one or two successful hacks alone, those are in the list, but when you actually go on them, there's almost nothing to get from them. Of course, the items on that list are always old, and the list doesn't change at all with time.
Instead, it could show a list with the artists with most downloads in the last 30 days, for example. That way, those who are inactive, or those with hacks that aren't interesting anymore will fade out from the list, while the fresh ones will come on top. Also, even if one doesn't post new items, but people are still actually download a lot from that person, he'll deserve to be on top, and people looking for hacks that are downloaded many times will have a list to look on.
Dunno, I guess it would be much more useful than the current thing, in case there's a way to track how the download count for users has increased in the last 30 days.
What about changing the currently useless 'most popular artists' with a new one? Something that shows who's had the most downloads in the last month or something like that. It's not that's much more useful, but at least it's more useful than seeing which people have 2-3 items with thousands of downloads and no other items apart from those.
Also, either revert the 10 most recent list to not list music, or make it somehow filter what kind of mods do you want to see in your 10 most recent display.
He's using Brawl models, so the tristripper isn't gonna make much. At least, what's the way it's supposed to be. Tristripping only makes sense when one imports models from the outside.
Fusing models, though, may get some small improvement with lag and filesize. But not much.
Well, at the time I uploaded most of my multi-versioned stages, I documented them in the kc-mm blog. I put pictures and a small explanation of each piece of name in the stages. I suppose I should have included a 'readme.txt' for each though, I'll be doing it when I'm fixing/updating stages, and for all the new ones I release.
Awesome stage as always, CutterKirby64. It's awesome how the stage looks like imported straight from Majora's mask, and it really isn't.
Btw, from the zip, looks like the stage was made like 1 month ago though, right?
Well, I want to present you with this:
Both characters are swimming in the water. Left is your water, right is the new water I'm giving you. I've also changed just a little the shadow system so it looks a little darker and less blue. The central pad now includes its own shadow, so I've removed the shadow system model for that one.
I've done it only to the classic one, I suppose a texturedata swap would update the other one.
Models with semi-ransparent textures that are see-through don't cover the characters, unless you start their name with 'gr2_'. Looks like it's a special name for models in stages so this kind of materials get the priority.
The model has now a shader that's proper for that, but it wouldn't work well without the proper name. So both model and its name have been changed.
It's nice to see you've got now a capture card. But I guess I'll still make a video of your stage to help you advertising it, it takes no time after all
Well, you could kick them off by having a floor that rises from the inside of the hole just when the walls finish closing. The character would be forced to not be hanging in there anymore.
Weird, all the models I've checked were unoptimized, as if imported with 0.70 or earlier. Maybe you didn't use the tristrip option, dunno. Well, anyway, I've decreased the count for most models by now, and I've placed the trainers on a decent spot. Gonna send you the thing now.
Will send it after fixing a few more things I've found.
- Pokemon Trainer spawns: I know the stage is meant for Project M, but in case people are using it for vBrawl, it's better to have them in good spots. They're trespassing things currently.
- You seem to have used an old version of Brawlbox, which imports unefficiently the models. That means higher chances to lag. I'm re-importing some of the models to see the lag decreased.
About Brawlbox crashing when editing the stgposition bones, that happened with an old version of Blackjax's Brawlbox, not the newer ones afaik. Anyway, I like to use the Brawlbox before Blackjax for these things, cause that one doesn't rebuild the model. It's called "Brawlbox v0.63d modset 4.2" in case you need it in the future. Using the latest one (v0.71) should be fine too, though.
I've made mine too. However, I'm not using the stage as is in the vault, I've made some changes to it and I'll share them with you in case you want them for something.
The changes in this version (which I'm not releasing to the public but just you) are basically with lighting. The skydome was affected by lighting, and the part on the top was extremely dark to my liking. So I've made it not to be affected by lights at all. On the contrary, I've made the water to be affected by light. I've modified the lighting and fog, so daytime changes are more noticeable. I've made the skydome to use 2 textures, which are switched with a clr0 animation - when alpha is 255 texture 1 is seen, and when alpha is 0 texture 2 is seen instead. Included an alternate collision file with grabbable ledges on the center when it's open, and removed the ledges on the side platforms.
Also, and very important, I've moved down by 10 units the spawn positions. I suppose you thought that the spawn point was related with the center of the character or something, but instead it's just the lowest point of the character's body. In other words, if the floor is at height 0, the spawn point has to be at height 0 (or maybe height 0.1 or a little higher, but not 10). You shall fix that in order to get character entries working, and pokemon not t-stancing when pokemon trainer is played.
So, I'm gonna send you a PM with the edited version, and you decide what to do with it.
Nice work on the stage again, it really is fun to play, and it's a really good representation of the Golden Sun place it's based on.