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.
I can tell from the code that the program is trying to set that property automatically. Looking at it now, I think it goes back to whether any of the objects in the MDL0 have one of the HasTextureMatrix* properties set to true. Try editing those and see if it sticks after you save.
Well, it doesn't have the issue it had before for me, maybe I had a 0.71 which wasn't final, or maybe 0.73 is just fixed. As it's apparently something that only makes sense to have when the said property is found on at least one of the objects, it's okay if it's not editable now, but automatic. So, forget my report.
For the moment, 0.73 seems to work just fine, so I'll be removing 0.71 from my quickstart menu. Right now, the ones in my quickstart are 0.63d modset, 0.67b, 0.69 and now 0.73.
Speaking of which, has anyone gotten Project M, cBliss, stage expansion and alternate stage loader all working together? There's a few stages I've got a few alternates of which I'd like to run at the same time but I couldn't get it to work without freezing.
Me, actually. I'm expanding all my characters, I'm using the max number of stages, and most of them are ASL'd. Have you checked if the stages in each slot are compatible with the used rel?
Hey Mewtwo2000 - what's the problem you're having with NeedsNormalMtxArray?
Oh, that. Well, I've not tested 0.73 yet, but the 0.71 I have doesn't let me set to true or false that property (it's disabled for edition), while older versions did. Also, for some reason, it seems to be forced to false after saving an edited model, cause when I save, it says it's true, but when I open it again it's false.
Anyway, when I get time tomorrow, I'll try the new build and will see if that's fixed or not.
Then that's the problem. The original codes are bad, they're in a bad place in memory.
That's why I made my own codes, and made cBliss Tool to automatically convert the original ones into mine. If you use cBliss Tool and just press 'update gct', your codes should get automatically fixed.
Dude that looks amazing! (I hope there is a version where the whole stage has the arcade Retro look.)
But what did you say to luigi about joining?
If it was a yes can you PM me your skype so you can join the skype chat.
My Skype isn't a secret or anything, so no need to send a PM. It's just 'Mewtwo2000', and you can count on me. Keep in mind that I don't get online too frequently anyway.
I'm pretty sure sluigi123 already asked you, but would you care to join the Reality 64 team? We do need help with stages and character models. I would love a reply whenever you can.
I thought I answered him already O.o
What Wulfbang Meow says is true, my hands are full, but it's not due to Project M. I got some stuff aside from Smash to work on, and that's why I'm not very active lately. Still, I don't think that's a reason to not help on that project, and of course the Pac-Man stage is free to be used in there. I've started working on it, I'll make different versions with different playstyles, I'll try to find some different options that feel cool. This is the first picture so far:
I had the idea of making a Pac-Man stage like 2 days before it was announced for Smash 4, and thought it would not be worth to make it (because of the high rate of somebody else doing it after Pac-Man's confirmation) after the announcement.
As it's been once in my plans and you're asking for it, I may make that one.
Yeah, same reason here. If you change the order of the models, or change the priority of the object for the ball, it will get visible in certain cases. Go to the object of the light, look for the DrawPriority, and set it to 1.
That's another property, I didn't thing they were going to clip between them given the distance.
Try setting as false the 'enabledepthupdate' value, nearly at the end of the material properties list. See if it's good now. If not, you may need to change the order of the objects, or their DrawPriority (something in the objects folder, not the materials one).
You can select how many costumes the characters have in cBliss Tool. If you leave the character unselected in the list, it won't get expanded. If you press the 'edit' button while selecting a character, you'll be able to change how many costume it's supposed to use, so you're not forced to expand them all, and you're not forced to use max of costumes for those.
Nope, the galaxies need the xlumaterial to be true. Only that if you set them as true in versions newer than v0.67b, sometimes you'll have trouble. I always use that one when I do it.
These would be all the needed properties in the material: