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Author Topic: Stage collisions and models  (Read 2422 times)
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Vladislak
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« on: May 11, 2010, 12:49:22 AM »


I would like to be able to create a few stages using models already in the game, I have a few ideas already. I've run into a problem though, I'm using stages like "realm of Ness" by Chuy (players fight on Ness's hands) and other like it as a reference.

However Brawlbox lists two animations for the level: StgFinal00Space and StgFinal00Stage.
Obviously StgFinal00Stage is how you'd set the position of the stage itself while the game is being played. Otherwise the character would just be in a T stance.

My problem is, while in the collision editor Brawlbox doesn't show the model in the position it would be while played, instead it has the model in the default T stance at default size.

The problem with this is that I have no idea where to put the collisions, and I really hoping you don't have to guess and check where the collisions need to be in order to match up with the position of the model.

Is there any way to view the model in the correct position AND view the collisions at the same time? Or do I have to just guess where the collisions need to be?
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Chuy
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    « Reply #1 on: May 11, 2010, 07:11:35 AM »


    All i did was edit the T-Pose to match the animation expand the model and under bones you'll see scale, rotation, and translation edit those
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    Vladislak
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    « Reply #2 on: May 11, 2010, 04:45:23 PM »


    Edit which T-stance? The T-stance for one of the two animations? Or the T-stance for when no animation is selected?

    The Collision editor preview doesn't take animations into account so it shows the T-stance without the animation selected. Unfortunately when I change the scale without selecting an animation to edit, the model get's all warped. Oh shi~
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    DemonBoy
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    « Reply #3 on: May 12, 2010, 03:45:23 PM »


    Edit which T-stance? The T-stance for one of the two animations? Or the T-stance for when no animation is selected?

    The Collision editor preview doesn't take animations into account so it shows the T-stance without the animation selected. Unfortunately when I change the scale without selecting an animation to edit, the model get's all warped. Oh shi~
    same thing happens to me.
    can you maybe explain a little better chuy?
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    Chuy
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    « Reply #4 on: May 12, 2010, 04:09:45 PM »


    Find the "bones folder" under the mdl0

     
    Edit the scale,translation or rotation



    Presto!
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    DemonBoy
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    « Reply #5 on: May 12, 2010, 04:14:40 PM »


    oh ok i get it now. thanks chuy!
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    Miniova
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    « Reply #6 on: May 12, 2010, 05:19:36 PM »


    Thank you.  That's something I've been looking for my Lylat edit.
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    Chuy
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    « Reply #7 on: May 12, 2010, 05:27:48 PM »


    Oh and copy over the changes in the animation file with the model data for it to appear in-game
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    Vladislak
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    « Reply #8 on: May 13, 2010, 12:06:23 AM »


    Thank you, that helped immensely. I haven't had any further problems. Grin
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