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Author Topic: Quick question on stage hacking!!  (Read 2291 times)
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44SilverFire
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    « on: June 30, 2012, 06:45:30 PM »


    Well I will make this quick, I am wondering if their is anyway to get a video file format (avi, wmv. mp4) and put it into the background of a stage. (preferably using Brawlbox)

    I am a little rough with stage hacking but if anyone knows if this is possible and could possibly tell me how to do     
    to it that would be great.

    ~SF
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    toastoftriumph
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    « Reply #1 on: June 30, 2012, 07:23:16 PM »


    I don't believe so. I know that Mewtwo2000 has some stages with 2d animations in the background, but each frame is manually edited to appear/disappear at the right time.... which would take forever to make if you had a large number of frames.
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    44SilverFire
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    « Reply #2 on: June 30, 2012, 08:52:33 PM »


    Yeah I kind of thought that's how mewtwo2000 did the stuff he can do, thanks for the help too man I appreciate it.
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    JOEYSX5
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    « Reply #3 on: June 30, 2012, 10:02:22 PM »


    i think they are .gif files he uses
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    44SilverFire
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    « Reply #4 on: July 01, 2012, 10:32:15 AM »


    I have thought of converting aiv. to gif. would that turn out? You can replace textures with gif. so I mean it sounds logical I just don't know if the conversion would turn out.
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    Gamma Ridley
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    « Reply #5 on: July 02, 2012, 09:07:46 PM »


    Well... it wouldn't work out like that exactly. What you could do is make each frame of the GIF into an individual PNG file, then use PAT0 to change the image displayed on a 2D model.

    Or you could have multiple 2D models, apply each frame to each model, then change their visibility with VIS0
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    44SilverFire
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    « Reply #6 on: July 02, 2012, 10:20:43 PM »


    I see.. well that would take for ever, but hey whatever. Thanks!!
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    Sky Grounder
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    « Reply #7 on: July 03, 2012, 10:29:52 AM »


    1. Find a way to turn the video files into .gif.
    2. Use a .gif extractor to get seperate pictures.
    3. Import the pictures with BBox, and animate them using PAT0 (preferably the next version of BBox...)
    You'll need a model for the texture(s).
    Note: Watch out for the filesize.
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