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Author Topic: Guamboy27's Stage Making Guide  (Read 18427 times)
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xxmasal22xx
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    « Reply #15 on: April 21, 2011, 03:54:43 PM »


    How do i delete collisions?
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    Guamboy27
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    « Reply #16 on: April 21, 2011, 04:13:30 PM »


    How do i delete collisions?
    You left click on the collision and hit the "delete" key.
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    Lethal Blade
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    « Reply #17 on: April 28, 2011, 06:44:57 PM »


    Glad to see someone else made a stage tutorial, really helpful! ^^

    Hoping to see the other 3 parts soon!
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    Guamboy27
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    « Reply #18 on: April 28, 2011, 07:40:54 PM »


    Glad to see someone else made a stage tutorial, really helpful! ^^

    Hoping to see the other 3 parts soon!
    Good to know! You encouraged me to finish Chapter 8: Weather! As it turns out, Chapter 9 would have been repeating other people's tutorials and I don't want to copy their tutorials. So I'll be skipping to Chapter 10 (which is now Chapter 9).
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    xxmasal22xx
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    « Reply #19 on: April 28, 2011, 07:49:11 PM »


    You left click on the collision and hit the "delete" key.

    k, thanx. Also, i imported palmacosta from TOS2 over battlefield. However, it is on my sd card in F:/brawlmods/custom1/stages/melee/STGBATTLEFIELD.PAC, and for some reason, it has no effect on battlefield whatsoever.

    How do i fix this, and make my stage appear?
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    « Reply #20 on: April 28, 2011, 08:52:07 PM »


    Good to know! You encouraged me to finish Chapter 8: Weather! As it turns out, Chapter 9 would have been repeating other people's tutorials and I don't want to copy their tutorials. So I'll be skipping to Chapter 10 (which is now Chapter 9).
    Alright! I've been waiting for chapter 8. Glad to see it's released! Happy Face
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    Guamboy27
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    « Reply #21 on: May 01, 2011, 10:58:13 AM »


    k, thanx. Also, i imported palmacosta from TOS2 over battlefield. However, it is on my sd card in F:/brawlmods/custom1/stages/melee/STGBATTLEFIELD.PAC, and for some reason, it has no effect on battlefield whatsoever.

    How do i fix this, and make my stage appear?
    An import over Battlefield? Interesting.... If you use a .rel make sure you have it in the right file. Also, with Riivolution, make sure custom1 is what you're using. You could try checking your .xml to make sure you have the correct file path, too.
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    « Reply #22 on: May 17, 2011, 11:47:32 AM »


    Hey Guamboy, I'm having some problems with animated collisions...I've already attached the Collision object to the animated model main bone, but in game it doesn't even appear. For example, the model is on Y:5 and the collision seems to be on 0 , but when I try to run through it it just teleports me back to the center of the stage. This is the first time I tried a whole animated stage but the collisions just don't work.
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    « Reply #23 on: May 17, 2011, 12:33:46 PM »


    An import over Battlefield? Interesting.... If you use a .rel make sure you have it in the right file. Also, with Riivolution, make sure custom1 is what you're using. You could try checking your .xml to make sure you have the correct file path, too.

    .Rel's - none--> check
    in custom 1 - yes--> check
    .xml/correct path - yes--> check

    However, still nothing.

    EDIT: I scrapped Palmacosta over Battlefield, so forget it.

    EDIT2: I imported two other model data's into battlefield. One is a creature from TOS2, while the other is the warp Point from TOS2. I edited the colisions and made it so that characters can step ON the warp point and positioned it ON THE STAGE'S MODEL TO THE LEFT. The creature has ONE animation, and the warp point does not. The colision edit worked, but niether of the models show up.....Sad

    Could someone help me out with THIS? BTW, I've tried several imports on battlefield, yet NONE of them have effected it.
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    « Reply #24 on: April 19, 2013, 02:30:06 AM »


    briefly explain pokemon trainer model... (model data 101) i believe... how do you change where they come in at? i played around with the model for it and noticed there were 3 bones... can you make it where they run in a "v" shape? i had the model set that way and everything... but they still spawned where they originally did to begin with... what's some limitations with this?
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