DSX8 stuff! Smash2 beat me to Poke Floats - 05/03/2020
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Author Topic: DSX8 stuff! Smash2 beat me to Poke Floats - 05/03/2020  (Read 2432948 times)
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DSX8
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    « Reply #2700 on: February 15, 2012, 09:04:42 PM »


    Sadly I know nothing about animation (just started 2D animation this semester) but I wouldn't mind testing the stage, observing CPU activity, potential freeze triggers, etc.
    hahah aight... so 2 beta testers, ok
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    « Reply #2701 on: February 15, 2012, 09:47:26 PM »


    My only suggestion is don't overload yourself with too many things at once... Don't waste your time with alternate textures, CPU compatibility, multiple lightsets, etc. until the stage itself is completely done. None of those things matter if the stage itself isn't functional, because without the stage there will BE nothing to edit.

    I'd say just get one working version with correct collisions and animations (probably based on the Melee version since you can reference it to replicate it). Then you can fix up the textures and lighting to be suitable. Once that's all done and the stage is fully playable, THEN you can worry about shiny/HD textures and other lighting and whatnot.

    That being said, good luck with this. There have been many attempts to remake this stage, but none of them have finished. You're the first one to use the entire stage ripped from Melee (as opposed to individual parts), so hopefully the advances in technology since the previous attempts will let you finally finish.
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    « Reply #2702 on: February 15, 2012, 09:54:05 PM »


    My only suggestion is don't overload yourself with too many things at once... Don't waste your time with alternate textures, CPU compatibility, multiple lightsets, etc. until the stage itself is completely done. None of those things matter if the stage itself isn't functional, because without the stage there will BE nothing to edit.

    I'd say just get one working version with correct collisions and animations (probably based on the Melee version since you can reference it to replicate it). Then you can fix up the textures and lighting to be suitable. Once that's all done and the stage is fully playable, THEN you can worry about shiny/HD textures and other lighting and whatnot.

    That being said, good luck with this. There have been many attempts to remake this stage, but none of them have finished. You're the first one to use the entire stage ripped from Melee (as opposed to individual parts), so hopefully the advances in technology since the previous attempts will let you finally finish.
    heh trust me... ill be doing all of that after everything is all put together... xD

    for now im just looking for ppl to help me animate this stage so that i dont do all of it myself.

    edit:
    for any1 who wants to talk about PokeFloats with me, come here.
    Update: sorry streaming is now closed for questions, but will be back up in the morning!
    « Last Edit: February 15, 2012, 11:55:00 PM by DSX8â„¢ » Logged

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    « Reply #2703 on: February 16, 2012, 03:11:22 AM »


    heh trust me... ill be doing all of that after everything is all put together... xD

    for now im just looking for ppl to help me animate this stage so that i dont do all of it myself.

    edit:
    for any1 who wants to talk about PokeFloats with me, come here.
    Update: sorry streaming is now closed for questions, but will be back up in the morning!
    missed the stream :S thats what i get to live in this timezone Tongue i also wouldnt mind testing but since im pal some stages simply freeze even over the oriiginal for me so i hope this one works Tongue
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    « Reply #2704 on: February 16, 2012, 03:52:40 AM »


    missed the stream :S thats what i get to live in this timezone Tongue i also wouldnt mind testing but since im pal some stages simply freeze even over the oriiginal for me so i hope this one works Tongue

    heh yeah u already missed it by alot... xP

    In-game preview of PokeFloats!

    sorry for the camera angles... i couldnt fix them with the latest Brawlbox due to the stage position model data having no polygons, i cant make any edits to it until its next release (unless i use an older version lol). Also sorry for the bad lighting... xD

    Poke'Floats from Melee is being imported by me, and will have additional fixes by Mewtwo2000 once the whole stage is completed.

    SSBB Stage Imports - SSBM Poke'Floats WIP Preview
    « Last Edit: February 16, 2012, 03:58:15 AM by DSX8â„¢ » Logged

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    « Reply #2705 on: February 16, 2012, 04:09:58 AM »


    Lookin great so far bro! You actually got me kinda hyped for this now.
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    « Reply #2706 on: February 16, 2012, 04:13:40 AM »


    Lookin great so far bro! You actually got me kinda hyped for this now.
    thanks! wait till its longer... so far it only lasts for about a minute and over... while the original is 3mins and 30secs... the sky is still being worked on tho Smiley
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    « Reply #2707 on: February 16, 2012, 04:37:59 AM »


    loooks good now you just need to fix the camera  and lightining becuase the collisions seem to be good
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    « Reply #2708 on: February 16, 2012, 04:44:29 AM »


    loooks good now you just need to fix the camera  and lightining becuase the collisions seem to be good

    hah yeah... i need to fix those majorly... what i need to do is look into the STPM data and figure out how that stuff works... i need the camera NOT to move...
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    « Reply #2709 on: February 16, 2012, 10:04:18 AM »


    3 Things to note though I'm late.

    1 - Floats in Melee has NO GRABBABLE LEDGES.

    2 - The stage was NEVER CPU friendly. Even in Melee they SD'd a lot.
    Ò¦ã{


    3 - The Camera Zoom is controlled by the STPM(MiscData[10])
    You have to make the minimum camera zoom really far out.
    You can look at my STPM for Poke Floats 2 for example.
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    « Reply #2710 on: February 16, 2012, 10:25:46 AM »


    altough melee had no grabable edjes i think in brawl it should be a nice addition and yup i remenber the cpu SD alot  but its up to dsx8 to know if grabable edjes are in or out
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    « Reply #2711 on: February 16, 2012, 12:48:26 PM »


    3 Things to note though I'm late.

    1 - Floats in Melee has NO GRABBABLE LEDGES.

    2 - The stage was NEVER CPU friendly. Even in Melee they SD'd a lot.
    http://www.youtube.com/watch?v=qzmMAJWYJMc#t=0h2m43s

    3 - The Camera Zoom is controlled by the STPM(MiscData[10])
    You have to make the minimum camera zoom really far out.
    You can look at my STPM for Poke Floats 2 for example.

    ah i see... well then ill try to make this a but CPU frendly... and aight sure, ill look into ur STPM data


    altough melee had no grabable edjes i think in brawl it should be a nice addition and yup i remenber the cpu SD alot  but its up to dsx8 to know if grabable edjes are in or out

    hmm ill make 1 version with no ledges, and another with ledges
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    « Reply #2712 on: February 16, 2012, 01:15:12 PM »


    i like the near dusk look of the sky actually.
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    « Reply #2713 on: February 16, 2012, 05:29:19 PM »


    i like the near dusk look of the sky actually.
    lolz really? all it really is is just some edits to skyworlds lighting.. xD


    for whoever wants to watch me do PokeFloats, come here!
    https://join.me/653-686-116
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    « Reply #2714 on: February 16, 2012, 05:33:12 PM »


    I've always wondered the process of making these stages.
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