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Question: What would you like me to release next?
Melee Mute City - 73 (41.7%)
Gerudo Valley - 31 (17.7%)
Bowser In The Sky - 17 (9.7%)
Inside Peach's Castle - 14 (8%)
Fire Temple - 13 (7.4%)
Windmill Hut - 3 (1.7%)
Dodongo's Cavern - 3 (1.7%)
Venom - 4 (2.3%)
Pac-Man - 17 (9.7%)
Total Voters: 175

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Author Topic: Mewtwo2000's Stage Thread - [Mute City released] - (20/06/19)  (Read 1588365 times)
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Mit
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    « Reply #1440 on: September 06, 2010, 07:45:47 PM »


    yeah, I have the rel file and renamed the stage STGSTADIUM.
    Double check that you named your actual stage correctly and have the right file.

    I put Facility over 25M a few days ago, and had the .rel file in place, but forgot the put the stage in place.  When I loaded 25M it was all black (although I think the collisions were still there).

    Sounds pretty similar.
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    « Reply #1441 on: September 06, 2010, 10:32:10 PM »


    I didn't quite mean breakable floors, more like breakable dirt. Here's a video that shows what I mean:
    <a href="http://www.youtube.com/watch?v=7YhR7HU-az8" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=7YhR7HU-az8</a>


    Fast forward to 0:25. The dirt there is what I was talking about. I think similar dirt is in SSE, but I could be totally off. If I'm right, however, it would be cool to toss that into a Crystal Cave stage. It would be very unique!
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    « Reply #1442 on: September 07, 2010, 05:58:48 AM »


    Hey Mewtwo, do you think you could do something for me?
    Can you hex off the white off Sonic's eyelids? I saw that the eyelids were pink, so do you think you could hex it off and add it to the fixed Sonic model? Im not being picky or anything, because im wanna do something and the eyelids are a good chunk of it. If you cant i'll understand....

    I left it this way because noone noticed it before xD

    Sure, when I get a moment, I will get rid of them and complete the Fixed Sonic model Wink

    Awesome, thanks. Grin
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    Mewtwo2000
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    « Reply #1443 on: September 07, 2010, 12:19:49 PM »


    yeah, I have the rel file and renamed the stage STGSTADIUM.
    Double check that you named your actual stage correctly and have the right file.

    I put Facility over 25M a few days ago, and had the .rel file in place, but forgot the put the stage in place.  When I loaded 25M it was all black (although I think the collisions were still there).

    Sounds pretty similar.

    About that, if I'm not wrong, Facility should work over 75m without needing a rel file O.o

    I didn't quite mean breakable floors, more like breakable dirt. Here's a video that shows what I mean:

    Fast forward to 0:25. The dirt there is what I was talking about. I think similar dirt is in SSE, but I could be totally off. If I'm right, however, it would be cool to toss that into a Crystal Cave stage. It would be very unique!

    Well, making something that dissapears would be possible, but I guess making it react to players will be difficult. I will take a look to it when I get time to ^^U
    « Last Edit: September 07, 2010, 12:21:16 PM by Mewtwo2000 » Logged

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    « Reply #1444 on: September 07, 2010, 03:03:01 PM »


    KTH's Kongo 64 is now fixed



    What I've done to it:

    - Fixed every texture (remember to resize the textures, or they won't work properly in game)
    - Fixed collisions
    - Changed boundaries just a little
    - Edited the scenedata
    - Animated the platforms
    - Added my shadow system to the moving platforms and main ground
    - Ported the stage to other stages like skyworld or battlefield. Still working over FD.

    I'm going to send the file to KTH now. So expect a release soon xD

    I'll send it to KTH when mediafire works for me again O.o
    « Last Edit: September 07, 2010, 03:08:00 PM by Mewtwo2000 » Logged

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    « Reply #1445 on: September 07, 2010, 03:36:01 PM »



    I'm going to send the file to KTH now. So expect a release soon xD

    I'll send it to KTH when mediafire works for me again O.o

    Email It to him, Like you did with me.
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    « Reply #1446 on: September 07, 2010, 03:53:46 PM »


    yeah, I have the rel file and renamed the stage STGSTADIUM.
    The .rel goes in "module" and should be named "st_stadium.rel"
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    Mewtwo2000
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    « Reply #1447 on: September 07, 2010, 04:09:39 PM »



    I'm going to send the file to KTH now. So expect a release soon xD

    I'll send it to KTH when mediafire works for me again O.o


    Email It to him, Like you did with me.


    I don't guess it's necessary, mediafire will be back in no time I guess O.o

    New pic of Kyogre's stage



    Edit: GameWatching's Yoshi Island (melee) being fixed now



    « Last Edit: September 07, 2010, 04:41:20 PM by Mewtwo2000 » Logged

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    « Reply #1448 on: September 07, 2010, 05:05:46 PM »


    Could you create a guide on the shadow system?
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    « Reply #1449 on: September 07, 2010, 05:23:10 PM »


    wait o.O

    that above pic is my current one ?????!!!!

    why does it shows correctly for me !
    anyway,
    thank you  Grin
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    Mewtwo2000
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    « Reply #1450 on: September 07, 2010, 05:28:18 PM »


    Could you create a guide on the shadow system?


    I will make a fast guide:

    First of all, get this shadow stage

    There you will find 3 shadow objects in modeldata[1], which you can preview by selecting the Tshadow1 texture in the model previewer.

    The normal one is just a plain shadow object. It's 20x0x20 in size if I'm not wrong. If you have a ground that goes from -102 to 102, you will have a size of 204 in that dimension (x). Just get how big needs the shadow model to cover that surface, by doing this: 204/20=10.2

    That value will be the one to put in the X size value. Similar operation with depht (z axis)

    The other 2 objects are ramps. Calculating the right values you will find how to use them. You just need to know how high a ramp is and how long in the x axis is.

    Oh, and an important thing. You must have the TShadow1 texture in your stage file. If it isn't, the stage will crash.

    Well, just test these things out, and if you're troubled, I'll try to find the place where I once explained these things, or make a step-by-step guide or something ^^U

    wait o.O

    that above pic is my current one ?????!!!!

    why does it shows correctly for me !
    anyway,
    thank you  Grin


    Don't know O.o

    Are you using a wii? Or dolphin? USA version or another? O.o
    « Last Edit: September 07, 2010, 05:29:34 PM by Mewtwo2000 » Logged

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    « Reply #1451 on: September 07, 2010, 05:30:12 PM »


    dolphin !

    NTSC ! i hate USA
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    Mewtwo2000
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    « Reply #1452 on: September 07, 2010, 05:39:34 PM »


    Then that's it. Dolphin doesn't care about bad texture sizes. Same to Brawlbox.

    But the wii doesn't like bad sizes xD

    Only light is left right now. Collision, spawns and textures are now okay.
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    « Reply #1453 on: September 07, 2010, 05:44:08 PM »


    hey mewtwo, i might drop you a link for a testing of my stage Tongue

    im pretty sure i did a good job, it just has some minor issues that i cant seem to fix..

    also i want your approval before i release it! Grin

    it might still be a little bit though.. i still gotta do something about Giga Bowser.. i want to animate him more dynamically, in other words, i want the animations to happen at random while at the same time not switching to spear pillar so i can have my lava...

    any tips mewtwo?
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    « Reply #1454 on: September 07, 2010, 05:45:12 PM »


    Then that's it. Dolphin doesn't care about bad texture sizes. Same to Brawlbox.

    But the wii doesn't like bad sizes xD

    Only light is left right now. Collision, spawns and textures are now okay.

    ôo

    that's why my yoshi64 had this bug and it didn't showed ingame !
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