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« Reply #7170 on: December 21, 2013, 02:55:01 PM » |
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Have you talked to Hope4ANewDaY? I really think you two collaborating could make even more awesome stages. :3 Like, even though you're one of the best stage hackers that I know of, you can always try to surpass yourself. ^_^
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Generically Epic: A lucky moment that could happen to anyone. For example: Making a hole in one, landing an Falcon Pawnch, finding 20 bucks, etc.
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« Reply #7171 on: January 07, 2014, 06:42:32 PM » |
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Does anyone have a pack with some of these stages?
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« Reply #7172 on: January 13, 2014, 06:58:09 AM » |
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What's the progress on Gerudo Valley? I see it in some of your pictures...
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Young Link recently broke 3000 downloads. If you haven't already, Check it out!
Recently released: Sacred/Fusion Dark Interloper Link.
What ever happened to Tifa?
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« Reply #7173 on: January 17, 2014, 10:28:05 PM » |
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I don't know if it's the fact that I put it over green hill zone or what but the final destination 64 stage has weird framerate drops in project M. do you know if you can fix it or how I can fix it? Thank you
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« Reply #7174 on: January 17, 2014, 10:49:37 PM » |
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I don't know if it's the fact that I put it over green hill zone or what but the final destination 64 stage has weird framerate drops in project M. do you know if you can fix it or how I can fix it? Thank you
I cant remember if final destination has a rel included with project m, but go to the module folder and look for st_final.rel, then delete it.
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Switch FC: SW-4190-2933-4524
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« Reply #7175 on: January 18, 2014, 09:12:53 AM » |
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Nope, it doesn't. The models used on that one are Brawl models, and the base stage is Final Destination, like the Melee one in Project M, so no inefficient imports are present on this one and the rel used is allright. The problem may be the stage having many textures, which the importing process with vertex colors wouldn't require.
I'll redo the stage soon, I've just done it with my old and beloved Ganon's Tower (the one where the Organ vanishes and all that). Once done with the FD64 one I'll let you know here about it.
You can always get the current version with static background, that may work with no frame drops, I haven't really tested.
Anyway, be sure you're using either Project M 3.01 or Project M 3.02, cause the character models in 3.0 are inefficient and have some lag. Maybe the problem is more with the characters than with the stage, depending on the characters you're using. Keep an eye on that.
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« Reply #7176 on: January 18, 2014, 09:43:48 AM » |
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It only happens when 4 or so people are fighting at once, It's noticeable but not to the point of being unplayable, and I am using 3.02. I guess it is because it was meant for brawl not project M. you are amazing though and thanks for making all these stages. Also, do you know if you can make an HD version?
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« Reply #7177 on: January 21, 2014, 06:50:23 AM » |
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If by HD version you mean a version with higher resolution textures, I won't do that. The new version I'll make will be easier to retexture though, so everybody will be able to retexture it and make it 'HD'. Maybe I make a more rounded version, but I'll see about that. By the way, new previews:
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« Reply #7178 on: January 21, 2014, 07:17:29 AM » |
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Damn... That reminds me alot of stages we have to finish for Project Z... These (if you agree) should definitely going in the Project Z folder!
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"Atone for my sins? I don't have any sins to atone for nor have I forced such a meaningless concept on anyone." -Archer
Best color, most stars, and least amount of power. The good life. Learning sucks, yeah, but it's from learning that you can eventually create masterpieces.
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« Reply #7179 on: January 21, 2014, 06:25:48 PM » |
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If it can be made to be retextured easier, that would work because there is a HD texture pack for SSB64 and if I can easily put those in that would be very nice. The only texture I had trouble replacing when I tried was the skull in the middle due to the textures being slightly weird and the circle being made of four parts.
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« Reply #7180 on: January 21, 2014, 07:11:08 PM » |
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Add some rain, make the wheel go faster, and you get a stage that give that will you a headache.
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NNID: Cha0sKnight 3DS FC: 4768-7680-2509
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« Reply #7181 on: January 22, 2014, 12:25:09 PM » |
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for the windmill stage, are there collisions on the side platforms?
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« Reply #7182 on: January 22, 2014, 01:36:31 PM » |
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Not yet, but the idea is having dynamic collisions so there's collisions when the objects are there, even if it's for less than a second. You'll see in future videos when it's done.
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« Reply #7183 on: January 22, 2014, 02:09:52 PM » |
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hmm... I do have somewhat an idea for a DK64 stage, but you have other stages in the WIP/planning phase atm. right now I have LoZ on my mind ever since I properly size-modded the skull kid on wolf.
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Switch FC: SW-4190-2933-4524
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« Reply #7184 on: January 27, 2014, 11:02:30 AM » |
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I've just released a stage. It's been a long time since I released a stage for the last time.
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