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3.6 STAGE UPDATES (12/9/2015)

Juken

Smash Ace
Joined
Mar 31, 2014
Messages
590
What exactly was updated with stages as of 3.6b that would require stages from before to be updated for it? Does ASL do something to them?
 

Xermo

Smash Champion
Joined
Feb 19, 2013
Messages
2,811
Location
afk
NNID
SSBFC-Xerom
3DS FC
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What exactly was updated with stages as of 3.6b that would require stages from before to be updated for it? Does ASL do something to them?
ASL doesn't do anything to stages.

-Stage collisions altered for a more enjoyable experience in Stamina mode.
-Floor collisions normalized on these stages to be completely flat: Battlefield, Castle Siege, Dreamland, Fourside, Frigate Orpheon, Green Hill Zone, Halberd, Infinite Glacier, Jungle Japes, Pokemon Stadium 1, Rumble Falls, Saffron City, Skyloft, Smashville, Spear Pillar, Training Room, and Warioware.
^Along with a number of other independent changes to a few select stages
 

jackal27

Smash Journeyman
Joined
Jul 27, 2015
Messages
419
Location
Missouri
Hi there!

I've been modding Project M for about 3-6 hours a day for around 3 weeks now (I know) so I wouldn't say I'm exactly new to it, but no matter what I do, I just cannot get this stage to play nice with Castle Siege in PM3.6b. I've been using MT2000's ASL Tool to try and load it in, but it always does weird things like invisible collisions over the regular ol' Castle Siege and then crashing when it tries to transform. Super weird.

The creator believes it has to do with Project M and specifically the new version. So maybe you could fix it?

http://forums.kc-mm.com/Gallery/BrawlView.php?Number=204887
 

soopercool101

Smash Journeyman
Joined
Sep 28, 2013
Messages
389
Hi there!

I've been modding Project M for about 3-6 hours a day for around 3 weeks now (I know) so I wouldn't say I'm exactly new to it, but no matter what I do, I just cannot get this stage to play nice with Castle Siege in PM3.6b. I've been using MT2000's ASL Tool to try and load it in, but it always does weird things like invisible collisions over the regular ol' Castle Siege and then crashing when it tries to transform. Super weird.

The creator believes it has to do with Project M and specifically the new version. So maybe you could fix it?

http://forums.kc-mm.com/Gallery/BrawlView.php?Number=204887
That's not a problem with the stage and 3.6, that's a problem with using alt stages over Castle Siege. No matter if it's in an alt slot or not it will load from STGEMBLEM_00.pac, STGEMBLEM_01.pac, and STGEMBLEM_02.pac. The collision data and transform data for Castle Siege is split between multiple files, I believe, and you're going to find that you'll be unable to get that to work, I'm afraid.
 
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jackal27

Smash Journeyman
Joined
Jul 27, 2015
Messages
419
Location
Missouri
That's not a problem with the stage and 3.6, that's a problem with using alt stages over Castle Siege. No matter if it's in an alt slot or not it will load from STGEMBLEM_00.pac, STGEMBLEM_01.pac, and STGEMBLEM_02.pac. The collision data and transform data for Castle Siege is split between multiple files, I believe, and you're going to find that you'll be unable to get that to work, I'm afraid.
Dang. That's really weird too since I've been able to get other transforming stages to work with ASL. I guess it's just a Castle Siege problem then? Maybe I should just take the new non transforming PM version of Castle Siege and move THAT to an alternate stage and make this the standard one?

EDIT: Also, how is it that the standard transforming version of Castle Siege is the alternate stage now too? Probably because I'm just missing the point? Haha it's late.
 
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soopercool101

Smash Journeyman
Joined
Sep 28, 2013
Messages
389
Dang. That's really weird too since I've been able to get other transforming stages to work with ASL. I guess it's just a Castle Siege problem then? Maybe I should just take the new non transforming PM version of Castle Siege and move THAT to an alternate stage and make this the standard one?

EDIT: Also, how is it that the standard transforming version of Castle Siege is the alternate stage now too? Probably because I'm just missing the point? Haha it's late.
To be honest, it's really confusing. The non-alt is made to not transform, and just load STGEMBLEM_00's models and textures with collision data from STGEMBLEM.pac. The alt version transforms and has its own collision data, and loads its transformations from the normal STGEMBLEM_(Numbers).pac files. It's all really weird and is due to how the module is set up for Castle Siege, and I'm sure someone can explain this better than I can because this is a long-winded (and just as confusing) explanation.

TL;DR: Brawl's Castle Siege is set up in the most convoluted way possible and I have no clue what the original programmers were thinking.
 
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MFMAXY

Smash Apprentice
Joined
Sep 28, 2013
Messages
95
will get started on this right away

Hi there!

I've been modding Project M for about 3-6 hours a day for around 3 weeks now (I know) so I wouldn't say I'm exactly new to it, but no matter what I do, I just cannot get this stage to play nice with Castle Siege in PM3.6b. I've been using MT2000's ASL Tool to try and load it in, but it always does weird things like invisible collisions over the regular ol' Castle Siege and then crashing when it tries to transform. Super weird.

The creator believes it has to do with Project M and specifically the new version. So maybe you could fix it?

http://forums.kc-mm.com/Gallery/BrawlView.php?Number=204887
i've had problems with this one too... believe it has to do with the stage slot, not the stage

It might be to much of a hassle, but i suggest this :)
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=21049
you want it non-tilting, right?
 

jackal27

Smash Journeyman
Joined
Jul 27, 2015
Messages
419
Location
Missouri
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squeakyboots13

Smash Journeyman
Joined
Oct 4, 2013
Messages
381
If you could PM-ify any of these or tell me how I would go about them myself, that would be fantastic.

N64 Battlefield: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=4796
N64 Final Destination: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=205836
Brawl Final Destination: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=204653 (This person made a PM 3.0 version but I'm not sure if anything in it needs to be updated or not.)

Make sure you were using the correct module files.

Unfortunately, people on Brawl Vault tend to be confusing with their stages and not put the right stage in that field. Big Blue goes over Final Destination and Lavender Town goes over Battlefield.
 
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DualX

Smash Apprentice
Joined
Jul 27, 2014
Messages
121
you use brawlstagemanager?
I have not. Do they work for you with that?

I have PM Big Blue - Tunnel running perfectly on my current 3.6 build through the ASL. It must be something on your end unfortunately.
How do you normally go about replacing stages? Maybe my process is flawed, but I normally just copy the stages into the build directly. I have most stages working.
 
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MFMAXY

Smash Apprentice
Joined
Sep 28, 2013
Messages
95
I have not. Do they work for you with that?


How do you normally go about replacing stages? Maybe my process is flawed, but I normally just copy the stages into the build directly. I have most stages working.
what happens occassionally is a mismatch, some how, some way. make sure you are using the right module file, and then open up brawlstagemanager, navigate to the stage, and see if there's a red button that says "fix"
 

jackal27

Smash Journeyman
Joined
Jul 27, 2015
Messages
419
Location
Missouri
I have not. Do they work for you with that?


How do you normally go about replacing stages? Maybe my process is flawed, but I normally just copy the stages into the build directly. I have most stages working.
I download from Brawl vault or wherever, add the .pac to my stages->melee folder, name it what it needs to be for it to go over or be an alternate of (ex: Stage=STGWHATEVER.pac, 1st alternate=STGWHATEVER_Z.pac, 2nd=STGWHATEVER_Y, 3rd= STGWHATEVER_X.) Then I add the correct .rel file to the module folder by using http://www.lakora.us/rel/. So if the Brawl Vault entry said that the stage was meant to be used with Final Destination, but I wanted it in Pokemon Stadium's slot, I'd use that tool to make a .rel that converts FROM FinalD TO PStadium. Then I would add a "_Z" or whatever to the end of the .rel's filename to make sure the correct stage or alternate was reading it. I also have to make sure both the stage and module are set up correctly in the ASL Tool. It sounds a lot more complicated than it actually is haha.
 
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MFMAXY

Smash Apprentice
Joined
Sep 28, 2013
Messages
95
I download from Brawl vault or wherever, add the .pac to my stages->melee folder, name it what it needs to be for it to go over or be an alternate of (ex: Stage=STGWHATEVER.pac, 1st alternate=STGWHATEVER_Z.pac, 2nd=STGWHATEVER_Y, 3rd= STGWHATEVER_X.) Then I add the correct .rel file to the module folder by using http://www.lakora.us/rel/. So if the Brawl Vault entry said that the stage was meant to be used with Final Destination, but I wanted it in Pokemon Stadium's slot, I'd use that tool to make a .rel that converts FROM FinalD TO PStadium. Then I would add a "_Z" or whatever to the end of the .rel's filename to make sure the correct stage or alternate was reading it. I also have to make sure both the stage and module are set up correctly in the ASL Tool. It sounds a lot more complicated than it actually is haha.
if you open up your stagelist in brawlstagemanager, and click fix when you select your stage, i guarantee you that your problem will go away

also i updated another stage y'all
N64 Battlefield: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=4796
N64 Final Destination: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=205836
Brawl Final Destination: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=204653 (This person made a PM 3.0 version but I'm not sure if anything in it needs to be updated or not.).
Brawl FD will work just fine, camera hasn't been updated since 3.0, and it has different collisions from 3.6b Melee FD, due to the base shape... N64 Final Destination and N64 Battlefield have different base shapes from their other counterparts, so even if the platforms are moved, the base collision would be different... they all should be safe to use, but their collisions wouldn't match PMs because they are different shapes.
 
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MFMAXY

Smash Apprentice
Joined
Sep 28, 2013
Messages
95
last two have updated collisions and camera according to the date and my testing. i'll get right to work on the first two.

Yes please ^^
i'm learning how this stage file works, so it might take a little longer... but i will finish it!
 

DualX

Smash Apprentice
Joined
Jul 27, 2014
Messages
121
You guys are awesome. Stages are working perfectly now!
 

BronzeGreekGod

Smash Lord
Joined
May 26, 2012
Messages
1,638
Can u fix all the hd stage textures? I duno about everyone else.. agree or disagree as you please.. but the hd stage textures look bad on my plasma tv. They have those ugly lines that show up on any textures that are too high def. They need to be blurred a bit to get rid of that problem!
 

DualX

Smash Apprentice
Joined
Jul 27, 2014
Messages
121
Can u fix all the hd stage textures? I duno about everyone else.. agree or disagree as you please.. but the hd stage textures look bad on my plasma tv. They have those ugly lines that show up on any textures that are too high def. They need to be blurred a bit to get rid of that problem!
Which ones are you talking about?
 

MFMAXY

Smash Apprentice
Joined
Sep 28, 2013
Messages
95
just letting everyone know that i'm working on their stages right now, slight delay but they're on their way
 

BronzeGreekGod

Smash Lord
Joined
May 26, 2012
Messages
1,638
Which ones are you talking about?
pretty much all the pm 3.6b HD stages have this issue.. peaches castle and saffron city are the worst, but you can see it in hyrule castle, metal cavern and all the other hd stages made by the PM team as well.
 
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