Eldiran
Smash Lord
Nice pic, Sinister! I am saving this to my compy for any future fiddling with stages.
Also, good work on the data gathering, AA!
Also, good work on the data gathering, AA!
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this will help me alot when I want some neutral boundries to my stages <3NOW IN VISUAL FORMAT :D
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omg... I would love to know how to work with Alternate Stage Loading method... which I don't know how to deal with the code myself...Alright boy and (supposedly) girls. Here it is. Before you go all download happy, here is the list of what is what, and notes regarding specific stages.
http://www.mediafire.com/?sharekey=6629c89681f2ab250dec85adfe0a530ad1cc07c51928ecb29308cbc0e1e08351
There's also a zip for those of you who don't feel like downloading one stage at a time
Online Training (X26)
-A-Tabbu's Lair
-B-Cliffside http://i5.photobucket.com/albums/y194/darkplasma22/al_091208_1234binout.jpg
-C-Entrance to Subspace (the whole reason I started this project)http://i5.photobucket.com/albums/y194/darkplasma22/194158.jpg
-D-False Samus http://i5.photobucket.com/albums/y194/darkplasma22/al_091202_0913binout.jpg
-E-Halberd Exterior http://www.serebii.net/ssbb/boss/duon.jpg
-F-Subspace (Mewtwo_2000's new one) http://i5.photobucket.com/albums/y194/darkplasma22/194152.jpg
-G-Factory http://i5.photobucket.com/albums/y194/darkplasma22/194162.jpg
-H-Lakeside Cliff http://i5.photobucket.com/albums/y194/darkplasma22/194149.jpg
-I-Galleom Plain http://i5.photobucket.com/albums/y194/darkplasma22/194156.jpg
-J-Halberd Brig http://i5.photobucket.com/albums/y194/darkplasma22/194151.jpg
-K-Halberd Interior http://i5.photobucket.com/albums/y194/darkplasma22/al_091208_1236binout.jpg
-L-Fortress Side Cliff http://i5.photobucket.com/albums/y194/darkplasma22/194160.jpg
-M-Jungle Battle
-N-Rayquaza's Lake http://i5.photobucket.com/albums/y194/darkplasma22/194154.jpg
-O-Trees (hotdogturtles?)http://i5.photobucket.com/albums/y194/darkplasma22/194153.jpg
-P-Porky Battle (Dont know if the textures with this one were fixed.)http://i5.photobucket.com/albums/y194/darkplasma22/194155.jpg
-Q-Ridley Battle http://img692.imageshack.us/img692/2720/e5a538421e9699b6.jpg
-R-Subspace Bomb Factory
-S-Ruins Temple http://i5.photobucket.com/albums/y194/darkplasma22/194161.jpg
-T-Great Cave Offensive (I call it this because it reminds me of that mode in Kirby Superstar. It is the summit bottom) http://i5.photobucket.com/albums/y194/darkplasma22/al_091208_1245binout.jpg
-U-Smash Skiff (Mewtwo_2000's new animated one) http://img692.imageshack.us/img692/792/b7c81522e38453d7.jpg
-V-SSE Stadium (Made out of Pokemon Stadiums data. Had to change basically everything for it to look right, including elongating the edge, so that it actually reached the model. Also, since it has Pokemon Stadiums data, it treats your characters hair/hats/things that move like there is wind blowing from underneath) http://i5.photobucket.com/albums/y194/darkplasma22/al_091208_1242binout.jpg
-W-Icy Summit http://i5.photobucket.com/albums/y194/darkplasma22/al_091208_1246binout.jpg
-X-Shadow Bug http://i5.photobucket.com/albums/y194/darkplasma22/194159.jpg
-Y-Entrance to the Ruins (Had to remake cause the one posted months ago had the Training Room's collision data) http://i5.photobucket.com/albums/y194/darkplasma22/194164.jpg
-Z-Falcon Flyer (Couldnt change anything without breaking the animation. The blast zones are acceptable, but I really wish we could find out what is breaking them.)
Some stages here, you will find do NOT have perfect spawn points, for the simple fact that their data is misrepresented in Brawlwall (either by design, or because of BrawlWall). This means that Brawlwall said spawn points and camera limits were "here" and when you play on the stage it is "there" and not where its supposed to be. It is because of stages (plural) like that that this took so long to make.
I'd like to point out that all collision data in Brawlwall is represented correctly, it was everything else that was sometimes wrong. Again, don't know if its the program doing that or how the stages were made.
I cannot guarantee that Pokemon Trainer will work on any of these stages. I dont know how his data works. I tried to import it into stages that didn't seem to have him, to no avail. If somebody could let me know how that works, or what file is responsible for his placement, that'd be super.
IF SOMETHING IS WRONG WITH A STAGE, PLEASE LET ME KNOW. I WILL FIX IT.
Standard vertical height is 180 from base platform not 130 from highest. What is that anyways? Wasn't that the stage from Smash 64 where you fought the fighting polygon team?
Brawlbox, not brawlwall.Open BrawlWall. Right click the texture data, export it, and import it to the stage with fixed collisions.
Or swap the collision file into the one with textures, doesn't matter.
I agree completely. This does stuff that Brawlbox doesn't, quite yet. And the 2D interface makes it a bit simpler.I combine both, there are some things I think are better in brawlwall than in brawlbox, such as editing the spawn/camera points while you see the collisions
Anyway, it doesn't need to be continued as it works perfectly (for me xD)
Please do. That's on Kryal's list of stuff to do, but its a low priority, so it could be a while.Mewtwo 2000, you see, I COULD add that feature into BrawlBox :D
Yes, but you can with BrawlBox too. This program just allow you to edit them in relation to the actual stage model, while with BrawlBox you can only see where the spawn points are, and so you have to guess and check where you edited them.Let me get this straight, with this you can edit spawn points?
Same problem and it's really annoying me- that stage looks beautiful, but I refuse to leave it as a walkoff >.>Well, since there's no way to edit the camera in BrawlBox, this DOES still have a use, except on the Rainbow Road edit I'm doing, it crashes as soon as I try to save anything, even without changing anything.