Hyrule Castle 64 may provide a surge of nostalgia for many P:M'ers, but I just find it ugly. It has no color, no atmosphere, and almost none of the Bridge of Eldin songs fit there (I feel the same way about Saffron City). But then I found this...
(http://forums.kc-mm.com/Gallery/Bra...=*&Credit=*&Info=*&Thumb1=*&Type=**&TypeAlt=*)
...and decided all my problems in life were solved. However, this version desyncs with the P:M Castle because it's slightly bigger. No, I do not know this because I dug deep through file data and checked collision data (more on that in a sec). I know because I playtested both and measured Toon Link's footsteps.
So the perfectionist in me wants Eldin Castle to play exactly like P:M Castle. This isn't a simple case of "Just re-texture," or "Just resize models and match collision data," though. I've encountered a few problems (discovered through BrawlBox, of course).
-P:M Castle uses one giant model. On the other hand, Eldin Castle is made up of many individual models. It would be extremely difficult to resize all of the Eldin models to fit the P:M model.
-Textures on the castle itself. Presumably because of its crap-like quality, P:M Castle uses a lot fewer textures for the castle than Eldin does. Plus, they're named differently, they correspond with different models (see: above), etc.
-Collision data inconsistencies. P:M Castle uses three sets of collision data, while Eldin Castle uses two. One of the P:M collision data files does match up with one on Eldin though. (I don't even know why a stage like this needs multiple collsion datas in the first place...)
These problems are too big for an inexperienced stage hacker like me to solve. I guess someone could just rip the Eldin background/lighting and stick it on P:M Castle (I wouldn't mind the low quality N64 textures too much), but ideally someone can find a way to create a Castle that looks exactly like the one in the link I posted above, but plays exactly like the stage in P:M.
In case anyone wants to take a shot at it but needs these...
Here's the P:M STGOLDIN.pac
http://www.mediafire.com/?9gipbfs8dqzhpnb
and .rel
http://www.mediafire.com/?f9kbm1v5mwwq4al
(http://forums.kc-mm.com/Gallery/Bra...=*&Credit=*&Info=*&Thumb1=*&Type=**&TypeAlt=*)
...and decided all my problems in life were solved. However, this version desyncs with the P:M Castle because it's slightly bigger. No, I do not know this because I dug deep through file data and checked collision data (more on that in a sec). I know because I playtested both and measured Toon Link's footsteps.
So the perfectionist in me wants Eldin Castle to play exactly like P:M Castle. This isn't a simple case of "Just re-texture," or "Just resize models and match collision data," though. I've encountered a few problems (discovered through BrawlBox, of course).
-P:M Castle uses one giant model. On the other hand, Eldin Castle is made up of many individual models. It would be extremely difficult to resize all of the Eldin models to fit the P:M model.
-Textures on the castle itself. Presumably because of its crap-like quality, P:M Castle uses a lot fewer textures for the castle than Eldin does. Plus, they're named differently, they correspond with different models (see: above), etc.
-Collision data inconsistencies. P:M Castle uses three sets of collision data, while Eldin Castle uses two. One of the P:M collision data files does match up with one on Eldin though. (I don't even know why a stage like this needs multiple collsion datas in the first place...)
These problems are too big for an inexperienced stage hacker like me to solve. I guess someone could just rip the Eldin background/lighting and stick it on P:M Castle (I wouldn't mind the low quality N64 textures too much), but ideally someone can find a way to create a Castle that looks exactly like the one in the link I posted above, but plays exactly like the stage in P:M.
In case anyone wants to take a shot at it but needs these...
Here's the P:M STGOLDIN.pac
http://www.mediafire.com/?9gipbfs8dqzhpnb
and .rel
http://www.mediafire.com/?f9kbm1v5mwwq4al