JediKnightTemplar
Smash Lord
It should be a little more visible; it's so poorly placed unless you know where it is you'll never look there.
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Ah, thank you very much mr 2000 ^^That tutorial part is wrong, I said so many many posts ago.
You have to use the existing brres files (modeldatas), which are modeldatas 1, 2 and 101 for Final Destination based stages. Multiple modeldatas 101 do nothing, only the first one gets loaded by the stage.
Ah thank you very much, green greens without bombs, wind, blocks, or apples is now complete ^^You can add as many models as you want. Not only one per modeldata. By the way, you can't have model animations with a different number of frames in the same modeldata.
Wait you're talking about scene data right?Well,I'd like to rename parameters such as "Unknown1" "Vec1" in SCN0 node and its children.
If you know it, could you tell me each meaning?
Yes,right.Wait you're talking about scene data right?
I'd shoot mewtwo a pm then since he probably knows the most about scene dataYes,right.
my apologies.And this is supposed to go in the help/tutorial forum.
No, it will not. In Brawl, a replay's just a set of instructionsif i am playing normal brawl on a hacked stage and then save a replay will it show the hacked stage in the replay when i try and view it without the hacks on?
Hey Ernie, are you still using the old method to animate backgrounds like the one you used in your pumpkin zone?I would be very thankful if someone got me the background for Star Light Zone.
I have it animated in-game already. It looks like this:
I also need to add some platforms and walls, but I can just use the flat square model and move/rotate/scale it to the right places.
Well, I'll give you the basics.I'd like to know, Mew2. I've seen you mention it already but I didn't download the Mario Kart or the pack (I already had almost all the stages in there), and I'm waiting for the Castle Siege version to get Temple of Time.
This is better than scaling to 0 in animations, because there's no resize at all. They just disappear. And they work perfectly in slowdowns. Of course, you still need a model per frame, each model has an unique texture, and you can't change that unless you're using texture animations. But those are not meant to be edited yet I guess.I'm not sure if I get it. Isn't that the same as shrinking the model scale to 0 in an animation? Wouldn't it look bad in slowdowns, like when the match ends? Do we still need to have one model per frame?
Thanks!Good Job libertyernie.
I was wondering what those did. I saw a VIS animation in Rainbow Cruise and wondered what it was for. Since we're on animations I have a question.There's an animation called VIS animation. VIS0 files control VIS animations, like CHR0 files control CHR animations. Well, a VIS animation controls the visibility of a certain bone. That's used in stages like Final Destination or Jungle Falls, where elements appear or disappear
1) You can put many animations in a modeldata, but only the first one will work. The others will be unseen by the stage in most cases.I was wondering what those did. I saw a VIS animation in Rainbow Cruise and wondered what it was for. Since we're on animations I have a question.
1) Can you put more than one animation in a model data without it freezing?
2) If I choose not to loop an animation, would the objects that were resized, moved, etc. stay where they are, as they are, or get moved back to their original states?
any idea if it would be possible to make more than 1 animation load at a certain time? I know you can do it with models that already have multiple animations, but is that the only way?1) You can put many animations in a modeldata, but only the first one will work. The others will be unseen by the stage in most cases.
Awesome.1) You can put many animations in a modeldata, but only the first one will work. The others will be unseen by the stage in most cases.
2) They will stay like in the last frame of the animation. Just like in brawlbox when you have the 'loop' option unchecked.
I'm pretty sure only the first one gets loaded by default. Only special cases (special module files) break this rule.any idea if it would be possible to make more than 1 animation load at a certain time? I know you can do it with models that already have multiple animations, but is that the only way?
Unknown2=0. If still loops, maybe you're using a stage that forces a looped animation. Try on another modeldata or something O.oWhich unknown value controls animation looping? I set the unknown2 values for the animations i'm tweaking to zero but the animation still looped.
Not yet, but I will. I will make my own retro version, on any still area too. Anyway, you can already find good retro versions of the stage in the vault.Heyyyy, nice underground stage, Mewtwo. Stupid question, but is the overworld done (I mean in that same style)?
And I know this is the wrong thread, but the Request thread is being an *** right now and ignoring my requests. I'd like help on porting Tabuu's stage on Pirate Ship.