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Stage .H.A.C.K.ing Central

Eternal Yoshi

I've covered ban wars, you know
Joined
Mar 3, 2007
Messages
5,450
Location
Playing different games
NNID
EternalYoshi
3DS FC
3394-4459-7089
Somewhere in this site, there was a hitbox data collab thread.
They found the KBB and the KBG of one of the cars, which would REALLY help me in confirming where exactly in the rel theyy are.

It was found using a USB gecko and the Hitbox data collection code.

Found the post.

I'm posting this result here for those who may investigate this in the future. This is a failed result.

Experimentation tells me the following are values for the cars on Port Town Aero Dive (all in hex).

Base damage: 14
Knockback growth: 64
Base knockback: 46
Angle: 5A

Setting any arbitrary hitbox to have these values will make it act just like the cars, same launch speeds across the board. That left only character ID, element, and action ID. I just assumed action ID was 000 (like with projectiles), and my method was brute forcing the character ID via setting the elements to assorted plausibilities and trying every possible character ID (all 256 of them) at once. I tried elements 00, 01, 02, 0A, 0F, 10, 11, and 12 which I believe are the only plausible ones, and none of them worked. So, either action ID is not 000 (impossible to brute force past this point) or the current hitbox mod engine just can't handle these hitboxes at all even if the correct data is input for them. Anyone interested in stage hazards may find this interesting; my ultimate conclusion is that further work is just not possible for me.
....If the area I found is correct, the KBG would be 48, not 46, and the angle 48.....
 

br3compactor

Smash Ace
Joined
Apr 6, 2010
Messages
792
Location
Brazil
I'm extremely tempted to download it.

But I'm afraid that a freezed stage might confuse my mind in tourneys.

EDIT: Where can I find a model like this?
(it's not that well drawn but you get the idea)

 

MonkUnit

Project M Back Roomer
Joined
Nov 29, 2009
Messages
6,075
Location
Eau Claire, Wisconsin
Eternal Yoshi, do you have a USB gecko that you can use to try and find those PTAD car hitboxes? My brother, standardtoaster, has a USB gecko and maybe you two could work on trying to find all the hitboxes on PTAD!
 

hotdogturtle

Smash Master
Joined
Feb 15, 2007
Messages
3,503
I don't know why you would try to replace the stage instead of using a module, but I guess it could work. I removed the light gravity part.
 

FrozenHobo

Smash Hero
Joined
Mar 26, 2007
Messages
5,272
Location
Nowhere Land
quick question: does anyone here have or know how i can get my hands on a copy of maya? i'm looking at getting into the level design aspects of game development and want to aquant myself with the major programs therein. main problem at this phase is lack of free cash.



note: i've gotten bored of the smash style of 2D stages and really only look at 3D environments right now. i'm going to finish up a few of my previous projects, but once i get Maya and start working with real models for my portfolio i doubt i'll be returning to smash hacking. that said, if after i leave you feel one of my stages was lackluster *coughDL64cough* feel free to edit mine or (ideally) make your own version. only thing i ask is that if you do use my work as a base to credit me at some point.
 

TCRhade

Smash Champion
Joined
Jan 10, 2008
Messages
2,829
Location
Quebec, Canada
NNID
TabuuForte
The hex tutorial link you gave me is useless, I can't find the string of bytes it tells me to look for.

Well, it works, thanks to Dark Sonic 15, but now I have another problem. The textures are bright and messed up:






Any idea how to fix this? :c
 

HeavenBot

Smash Rookie
Joined
Nov 25, 2010
Messages
11
Location
South Carolina
I'm thinking about starting a project. I don't have a name yet, but I do have an idea.
I might start taking requests, making stages for people.
Like, someone could say, "Hey, I want FD with Ridley flying around a statue of Link on it with Delphino in the background, with the stage itself being Master Hand holding the battle in his palm!"
I would then make it. Is this a good idea? Would anyone want this? Should I actually make that example?
 

n64billy

Smash Ace
Joined
Feb 4, 2009
Messages
614
Location
Behind you!
quick question: does anyone here have or know how i can get my hands on a copy of maya? i'm looking at getting into the level design aspects of game development and want to aquant myself with the major programs therein. main problem at this phase is lack of free cash.



note: i've gotten bored of the smash style of 2D stages and really only look at 3D environments right now. i'm going to finish up a few of my previous projects, but once i get Maya and start working with real models for my portfolio i doubt i'll be returning to smash hacking. that said, if after i leave you feel one of my stages was lackluster *coughDL64cough* feel free to edit mine or (ideally) make your own version. only thing i ask is that if you do use my work as a base to credit me at some point.
I've got Maya. I'm currently a student at Tafe (If you don't know what that is, it's like University.. Only the qualifications don't go as high, and there is a LOT more practical work (AKA Better than Uni)

Autodesk has this thing going where if you're a student at an instetute, you can get a "Student" version for free. The only only difference between the Student, and Full versions, is that if you open a file that has been edited with the student version it will just have a notification when you first open it going "This version has been created using a student version of Maya", click okay and you're done.. Also, you don't legally have the right to sell anything that you have used Maya to create until you purchase a lisence.

There are ways to get *CoughCoughCrackedCoughCough* versions... but this is certainly not the place to discuss it, nor will I help you get one (Since I already have a Legit, three year student license myself)

Maya's strong point is its animation functionality. While 3DS Max is most common when doing game design.
I can highly recomend maya, but if you're thinking of doing something in Maya for Brawl, forget about it for now... there's no point (Unless you can import an .OBJ stage.. but I haven't gotten that to work yet..)

If you want to see some of the stuff I've done in Maya, feel free to check out my Youtube Channel.
http://www.youtube.com/user/n64billy

If you're interested more, give me a shout, I'll see what else I can help you with :)

I'm thinking about starting a project. I don't have a name yet, but I do have an idea.
I might start taking requests, making stages for people.
Like, someone could say, "Hey, I want FD with Ridley flying around a statue of Link on it with Delphino in the background, with the stage itself being Master Hand holding the battle in his palm!"
I would then make it. Is this a good idea? Would anyone want this? Should I actually make that example?

You DO realise how INCREDDIIIBBBLLLYYYY time consuming that would be....... right?
 

HeavenBot

Smash Rookie
Joined
Nov 25, 2010
Messages
11
Location
South Carolina
You DO realise how INCREDDIIIBBBLLLYYYY time consuming that would be....... right?
Yes, and thats a problem I am looking at when I ask myself what in the world I was thinking.
Maybe I'll filter it a bit to reduce my burden.
But I don't have much a life right now, since it's winter. I can probably do it.
 

Olimario1892

Smash Apprentice
Joined
Apr 26, 2009
Messages
195
Location
Delaware
It's been a couple months, I haven't really had any free time to work on stages since school started. I just thought I'd let everyone know (by everyone I mean the people that were on this thread when I was active) that the Wii stage has been pretty much completed, I just need somebody to get the collisions to follow some of the models (I've still never been able to do it). Also, I will be working on stages, just very slowly, not frequently, and I probably won't be on here that much. I suppose this is a good thing because now when I do work on stages, I can make them look a lot better (hopefully) and make them more functional. I decided to post this in case anybody has been wondering about my sudden disappearance. I'm not done, just taking a long break.
 

Mewtwo_2000

Smash Lord
Joined
Nov 23, 2009
Messages
1,177
Location
Spain
NNID
Mewtwo2ooo
3DS FC
0877-0152-2009
if after i leave you feel one of my stages was lackluster *coughDL64cough* feel free to edit mine or (ideally) make your own version. only thing i ask is that if you do use my work as a base to credit me at some point.
I'm decided to make DL64 myself, from scratch :smash:

Oh, here's the last preview video I'm doing of my Ganondorf stage:

http://www.youtube.com/watch?v=fSeLy_7-0EQ
 

curry9186

Smash Journeyman
Joined
Sep 23, 2010
Messages
454
Location
Carbondale, IL
If I make a new VIS animation node, do I just need to rename it to the name of the bone I want it to affect or is it more complicated than that?
 

Gamma Ridley

Smash Journeyman
Joined
Feb 14, 2010
Messages
336
Location
Your Mom's House, CA
Decided to give character hacking a rest for a little and try my hand at stage hacking.

Looking at the stage-making guide using the block method, this is what I've started:



As of now, it's quite unflattering and otherwise unremarkable, but I'm trying to recreate the landing area on Crateria from Super Metroid.

I ported the rain and background from the stormy Pirate Ship, but the textures are all funky. I also tried fixing the lighting, but it still looks kinda off...

Luckily, I was able to port Samus and her ship and get the textures to work correctly. All that they need are positioning and animation.

Which brings me to a question: Can there really be only one animation per model data? If that's the case, then using the block method, you'd have to have like 500 model data files just to have enough room for blocks. Is there a way around this that I'm missing?
 

Eternal Yoshi

I've covered ban wars, you know
Joined
Mar 3, 2007
Messages
5,450
Location
Playing different games
NNID
EternalYoshi
3DS FC
3394-4459-7089
Decided to give character hacking a rest for a little and try my hand at stage hacking.

Looking at the stage-making guide using the block method, this is what I've started:



As of now, it's quite unflattering and otherwise unremarkable, but I'm trying to recreate the landing area on Crateria from Super Metroid.

I ported the rain and background from the stormy Pirate Ship, but the textures are all funky. I also tried fixing the lighting, but it still looks kinda off...

Luckily, I was able to port Samus and her ship and get the textures to work correctly. All that they need are positioning and animation.

Which brings me to a question: Can there really be only one animation per model data? If that's the case, then using the block method, you'd have to have like 500 model data files just to have enough room for blocks. Is there a way around this that I'm missing?
You're making the Crateria Surface too?


I started this months ago but didn't finish it.

BTW, Rename the bones of the blocks.
 

Gamma Ridley

Smash Journeyman
Joined
Feb 14, 2010
Messages
336
Location
Your Mom's House, CA
You're making the Crateria Surface too?


I started this months ago but didn't finish it.

BTW, Rename the bones of the blocks.
*GASP*

I had a feeling someone else already did something like that. :laugh:

But the thing is, can't you only re-position the blocks with an animation? I had five blocks in one model data, each with unique names for everything, and only two showed up: one at the exact center, and the rest in the same exact spot 20 units to the right.
 

Eternal Yoshi

I've covered ban wars, you know
Joined
Mar 3, 2007
Messages
5,450
Location
Playing different games
NNID
EternalYoshi
3DS FC
3394-4459-7089
Only the bones need to be renamed for them to show up in different places.
DId you key frame the animations and does the animation loop?
 

Gamma Ridley

Smash Journeyman
Joined
Feb 14, 2010
Messages
336
Location
Your Mom's House, CA
Well, here's what I did:

I would import a block model...

Rename the materials so that they would reference the right textures...

Rename the top bone to TopBone# (depending on what number block it was)...

Add a new character animation, preview the model, position it in the animation, then reposition it in the "T-stance."

Wash, rinse, repeat.

Each animation technically loops, as each is only 1 frame.

Am I doing this right?
 
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