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

hotdogturtle

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Add a new character animation, preview the model, position it in the animation, then reposition it in the "T-stance."
You are supposed to position all of the blocks using the same animation. Since each block has a differently named bone, they won't interfere with each other.
 

hotdogturtle

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The way you have it right now, it's animation1:block 1, animation2:block2, animation3:block3, right?

It needs to be animation1:block1+block2+block3... Use the same animation for everying in that particular modeldata.
 

Gamma Ridley

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Doing that, I put all those blocks there.

See, to me, having just one animation for multiple things makes no sense to me... then again, most things about stage hacking don't make sense to me.

Yet.

For example, where would I go about finding a suitable background for the stage? And how would I fix that texture problem with the rain?
 

Eternal Yoshi

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Try using the rain from Distant Planet instead. It might be big, but it looks good.

The background depends on how faithful you want to be or how you want to do it.

.....Aparrently the spriter's resource doesn't have a BG for you to use as the ripper forgot to include BGs.

You may have to find a way yourself, like finding a way to rip the BG from the game.
 

hotdogturtle

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A lot of people use backgrounds from SSE stages because they're so varied and you have a lot options. Then again, you don't have too many options other than those or regular stages.

You could also use a 2D picture, or throw something together out of other blocks.
 

Gamma Ridley

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Yeah, I went to The Spriter's Resource for the textures, which is where I got the textures for the blocks from, and I was hugely disappointed by the fact that they forgot the background. :ohwell: I would rip from Super Metroid, but I wouldn't even where to start with that. I have it on the VC, how would I go about ripping from there?

The rain I actually took from a Smashville hack, so I was uncertain where exactly the rain came from. I was under the assumption that it came from Distant Planet, but I was wrong. I'll go about fixing that.

As for the background, I would rather not use a 2D pic. This was actually intended to be an exercise to get me good enough with 3D stages in preparation for my ultimate goal, the Sun Chamber from Metroid Prime. Thinking about using SSE stages, the area where you fight Galleom the first time would seem to be fitting, just maybe retexture it...

Thanks for the input. :)
 

toddtj

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Nov 9, 2009
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I was just watching a video of the original OoT fight and I had a great idea that I'd like to share with you:
If you want the stage to change, but not loop, it would be very cool if throughout gameplay Ganondorf kept reappearing and dropping more blocks. All block drops after the first set would appear to be random selection and after a set amount of time(5minutes, perhaps?) only the center block would be left and Ganondorf would no longer appear. This would make for an interesting transitional play-style liken to a less severe version of Sudden Death(in that it forces players to be more offensive after a set amount of time has passed).

Thoughts?
 

Mewtwo_2000

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That's what the stage is meant to be when finished, indeed xD

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?
It's similar to what you said, but not exact. With stage builder blocks, what you've said is valid, but that's because they have only one bone. Other models with more bones will be affected by VIS animation nodes only for a certain bone. I mean, if one bone doesn't work, try another.
 

MonkUnit

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Yes that is possible. You need to open the SSE stage in brawlbox until you find that background model. Export that bress file that contains the BG model and replace the BG bress file in final destination. You can get SSE stages from www.tinyurl.com/brawlfiles They are in stage/adventure.

EDIT: Due to that stage looking like it is near the end of the SSE, I suggest you look at the files that are in the higher numbers first.
 

MonkUnit

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Oops, yeah I forgot about that. Also, in case the TextureData[0] of the SSE stage is too much and causes a file size issue and crashes in game. Export only the textures needed for the SSE model you want to use. :p
 

hotdogturtle

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I guess I could do it if I have time. Although if someone finds the model before me, they could probably do it themself.
 

John12346

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Well, since you gave the tips, I'll try it myself.

But if someone who could prolly do it in the snap of a finger wants to do it before me, that'd be cool too. :D

Edit: Also, I had previously searched for the aforementioned stage... but there was so much to look through... ._.

Edit: Found one. 400001.pac seems to have the correct background.

Edit again: Alright, I've replaced it myself. I'm testing it out now...
 

Gamma Ridley

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Success! My first step to becoming a stage hacker, cleared!

http://forums.kc-mm.com/Gallery/BrawlView.php?Number=14113
Looks good! Would you like an actual recording of the stage showing it off? I'd be happy to do that for you if you want.

On a side note, I trudged through the various SSE files and found that the sky from the Ruined Zoo is actually very befitting of the atmosphere of Crateria. Also ported the rain. Now to test...

And I messed up. :glare: For some reason, the rain isn't looping, it just animates for one cycle then it stops. And I can't seem to reposition the background either...

I also noticed that Samus isn't animated either. Even though I put in her Wait1 animation.

I'm missing something...
 

John12346

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WAIT

Items aren't showing up on the stage

help D:

Edit: Unless it's the ItmGen I have to fix up. In which case, I'm already on it.
 

br3compactor

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You can only have one CHR0 Animation per modeldata, GammaRidley. But you can have many bone animations in the same CHR0 file, as long as they have the same frame lenght (that can be 1 frame). All the bone animations in the same CHR0 have the same number of frames. Every model you add needs to have an animation associated with their main bone, otherwise you can't move 'em.

That's what you messed up.
 

Mewtwo_2000

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Looks good! Would you like an actual recording of the stage showing it off? I'd be happy to do that for you if you want.

On a side note, I trudged through the various SSE files and found that the sky from the Ruined Zoo is actually very befitting of the atmosphere of Crateria. Also ported the rain. Now to test...

And I messed up. :glare: For some reason, the rain isn't looping, it just animates for one cycle then it stops. And I can't seem to reposition the background either...

I also noticed that Samus isn't animated either. Even though I put in her Wait1 animation.

I'm missing something...
Maybe the problem is that samus is the first model in that modeldata, and animations don't work. If she's not the first model, then be sure you have only one animation in that modeldata.

About the rain, you will find more than one texture animation for it. Just place as the first one the 'looped' one.
 

Dragonrage

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Does anyone here know of a good hexagonal model?

I have one but it has issues with the camera. It gets overlapped by about everything. Even if a character falls through it, the character still overlaps the model >.>
 

Gamma Ridley

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This is an image of what the files look like in Brawl Box:



As you can see, she is the first model in that model data, and there is only one animation.

I repositioned her using her TopN bone, which is technically her "main" bone, yes? But for some reason, the animation isn't playing... it shows her in the pose on the first frame, but that's it.

She's like this:



The good news is that I managed to get the rain working by porting it from some Tallon IV stage hack. :bee: Which also has a nice background I may use...

Dragonrage said:
Does anyone here know of a good hexagonal model?
Is this good enough?
 

Gamma Ridley

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Ahhh I have no idea where it's from! :laugh: The Guide to Making Stages Using the Block Method
*paraphrased*
at the KC-MM forums had a nice little resource of models to use, such as a ramp, a platform, and Mr. Hexagon there. I just uploaded that.
 

br3compactor

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Some of you might know I'm working on a secret stage project.

As much as I'd love to tell what it is at least to you guys, it'd ruin the surprise in KC:MM.

But it's @ 95%.

It's been tough keeping it to myself for so long but I'm interested in the reaction for the full thing out at once.
 

Mewtwo_2000

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This is an image of what the files look like in Brawl Box:

http://i976.photobucket.com/albums/ae250/SRVAsays/crateriabb.png

As you can see, she is the first model in that model data, and there is only one animation.

I repositioned her using her TopN bone, which is technically her "main" bone, yes? But for some reason, the animation isn't playing... it shows her in the pose on the first frame, but that's it.

She's like this:

http://i976.photobucket.com/albums/ae250/SRVAsays/Samusbb.png

The good news is that I managed to get the rain working by porting it from some Tallon IV stage hack. :bee: Which also has a nice background I may use...



Is this good enough?
Insert some empty model before samus. Maybe having an invisible model first makes her move. Get the poketrainer00 one, from the modeldata[101].
 

Gamma Ridley

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Insert some empty model before samus. Maybe having an invisible model first makes her move. Get the poketrainer00 one, from the modeldata[101].

Ok, I'll try that then.

Also, how would I insert an AnmVis in the model data? Her model is referencing her EyeYellowN bone, so her visor is yellow. Which is a minor detail, but it's bothering me nonetheless. Is that even appropriate to fix that?

That's pretty good!

But now that I think about ... I meant octagon, not hexagon. I feel stupid now >.>

Oh well, I guess I can still use it. Hopefully no one will notice the shape being slightly off :O
Ah shoot. :ohwell: I'm sure it'll be fine.
 

Mewtwo_2000

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Ok, I'll try that then.

Also, how would I insert an AnmVis in the model data? Her model is referencing her EyeYellowN bone, so her visor is yellow. Which is a minor detail, but it's bothering me nonetheless. Is that even appropriate to fix that?



Ah shoot. :ohwell: I'm sure it'll be fine.
You don't need a VIS animation to make the yellow eye dissapear. You can make invisible the material involved by changing the type to '3'. You can find this inside the model, in the 'material1' folder.

You will see the changes in-game, not brawlbox.
 

Gamma Ridley

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You don't need a VIS animation to make the yellow eye dissapear. You can make invisible the material involved by changing the type to '3'. You can find this inside the model, in the 'material1' folder.

You will see the changes in-game, not brawlbox.
After doing that, I got here:





I fixed Samus's eye yellow thang, and even ported Corneria's background and swapped the sky texture with the Ruined Zoo. I think it looks pretty nice. :grin:

Unfortunately, Samus still isn't animated. I exported the PokeTrainer model and put it in the same model data as Samus and put it first in line. She still just stands there. :ohwell: And she's off center, which I just realized... Oops. :laugh:

Oh, and ignore Mr. Shutter there for now. I still need to reposition it...
 
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