Zenox the Chimera
Smash Journeyman
Wait... I thought BrawlBox wasn't being worked on anymore?Just wait 'til DasDonkey release Box 2.0![]()
How's the progress on Submerged Battlefield, Mista Chuy?
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Wait... I thought BrawlBox wasn't being worked on anymore?Just wait 'til DasDonkey release Box 2.0![]()
No, he means the DasDonkey Vertex Box, not BrawlBox. Besides, there is actually some help with adding a few extra features to BrawlBox from Bero.Wait... I thought BrawlBox wasn't being worked on anymore?
Haven't had a chance to work on it yetHow's the progress on Submerged Battlefield, Mista Chuy?
What about using the Temple textures, for the Castle?As awesome as that would be, I can't do anything with that stage. The whole first area is a single model, and there aren't any scale bones to let me move anything. I'd definitely do it if I could though.
Edit: I'm going to see what happens if I make the textures transparent, although using those textures + the castle might make it too big... Wait, holy crap, the first section is over 4MB. That pretty much means I can't use it...
lol, most of the space is taken up by the over 100 flag pictures. There are so many because the flags wave around.
Continuing...
Steps:
1 - Open in Brawlbox both the stage you want as the sender and the stage you want as a receiver of models.
2 - Export whatever mdl0 you might transfer.
3 - Import the model to ModelData[2] on the receiver stage
Wacka Alpacka says renaming the model is the next step. But I can't see WTF he's typing 'cause of Youtube's low quality![]()
Repost.Hey Mewtwo, why does your Wi-Fi Destination has no texture? O.o
When I preview the stage I see only the stage with no texture or background O.o
i gave you the next step you should do. it was 2 posts bellow yours.renaming the model and the bone.
naming the model is for your own cataloging. renaming the bone keeps every model with the same bone name from being edited to the same place/size by an animation.
i figured you meant deceptively because it seems that the side would have a larger boundary than it actually has. by saying seductively, you made it seem that people would want to go there all the time, which i know if i were to see someone camping near a close boundary i'd spam projectiles at them instead of approaching.
Brawl characters are the biggest in the smash series so imo it should be shrunk to at least 90% of the size. Other than that, it's really cool.![]()
It's definitely off. Just so that it's bothering me, most people probably aren't as OCD as myself, though. Note how the collision for the Brawl version is slightly off, so Mario is floating in the air. He should be shorter in comparison to the wall, while Smash64 Mario is marginally taller.
But yeah, as Sails said - Graphically, it's 95% perfect in size. For gameplay, the size effects a bunch of random little things - The tower requires a double jump for each step, for example. That's more the fault of the differences in physics than anything you've done, Mewtwo2000.
It's still awesome, I'm just complaining.![]()
Maybe I'm crazy or something, but wasnt that on ps2 and xbox? how the f-.........
Can't find the sky texture...... >_<
Will be release when the collisions are done and the sky is found.
the end pieces need to go out further. and on the left side, the "walkway" needs to travel down the side of the stage.FEEDBACK BEFORE LAST REVISION PLEASE !!!
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Oh, I've tried this before but it didn't work (it crashed) and I didn't care enough to fix it. So at least somebody finished it.![]()
Just final destination with battlefield's background O.o
Yay, somebody doesn't think I'm crazy!Brawl characters are the biggest in the smash series so imo it should be shrunk to at least 90% of the size. Other than that, it's really cool.
Very glad to hear it.Don't worry, there will be a small sized version of the stage![]()
Thanks for fixing the lighting; sometimes the brightness of the stage was simply overbearing.Final revamp of this old stage of mine
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http://forums.kc-mm.com/Gallery/BrawlView.php?Number=2365&DiplayName=Moon Battlefield
Why do you need it removed?That bone is the cause of my main problem. Deleting it causes all bones below it to move up one spot and use the wrong data. I replaced it with a blank bone from another model and literally nothing changed. What can I do to get rid of it/move it out of the way?
You putting the changes into an animation right?............How Annoying.
How can I get the models to respond to my rotation and scaling changes???
Use an animation. I 'splained how last page I think. Can someone help with my post a few up?............How Annoying.
How can I get the models to respond to my rotation and scaling changes???
Go to materials 1 for the background model, find the material for the shadows and make it 'type=3'.How do you put the changes into an animation? You mentioned scaling a different part I wanted to remove but I couldn't get it to work (I ended up being able to move the bridge somewhere). However, that same change didn't work for the bone I want to remove (the character's shadows where the bridge was) because it wasn't a child bone of the "scale" bone.
Hm... that gave me an idea... I'll have to try that later though, have other work to do. Bleh.
Edit: Editing the bone in animations was a success. Problem is, it got rid of ALL the shadows. I mean, if I wanted to get rid of all the shadows I could have just replaced the TShadow texture with a transparent image. But I don't, I want to get rid of just the original stage's shadows, and keep the ones for the imported stage (Mewtwo_2000's Hyrule Castle). Hold on... Maybe if I move the background model to a different ModelData...