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I'd recommend just porting PM stages.I skimmed threw, and was wandering the full documentation on collision data for stages. I'm on the sm4sh research and want to up port melee stages to sm4sh Wii U & 3DS. Sm4sh uses a simple file full of separated col and cliff(ledge grab points), spawn, camera, and blastzone. Oh and how to export 3d models too since we now can vertex edit.
Edit:Oh found the documentation... But any good pointers would be nice.
You already asked this question last month.Will I ever be able to put a thing of Smashville in Melee?Am I able to do it myself or import from PM if so.Can someone help me out?
He could import the model, but we don't know how to animate stage objects such as the platform.I know I asked. It's just I know that Zankyou has imported stages, so I was just curious.
If you want there's a kinda crappy rendition I tried to make using Fourside a while back. It's got the moving platform... ish.Just having the model would still be cool.It would just be Omega Smashville I guess, but it'd still be nice.We'll eventually figure out how to animate stage objects.What the modding community can do as a whole is incredible.
Thanks! As for Smashville, I've found basically the best "base" stage to use for it: Bowser's target test. It's go a nice platform that shifts left and right smoothly (in fact you can find an old video on my channel of me trying to edit that stage into Peaches Castle 64). There's only one problem: I cannot change the way that platform works in the slightest. I think its behavior may be defined in a different file, but nothing I've done has even phased it. And unless I can slow it down + change it's movement a bit it'll be a lousy Smashville.It's pretty good, that's what I have over Fourside right now.But I've been looking for a import.It's still an amazing hack that I enjoy and love though.But, I've been wanting Smashville in Melee probably since I started playing PM.Btw, you and Zankyou are amazing(You two are the main ones I know that do stage hacks).
MACs can't run Dolphin?I'd love to be able to do it though.Right now I can only dream about it.
Go ahead. If you have any questions PM me and I'll do my best to explain them.I've had HxD on the Mac for a while, never used it on the Mac yet.Used to use it quite a bit.But I'm a bit better when it comes to textures and I need to figure out modeling so I would need quite a lot of help.
Milun I have sort of a general idea but not much.I might want your help if possible.I could try to figure things out though.
Do you mean like it exports bones from the game that you can then reimport, or does it just create a bone system for use within Melee?I made a program that creates an mdl0 file for character bones recently and was wondering if I should attempt to do the same thing for stage collisions. Would make moving collisions around a little more efficient than guessing and checking if you could view them in brawlbox.
Right now it just makes the bones viewable in brawl box. If I understood how to use 3ds max Id look into reimporting themDo you mean like it exports bones from the game that you can then reimport, or does it just create a bone system for use within Melee?
If BrawlBox can use them, can't you just use its already built in .dae exporter/importer?Right now it just makes the bones viewable in brawl box. If I understood how to use 3ds max Id look into reimporting them
If you wanted to keep the default file location for collisions and links, you would move all your collisions and links up to the beginning of each list. Then in the coll_data table, you would change the total number of collisions/links/each link type to however many you need. Area table link and collision values will probably need to be changed too.
Hey, does anyone know how to properly remove stage collisions? I know how to move them, but I'm wanting to go for something a bit more professional this time around.
By the way, for those of you who've seen my Mushroom Kingdom tutorial, I did a dump of the models for Kirby 64 in Blender:
https://www.mediafire.com/?vkbv7sv0v6yrfy7
When you're done working with the models, you need to select ONE of the two that are in the scene and go export > obj.
When in the export window, be sure to have "selection only" and "keep vert order" selected.
Then, after exporting go to the .obj file, open it in notepad, and remove all rows of text that don't begin with data in the format of:
v 1.4390 3221.34 392.324234
You can then use my terrible program to convert them back into Hex:
https://www.mediafire.com/?z1a89nxgvofowhd
Finally, open the file the program spits out and copy all the Hex text. In your .dat, paste it in one of the following:
If you edited the part of the model which has the tree in it (the back half of the stage) paste it here: 0000480
If you edited the part of the model which was twice as large (the front half of the stage) paste it here: 0000E920