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Smash Journeyman
That's chrom from awakeningThe third dude, no idea who it is, but looks cool.
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That's chrom from awakeningThe third dude, no idea who it is, but looks cool.
This is just a glimpse.Is this the future?
Robin!!! Kreygasm
Im doing one more for marth before I modify the tools Ive made to work for stages as well. Which one should it be.
Do you think you'll be making this downloadable? This looks so ****ing sick
How do you import models?
Im doing one more for marth before I modify the tools Ive made to work for stages as well. Which one should it be.
Parsing the Arc file, then reweighting the vertices to melee bones, converting structures, and rewriting the dat file. If you want to import mario look for the super mario bros melee thread. Now that Ive figured out how to navigate through an Arc file things are a lot easier.How do you import models?
Both? I did like the two as well, because they were a little different than normal. But if you do a 3 platform version, it can always just be changed to two.What do you guys think. I could import this as a 3 platform stage. I was kinda fond of the 2 platforms because it was a little different though.
Hard to say. Most of my time goes into fixing bugs and editing the file and tools (since theres no interface) to make things compatible.Both? I did like the two as well, because they were a little different than normal. But if you do a 3 platform version, it can always just be changed to two.
With your new tools, how long did this take you?
Mach Rider.Achilles1515 since it was your suggestion you have to pick a music id.
Thanks, just wondering.Parsing the Arc file, then reweighting the vertices to melee bones, converting structures, and rewriting the dat file. If you want to import mario look for the super mario bros melee thread. Now that Ive figured out how to navigate through an Arc file things are a lot easier.
Looks good, but what about enabling the color groups?
Filesize is around 2.9mb. Ill say though that 90% of the file sizes come from the textures so Ill probably start down scaling things in the background.
edit: Looks like I was spot on. The extracted data from the arc file totals in 2.89nb. The texture data from that though is 2.71mb. And my final file size is 2.95mb. I used brawlbox to reencode every image to half its size (512x512 -> 256x256) and the file file size is around 689kb. Obviously this is overkill and ill probably aim for a file size around 2mb, 2.5mb at most. Its a good sign for dolphin users.
look for this wip
Im not really a fan of changing things about the stages since Id like a 1:1 import. But this stage is massive and an up smash from fox kill puff at 49 which is lower than it does on YS. So I upd the top blast zone to around 180 I think instead of 150.
There could be things before or after it, I dont usually take note of the orderZ zankyou have you ever seen the displaylist data NOT go in the following order?
vertices --> normals --> color --> UV
So this was the result of my new bone injection program.
Lol do you want to try and import the Suzaka (SmashU) main platform and see what you get? I would guess this to be a UV problem, but I'm not sure what I did wrong. Colors look good.
View attachment 117126
EDIT:
Nvm. Set the wrong flag for UV stride.
View attachment 117129
Easier on the eyes as well.
This stage would be sick for doubles on a import stagelist, color issues nonwithstandingThis is what I got with the color groups enabled. On the other one the color groups are enabled some of the times but not others.
I guess I could finish this version of the stage if you guys want.
Dont look at the black areas. Those are just transparency flags I have to set after an import which I didnt do here. The color of the wood is what changes with the color groups.This stage would be sick for doubles on a import stagelist, color issues nonwithstanding
I also think the last one looks best.I told you guys a proper import was coming. Now that I have weight and display list editing theres no longer any need for 3ds max.
Also I may have jumped the gun when calling the brawl models giants. It seems like Melee is making the characters larger, or stage smaller. Either way theres some scaling going on that Im not certain of.
or
Nows the best time. I just got my program working with characters and stages.Hooooooooow did I not know about this thread? Consider me subbed! Makes the model importer I was working on seem kinda silly
... .obj's and that's about it. It doesn't work very well either, since I don't really know what I'm doing. The reason I make it is because it keeps the order of the verts the same as they are in Melee, so that I can import it back into the file without changing its structure. It's also unfinished and buggy, but I do have Tcll helping me out with it, who is a genius. I'm at the point where I can move the architecture of Brinstar Depths around and make an FD out of it, which was my long-term plan for it anyways.Nows the best time. I just got my program working with characters and stages.
What file format was your converter going to be compatible with.
Obj importing was actually a feature I was planning to add at some point. But Id rather just add that functionality to umc whenever tcll gets to a decent point in his new build. Right now I can import and export vertices just fine. But thats the extent of Obj support.... .obj's and that's about it. It doesn't work very well either, since I don't really know what I'm doing. The reason I make it is because it keeps the order of the verts the same as they are in Melee, so that I can import it back into the file without changing its structure. It's also unfinished and buggy, but I do have Tcll helping me out with it, who is a genius. I'm at the point where I can move the architecture of Brinstar Depths around and make an FD out of it, which was my long-term plan for it anyways.
Fair nuff. I'll continue on with my one, make Depths, and see where I go to from there. I see why you wouldn't bother with .obj's. You can just import them into Brawl Box anyway and put em into the game that way.Obj importing was actually a feature I was planning to add at some point. But Id rather just add that functionality to umc whenever tcll gets to a decent point in his new build. Right now I can import and export vertices just fine. But thats the extent of Obj support.
Probably. You can import anything with a topn bone into a character. Animations working are dependent on a few things. If you want, you can try importing snake over mario and seeing how that goes. Look for the super mario bros thread below this one for the importer.Probably a silly question, but would it be possible to say, import Snake over Ganon? Or would the bone structure not match up and break it?
Added WIPs of these stages to the second postJust gonna test what I can and cant do real quick
Alright good enough