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Your link got cutoff, but I found the proper one in another thread. Here it is.http://www.mediafire.com/file/dvj5ky...enomEdited.PAC
Venom had poor collisions, so I had a look inside the file and what did I find? Tons of misaligned vertexes! So, I spent a while realigning them and getting things in their proper order. I also reset a few ceilings that should be walls, etc. I haven't tested it yet, but it should work a lot better.
At bare minimum it'll work the same on both sides, unlike the lopsidedness before.
The OP recommends Venom over regular Corneria, so it might as well not be glitchy as hell. I got hit clean through the center of the stage as Donkey Kong and had trouble roll dodging basically anywhere in the dip on the top left side
thats old. we currently have no plans for corneria. the venom idea was simply an alternative that was quickly dropped.http://www.mediafire.com/file/dvj5ky...enomEdited.PAC
Venom had poor collisions, so I had a look inside the file and what did I find? Tons of misaligned vertexes! So, I spent a while realigning them and getting things in their proper order. I also reset a few ceilings that should be walls, etc. I haven't tested it yet, but it should work a lot better.
At bare minimum it'll work the same on both sides, unlike the lopsidedness before.
The OP recommends Venom over regular Corneria, so it might as well not be glitchy as hell. I got hit clean through the center of the stage as Donkey Kong and had trouble roll dodging basically anywhere in the dip on the top left side
i added it, so what need to be fixed now? is it complete?so, wait, did you add larger boundaries, or did you want me to?
that are shadows of the inmovibles parts/ledges of the bridge, they haven't got bone, so i deleted by polyogon hex but i don't know how to delete his shadow tooWell, there's a minor one that I noticed with the other one as well as this one...
Due to the way you fixed the collisions to make them connected, if you ledge hop a certain way, your character can automatically go into the standing position on the stage. It's nothing big, and could actually greatly assist anyone that can use this minor glitch to their advantage. I think of it as a stage-specific advance technique and one can practice to use to gain an advantage over someone that doesn't know how to use it.
From the way the collision is set it with that previous fix, I don't think this is avoidable, though. I, myself, don't mind (since I can see it helping with making the stage slightly deeper), but if you fix the glitch (somehow), I wouldn't care, either.
Edit: And there's something that's been bothering me. It's nothing of importance, but when your character moves over two certain locations near the middle, you'll see a grey outline of something above the main platform directly below your character. Just a weird cosmetic error that I noticed...
you... removed all of the lava... thats not what we wanted.hey FrozenHobo i finished the Norfair+
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here is the donwload: http://www.mediafire.com/?yhmmnzroquh
i had to use a .rel file to do it, try it and tellme what you think about it![]()
i'll take a look, but i can't think of what would case that (the entire main stage is all one connected collisions. there aren't any holes).Green Hill Zone+ with fixed ledges allows you to move through the left side of the stage if you hold down while jumping. I can make it to the center of the loop with D3.
you... removed all of the lava... thats not what we wanted.
i'll take a look, but i can't think of what would case that (the entire main stage is all one connected collisions. there aren't any holes).
I know why that is. Found out why myself about a month ago when I was fixing up Castle Seige's ledges. When you make a collision a wall, it CAN'T be perfectly horizontal or else you can go through it.Green Hill Zone+ with fixed ledges allows you to move through the left side of the stage if you hold down while jumping. I can make it to the center of the loop with D3.
oooooh. yeah, ok, that explains it...I know why that is. Found out why myself about a month ago when I was fixing up Castle Seige's ledges. When you make a collision a wall, it CAN'T be perfect flat or else you can go through it.
HERE is the fix for it.
In case you didn't didn't download the .pac that I linked (which isn't really necessary to), all I did was move the inside intersection points of the ledges down 0.5 units. It could be less, but I did .5 to be safe (since in gameplay, you can't really notice the difference for these types of things). Not like it matters at this point, though... (Edit: After looking at your .pac file, I guess you did download it, so nevermind this part.)oooooh. yeah, ok, that explains it...
i also noticed i didn't make those walls non-walljumpable (lol wall jumps on a ceiling).
edit:
that explains the problems with the box, too. i'll have a fully fixed pac up in a sec.
well, there was, but your pac still has the collisions on where the box was (taken out a while ago). why do you even still have that version?In case you didn't didn't download the .pac that I linked (which isn't really necessary to), all I did was move the inside intersection points of the ledges down 0.5 units. It could be less, but I did .5 to be safe (since in gameplay, you can't really notice the difference for these types of things). Not like it matters at this point, though...
I didn't realize there was a problem with the box, though.
Oh, I wasn't aware that there was a released .pac for one without the box.well, there was, but your pac still has the collisions on where the box was (taken out a while ago). why do you even still have that version?
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So the .pac that you uploaded then took off: is that with the hurtboxes still, then?
If so, then I guess we'll still be waiting on the fix?
Also, what are your plans for the Norfair platform layout? Is it still going to be the same layout with the six ledges?
I have an idea...
How about a four ledge, four platform layout, where the platform on top is stretched to be longer. As in, the bottom three platforms stay completely unchanged; one of the top platforms removed completely, and the remaining top one moved to the center, made longer, and has no grabbable ledge. Something like this...
that actually was what i was thinking about doing.[/COLOR]
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Sorry about that... T_Ti was under the assumption that everyone had downloaded the version with the hurtbox removed, so we need to wait even longer because i swapped all of my GHZ pacs' collisions with yours. T_T
That's good to hear. I edited my previous post, if you didn't notice, yet. But yeah, when everything but the top is under lava, there needs to be a long enough platform to actually move about in, so the top one will probably need to be longer than the bottom.that actually was what i was thinking about doing.
well, i technically do have my original in the trash, but i also deleted another version that was named the same. now i can't really figure out which one is which...Sorry about that... T_T
But why didn't you keep a backup?![]()
that sounds good...That's good to hear. I edited my previous post, if you didn't notice, yet. But yeah, when everything but the top is under lava, there needs to be a long enough platform to actually move about in, so the top one will probably need to be longer than the bottom.
I'm working on it, is'nt easy remove only tha wave but i'll do itlooks good. since guzzi already has started working on it, once he gets me a version that removes just the wave i'll get right on that.
the container is easy to remove, it is in 3 models you need to reemplace for the pokemon trainer all models and delete all of its animations, but remove the hit of wave is the hard parti had a version before that graphically removed the wave, but the container still would appear (and stay a long time after), and the hitbox from the wave would still hit.