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Xerom's Repository of Miscellaneous Modifications - *Notice*

Xermo

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Bump. As (none of) you know, I was contacted by the Harmony of Heroes director to provide the BRSTMs for their site release. It's been a month in the making, but they're finally ready for release. Until the actual site release goes up, you can enjoy them from my alternative host.

Part 1 {X}
Part 2 {X}

I'm also still doing stage related things, but they've been real slow due to the above project.

I can't help but feel like there's a better place to set the Bridge of Eldin redux.

Did you try setting the stage on one of the arches above the beginning of each side of the bridge?
If those models were changed slightly so they were a bit flatter on top, I feel like the stage would have a more interesting background than pulling a PM Green Hill Zone and making the stage an extra platform in front of the Brawl stage, but I don't know what it looks like.
The bridge tops aren't exactly feasible to work with unless I suddenly learn 3ds max; there's a lot of junk models on top, y'see.
My version is still better than SSB4's Omega Bridge, which is literally just the floating block that gets blown away. I'll try the idea later on when I do learn max, though.
 

TSW

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I put your Mario Bros. X stage into my build, and I'm in love with the SMB3 texture! I was wondering if I could get a picture for my SSS. All the pics I've found are just of the default texture, and I only use a Wii, so I'm not sure how to make a picture myself.

Anyways, nice stages, keep up the good work!
 
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Shadow Huan

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I second the above request. and I have a question. what are your limitations for taking stage requests? I really like your work, and I have 5 of your stages in my build atm.

I would really like a DKC2 and DKC3 stage respecitivly.

if it is something you are capable of doing then I will go into more detail, as I have some ideas lol
 
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igglybiblyjiblet

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Bump. As (none of) you know, I was contacted by the Harmony of Heroes director to provide the BRSTMs for their site release. It's been a month in the making, but they're finally ready for release. Until the actual site release goes up, you can enjoy them from my alternative host.

Part 1 {X}
Part 2 {X}

I'm also still doing stage related things, but they've been real slow due to the above project.



The bridge tops aren't exactly feasible to work with unless I suddenly learn 3ds max; there's a lot of junk models on top, y'see.
My version is still better than SSB4's Omega Bridge, which is literally just the floating block that gets blown away. I'll try the idea later on when I do learn max, though.
Love the X stages you've made and thanks for linking to that album, there's alot of awesome music on it! Hope you are still working on stages as your stages are my favorite balanced ones that i've downloaded.
 
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JiFoJoka

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Hopefully the new Harmony of Heroes Final Smash album will be converted as well!
 

Xermo

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Soon.
I'm not dead, yet
 

Xermo

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Falco, what are you doing!? Get back to the ship now!
 

VIRTUAL BOY

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Hey Xermo! (someday) Would you please consider making a X version of project m's new summit ice climber map?

Thank you, and I love your hard work!
 
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Xermo

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In case you're unaware, The Name's Kong got an updated version released separately 2 weeks ago, and it sounds much better than the first version. Will you be doing that one as well?
https://www.youtube.com/watch?v=mU2hOgeBfaU
Ah, was unaware of this update. I'll get on it.

---

In terms of corneria, it's taking time due to the multitude of variations it has. Gotta make sure all versions play well and are ironed out.
 
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theTRUEchamp

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Maybe a version of Corneria set in space (Sector Z). Just a thought. Could you also make updated (3.5) menu stuff for some of your past X stages (Mario Bros., 75 m, and so forth)?
 

Segway

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About Brinstar X, the camera is really weird. It barely goes below the bottom of the floor. I got into the modeldata[100] to drop the camera down and for some reason its locked to where it won't go past the bottom of the floor. I can't see myself recovering. Is there a way to fix the camera? Is it glitched?
 

Xermo

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About Brinstar X, the camera is really weird. It barely goes below the bottom of the floor. I got into the modeldata[100] to drop the camera down and for some reason its locked to where it won't go past the bottom of the floor. I can't see myself recovering. Is there a way to fix the camera? Is it glitched?
This has happened before to another user. The stage requires a final destination .rel to work correctly.
 
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Xermo

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Those skeletons aren't looking very cheery. I wonder what happened to them?

Something I've been working on in-between corneria. I wonder which game it came from. hmm.
 
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Cahalan

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Those skeletons aren't looking very cheery. I wonder what happened to them?

Something I've been working on in-between corneria. I wonder which game it came from. hmm.
*!!!!!!!!!!* Th- That uniform... I recognize it. Can it be? Heavenly Host!?!?!?!?!? But then... how did the entire cast of Smash end up here... Oh no... is she nearby?
 
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Xermo

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Gallery

Also plan on releasing some smaller things in-between the prolonged Corneria.
 

Nezha the Scout

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Yo! Glad to see you're enriching Brawl with your stages!


Gallery

Also plan on releasing some smaller things in-between the prolonged Corneria.
I wanna help out, I see that your stage doesn't have shadows...

Would you like me to teach you to add custom shadow models to stages?
Or do you whant me to add shadows to your stage in 30 minutes?
Or both?

I had to learn by trial and error, and all other tutorials are outdated, it gives me reason to write a tutorial.
 
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Xermo

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Yo! Glad to see you're enriching Brawl with your stages!



I wanna help out, I see that your stage doesn't have shadows...

Would you like me to teach you to add custom shadow models to stages?
Or do you whant me to add shadows to your stage in 30 minutes?
Or both?

I had to learn by trial and error, and all other tutorials are outdated, it gives me reason to write a tutorial.
Oh man, I'd love to learn how to make shadows. Anything you could do to help I'm very much okay with.
 

Xermo

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I'll be using Heavenly Post as a Turorial example, is it okay by you?

Because I'll post the tut on KCMM once Im done.
Sure! The .pac may be a bit of a mess though. The platforms and floor are located inside Modeldata[10] and [11] respectively if that's relevant.
 
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NXero

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Is your Pillar CSS compatible with 3.5? (I'm talking about the layout, I can update the portraits by myself). If not, do you plan on updating it someday? (Maybe around the 3.6 release :p)
 

Xermo

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Is your Pillar CSS compatible with 3.5? (I'm talking about the layout, I can update the portraits by myself). If not, do you plan on updating it someday? (Maybe around the 3.6 release :p)
I'm waiting for 3.6 before I update it.
 

Nezha the Scout

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Took me a while, but its ready!

Copy/ Paste version

Alright, can we skip intros? No? Fine.

Howdy there, if you’re here that means that you want to give your stages some shadows the easy way. And since all other tutorials are outdated or too complex to understand. I might as well show you guys my bootleg method of shadow placing that I called “Shadow Rip”.

Pros and cons:
+ Easy
+ Takes Minutes to do
+You can have as many separate shadow models anywhere as you wish per platform, easy for moving around when you have to edit
+ Can easily be reshaped if there’s no need to add sides or curves.
- You are limited to the shape of the shadow you find
- This tutorial won’t show you how to make your own shadow model
- The shadows are disconnected from the platforms, meaning these will have to be animated as well if the platforms are moving (If you know about animations, you can rename the bones accordingly to follow the animation)

Stuff you need:
-> Your custom stage that works to your liking
*For this tutorial I’ll be using this stage: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=208213
-> A shadow model, here I’ll offer a “rectangular” model… I’ll mention how you can acquire other shaped shadows or this one if the link ever breaks: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=208216
-> A shadow texture, you can find this in any of the brawl files:
-> Brawl Box v0.70- 0.73b (Im gonna use 0.73b, as it’s the best for stage making)

If you got the stuff, let’s move to the good stuff.

1- Ripping your shadow model:
Let’s say your stage is not rectangular or squared, or the link of my shadow model is dead. What now? Well this is the part where you have to dig deep on the vaults, the brawl vaults: foru

Once in, you have to find a custom stage that already has shadows on it, say like this one:
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=207659

Cookie Country has excellent rectangular shaped shadow models, shaped like the stage I’m about to shadow, which means this stage has a perfect shadow model we can use. (In your case, since you got this from my stage I prefer you not to give me credit for it).

Grab the stage and open it on Brawl Box, search through the files until you find a shadow model:
Untitled.png


If you are wondering why I label mine differently, it’s because it helps me classify shadows to find it easier. MShadows are the main platform shadows and PShadows are for platform shadows, but they are all the same, just a different name. What you do now is export it:


Also, export the texture if you don’t have it:


You can name it whatever, but just be sure to update the model information with it. If you don’t know how to do it, keep the name the same. And done, you got your model, now let’s apply it to the stage.

2- Import

Import the model just like you do with any other anywhere on your .pac (but I prefer to place them near the platform models they are connected with, but that is if the models are placed correctly here as they are in game like it occurred in Cookie Country. In my case, the models are not in the same place so I have to use the collisions instead to place them as its more accurate), depending on how many different sized surfaces you have, it’s the amounts of shadow models you need to import, the stage I’m working with has 3 floors, then 3 are required, one main platform and two platforms.

Lets do one at a time:


Again, you can place these any modeldata you like, and the shadow texture too. It’s invisible for now, but that’s because we have to edit some settings. Now, let’s open the model viewer (preview Mshadow by right click and preview or ctrl+P). First off you need to restore its location to normal:


Make sure it’s those exact values. After that, you had successfully put a shadow on your stage.

3- Apply

Exit the viewer and right click the main arc data and select “preview all models”.


When you do, clear all the clutter by clicking multiple times “bones and polygons”, until you have a blank stage, make sure the tiny windows says “all” and the collisions are on (no worries, this will hide it in Brawl Box, it won’t delete or hide it in-game, to revert the effect, do the same until all reappear):


The once in, select your shadow model you gonna edit, activate its polygon, bones and enable the texture, be sure to have the bone selected:


You can see the shadow now! All you gonna do is relocate the shadow just like you would with any other model to be just 1 pixel above the collision. And resize it any way you like to fix the length and the width of the collision!


Save the location in any of the existing CHR (animation files) by pressing copy, selecting the CHR, paste the values, then save.



Done! Your main platform has shadows now! Now just rinse and repeat with the rest of the surfaces.
Be sure to rename the models and bones accordingly.





Go and test in game! While ingame you see that the shadow crops midway when your character jumps, you need to expand the shadows to fully fit the floor, like I did on Cookie country:


I don’t have ingames yet, but that’s because I can't set up dolphin, pictures will be up later!

Have fun!

Oh! Almost forgot, the angle and cast distace your shadow does is dependant on your stage lightning, remember that!

KCMM thread: http://forums.kc-mm.com/index.php?topic=73802.0

Txt version available on the model download.
 
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Xermo

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Do you want me to give the stage with shadows applied already?


Sorry for double post.
Very nice tutorial, much appreciated.
Also yeah, that'd be great if you sent the file.
 

Nezha the Scout

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Very nice tutorial, much appreciated.
Also yeah, that'd be great if you sent the file.
Aight, I'll send it tomorrow.

Also,mother of typos in that tutorial, sorry bout that! XD Speed wrote everything, any questions, be sure to ask!
 
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Xermo

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How would one go about making there own css.
In terms of rearranging the CSS, then this tutorial covers essentially what to do. (It's the tutorial I used for making the pillar CSS).

If we're diving deeper into doing things like changing the shape (from squares to say hexagons) of the character select icons or manipulating the background, then there's currently no real tutorial for doing so. That involves model and animation data manipulation.
 

Payton

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In terms of rearranging the CSS, then this tutorial covers essentially what to do. (It's the tutorial I used for making the pillar CSS).

If we're diving deeper into doing things like changing the shape (from squares to say hexagons) of the character select icons or manipulating the background, then there's currently no real tutorial for doing so. That involves model and animation data manipulation.
That link just send me to a sign in page.
 

Xermo

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That link just send me to a sign in page.
Huh, well apparently you need a brawlvault account to view threads.
I'll just copy it here:
Making custom CSS screens has been pretty basic stuff for a while. However, with the onset of Project M 3.0, things get a tiny bit more complicated.

In the first place, Project M uses GCT codes to rearrange the CSS icons around. Meaning? What you see in the CSS Organizer isn't what you get.
Second of all, the CSS organizer, even after opening the proper sc_selcharacter_en.pac, CSS Organizer only displays 36 characters, as opposed to Project M's selection of 40+ characters.

Luckily, there are relatively simple ways to circumnavigate both of these problems. Below is an easy to follow, comprehensive guide that will take you through the basic steps involved with rearranging your own personal P:M 3.0 CSS. Seriously, this guide is so ridiculously specific that even the n00biest of n00bs can handle it.

First and foremost, here's a link to the CSS organizer (2.0). Full credit for this program goes to Phantom Wings.
http://www.mediafire.com/download/ymoii2ndjxx/CSS+Organizer+2.0.zip

The second step? Open up your version of Brawl Box.
Click Open. (derp)
Navigate to your SD card. (Or whatever you're using)
Open the Project M folder.
Open the PF folder.
Open the System folder.
Open the common5.pac file.

Now, within the common5.pac, before anything else you'll see three expandable folders. One of them is named "sc_selcharacter_en.pac". Right click on this folder, and click "Export".
Do not click "Export All".

Aaaaand we're on our way!
Now, open up the CSS Organizer, and within that program, open up the "sc_selcharacter_en.pac" you just exported. If you followed the steps right, this is what you'll see:


Look in the bottom right corner. See that red circle? Raise that value from "36" to "42".

Why, you ask?
That's a stupid question.

Now, after following that step, this is what you'll see.


Now... like I said before, what you're looking at in the CSS program isn't what you get in-game.
As in: Mario? The first icon?
Yeah, that's actually Wario.

And why is that? Observe:


You guessed it! It's because in Project M 3.0, Wario is the first icon.
Startin' to connect the dots here?

...No? Well, if not, this image should answer all your questions.


Bam! That's about as simple as I can make it. Simply use the above image as a reference, and organize your new CSS accordingly! And thus ends this tutorial. Feel free to flood this thread with your silly questions, so I can laugh at yo- errr, help you out!

Now somebody gimme one o' them fancy pants tutorial Awards.
 
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Xermo

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I lost the stage while cleaning the computer. I have to do it again.
It's cool. I'll just make the shadows myself; save yourself the time.
 

Nezha the Scout

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It's cool. I'll just make the shadows myself; save yourself the time.
Aight! If you have questions on a step, don't hesitate to ask me.

Can't wait to see what you have in store! And maybe collab with me sometime again :laugh:

Oh! forgot to mention! You might be interested in this:

Crystal surfaces:


Stone Surfaces:

Im learning how to add reflection to stages currently. I find it hard to explain it on tutorial form yet since I just recently learned it, but if you need something from a stage reflected, I'll be happy to experiment with those.
 
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Xermo

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Also plan on releasing some smaller things in-between the prolonged Corneria.
Saffron City: X

I planned on releasing Jungle Japes: X alongside it, but I'm running into a bit of trouble with the model's materials / shaders after re-importing into brawlbox. If I could get some help with that, I'd be square.

@ Nezha the Scout Nezha the Scout , you seem to be well more versed with 3ds max than I am, could you possibly know how to fix my problem?
 
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Nezha the Scout

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Saffron City: X

I planned on releasing Jungle Japes: X alongside it, but I'm running into a bit of trouble with the model's materials / shaders after re-importing into brawlbox. If I could get some help with that, I'd be square.

@ Nezha the Scout Nezha the Scout , you seem to be well more versed with 3ds max than I am, could you possibly know how to fix my problem?
Lets see.

-Export vBrawl Japes.
-Move stuff around.
-Collape or merge any mesh editing if you did some
-Export as an .DAE with these settings:
^These are my settings

Thats all to do in 3ds max.

Next Brawl Box.

-You must re-import each texture one by one as CMPR, or by re-importing the .bress file. I always found glitched results if I imported all textures from a folder.
-Import the stage, make sure to copy these settings, except for one:
-Since this is a Brawl model in essence, do NOT optimize it, as its optimized for brawl already. (I did so for big blue, I... was shocked) So "Use Tristrips" is False.
-Reimport all the vBrawl materials and shaders, make sure the materials are numbered correctly to their shaders. and the materials contain the correct texture reference.

If it fails, export the model from 3ds max once more, as it sometimes gets "error".

Tell me if this works.

I answered your question in BV as well.
 
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Nezha the Scout

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In addition to these, someone on the thread corrected me some points that I never thought of before (or outright typo-ed it). Updated the text.
 
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