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Completed [Stage Import] Suzaku Castle

Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
Suzaku Castle (3 Platform Version)
- A mix of the SmashU and Smash3DS versions for simplicity and reduced polygon count.

Brawl import by DemonSlayerX8
Melee import by Achilles

Suzaku Castle (3 Plat, SmashU+3DS) [GrTCl] v1.0.dat
- Replaces Young Link's Target Stage [GrTCl.dat].

Capture.PNG


Code:
Placements below are approximate. All structs relating to a bone/object are located closeby one another.

try the bone struct child pointer at
000035b0 <-- this is the child bone inject point

0001643c = bone struct for main stage floor
0001f39c = bone struct Ring_R_ncl1_3
        00027798 Object: Ring_R_ncl1_4
        000313b8 object: Ring_R_ncl1_5

0003dce0 = bone struct dyr_harinkazan_set (left sign)

0003dd1c bone struct for right sign
    - this branches off from "next bone" of the original 

injected bone struct.

00040fbc bone struct, 4 vertical platform posts (ring_under)
    00042cd8 object struct, 2 vertical platform posts
    00051358 object struct, 3 tops of platforms
    0005a5b8 object struct, 3 bottoms of platforms

000dbb7c bone struct, background
000fb91c bone struct, bg buildings
0011bbc8 bone struct, suzaka castle
0012431c bone struct, grass ground
 
Last edited:

zankyou

Smash Lord
Joined
Sep 12, 2014
Messages
1,055
Why is the lighting so weird? The stage is brighter than the background.
I usually have a similar problem in my imports. Melee and brawls lighting system seems to be a bit different so its if you make it exactly the same the stage will come out too dark. For now theres not really much more you could ask of him. If you want you could try modifying each image with DTW to be a little lighter so that every thing blends.
 

Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
Why is the lighting so weird? The stage is brighter than the background.
Because the surface normals of most of the background elements you see are not at the half angle between the light source and the camera.

The stage is purposefully brighter than the background because the stage is more important and must be the focus of attention. It's also a magic floating platform and can do whatever it pleases hehe.
 
Last edited:

Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
What did you notice was incompatible with the melee physics engine?
Nothing to do with incompatibility, rather the vanilla collisions causing the stage to not "play right".

In the vanilla collisions, the small ceilings underneath the ledges are problems. Take the spacies for example. Due to the ceilings, you can, for all intents and purposes, auto-snap to the ledge mid fire fox. And don't even try to recover against the stage as Falcon...it will just make you cry.

So I modified the collisions to make it all walls and adjusted the angles so the Battlefield ledge problem also doesn't exist.

But if you are playing Sm4sh, what does it matter? Your character will snap to the ledge anyway because the game is ez mode.
 
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