Stage Importing
Rooms and types
TODO
Vertex Coloring
TODO
- Do not skip rooms!!!
Blender
Previewing the model
From the game's source code: ingame camera fov: 38
Viewing and editing vertex colors
Vertex Paint mode
Viewing the whole scene's vertex colors
Baking lights to vertex colors
- Add lights to your scene
- Set a view to render only lights for preview
View scene lights
- Select one of your Room objects
- Go into Vertex Coloring mode
- Bake lights to vertex colors
Bake lights
Transparent Textures
Adding transparency
- Enable the texture flag for transparency
- Use pure black wherever you want transparency in your texture
Changing alpha color
- In Pixelformer, change the
Target color format
toRGB color with alpha channel (32 bpp)
mode- If not using Pixelformer, you will need to follow these steps instead, even if using a single alpha color, as most other programs do not export .bmp alpha at all, or just not in a way that GE reads properly.
- Choose the color you want to use for transparency, set it's alpha to 0 and fill in all transparent areas with it
- Export texture as
A8:R8:G8:B8 (32 bpp)
with no other options ticked
Multiple alpha colors
- Same steps as above, but with multiple alpha 0 colors instead of a single color
- Re-import stage in GE, note which colors are still non-transparent in-game
- Export stage file from Game Configuration and open the .bin in a hex editor
- Manually find where the palette address for your updated texture is
- Find hex value of each non-transparent color (each color is 2 bytes long) and subtract 1 from them
Model proportions
Blender
Proportion when exporting using default FBX settings: 1 m in Blender = 100 units in Smash 64. This means a vertex at (90, 0, 83) will be located at (9000, 0, 8300) in the game.
Frequent Issues
- Stage elements are flickering: The geometry is probably too far away from the camera.
- Whole rooms move when the camera moves: The geometry extends too far away from 0,0,0.
- Textures wrap when the camera moves: You have planes that are too big. Try subdividing huge geometry into smaller pieces.
- Vertex colors are not working:
- Your file should not be skipping Rooms. Check if you're skipping Room numbers and try again (Should go from 0, 1, 2, and so on)
- Try a few more times. Sometimes it's random and should work in ~5 tries
- If all else fails, you'll have to unfortunately try importing to a fresh ROM