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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

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Use vertex paint mode to view and edit vertex colors.

Viewing the whole scene's vertex colors

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Use this view mode to render only vertex colors.

Baking lights to vertex colors

  • Add lights to your scene
  • Set a view to render only lights for preview
View scene lights

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Use this view mode to render only diffuse colors (lights and shadows).

  • Select one of your Room objects
  • Go into Vertex Coloring mode
  • Bake lights to vertex colors
Bake lights

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Note we're baking direct Diffuse lights into Active Color Attribute (Vertex Colors).

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 to RGB 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