Source Filmmaker

Source Filmmaker

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Melee: Hyrule Temple
   
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Universe: Original IP
Model
Models: Architecture
Tags: SFM
File Size
Posted
2.486 MB
14 Jan, 2016 @ 5:26pm
1 Change Note ( view )

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Melee: Hyrule Temple

Description
Welp. I finally got this thing up and running. Special thanks to users Zappy and episoder for helping me trying to figure out UVs and wrapping it all up with groups.

Ported from Models Resource, this is Hyrule Temple, originating from Super Smash Bros Melee (though it was under the Brawl page). This stage, despite being almost completely unviable for fast competitive play, it still holds a place in my heart for being one of the biggest stages ever.

Okay time for the list of notes (some correlate and are already explained in the pictures):

General:

-This is actually not a map, it's props of the temple and the skybox. This is because there are actually several bones for stuff I wanted to make it do.
-Refer to picture 3 to see base scale of each object when spawned. Yes the temple's big. Yes the skybox is smaller than the temple, just use the rescale function to fix that as one wishes.

Temple:

-Rigged so that parts of the land can be separated from each other. Refer to picture 4. List of pieces(by bone name):
-Shrine: Name after the file name and the main part of the stage
-Fight Club: The underground area notoriously named so because it made kills harder to get
-Small Platform: Obviously the small platform at the very bottom
-Branch 01-04: The metal structures that connect everything together
-Door 01-03: Yea so turns out this thing has gates that no one ever uses (i don't think the textures turned out
as well though...
Everything can be moved independent of each other sans doors which move along with Shrine, and then
everything can be moved together using Base or rootTransform
-This thing was not designed with any back faces, that's how I found it imported from the file at least, refer to picture 6. So you might be limited in what angles you can film from

Skybox:

-Rigged to do certain other things. Refer to picture 5.
-SkyboxBase: functions identical to rootTransform. Ech
-Kumo: controls the panel of clouds. If you don't want them you can just get rid of them
-Roof: controls height of the skybox, I dunno why but I guess I just wanted it

Alright. Have fun I guess. Criticism is welcome.





Includes:
jdrider\meleetemple\temple.mdl
jdrider\meleetemple\skybox.mdl
13 Comments
Tigris of Gaul 5 Dec, 2018 @ 6:58pm 
HAPPY FEET WOMBO COMBO
The Spectacular Batman 15 Jun, 2018 @ 6:23pm 
I'm curious...
Why is this a model, and not a map?
SquidMann 9 Apr, 2017 @ 9:51pm 
HOWDIDYOUGETTHATSHINE
sp-404mk-2 19 Jun, 2016 @ 9:13am 
why have i not seen this yet, i fucking love you lol
KibblesnBits 23 Jan, 2016 @ 9:18am 
That last picture, though XD
JDRider  [author] 16 Jan, 2016 @ 11:51am 
@1,1,2,3,5,8,13,21,34,55,89,144 My legitimately best answer to that is... IDK

I'm no source expert, I'm pretty much a novice when it comes to this kind of thing, and I'm still trying to figure out a lot of stuff about this kind of work... If you could elaborate that could help in the future.

Here was the discussion process leading up to this https://steamhost.cn/steamcommunity_com/app/1840/discussions/0/458605613399490903/
1,1,2,3,5,8,13,21,34,55,89,144 16 Jan, 2016 @ 11:23am 
Did you manage to get vertex colors working on the textures?
The 64th Gamer 16 Jan, 2016 @ 8:45am 
That black hole glitch is bringing back good memories!
Tinkaton Enjoyer 15 Jan, 2016 @ 9:49pm 
ah...the black hole glitch ^^
Voodsood 15 Jan, 2016 @ 7:30pm 
KK, I'm done. Except.... 4TH COMMENT! Okay, I'm finished.