Omega 8-Player Collision Scaling and Re/Spawns

A Tutorial for Super Smash Bros. for Wii U

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I've recently researched how omega stages work in 8-Player Smash, and am sharing my findings here. This tutorial assumes you are already familiar with the basics of LVD editing in Smash Forge. Making your stage usable in 8-Player Smash isn't that difficult if you know what to do, so I hope that all stage authors will make an effort to do this.

Collision Scaling

In order for collisions to scale, there are two prerequisites:
  1. The collision's subname must be "Ring".
  2. The "Rig Collision" flag on the collision must be set.
In Smash Forge, this change looks like this:



To my knowledge, collisions that meet these prerequisites will not use their start positions, even if the flag is set. If you need to scale a collision that is using a non-zero start position, unset the "Use Start Position" flag, and manually add the start position x and y values to the x and y values of every vertex on the collision. (If a collision is unexpectedly missing from both the regular Smash and 8-Player Smash modes after making that collision meet the two prior prerequisites, you probably need to do this to fix it.)

I don't know of a way to actually rig a collision and also have it use collision scaling, so I can't help you fit 8 players on Yoshi's Story.

While this gives you full control over collision scaling, model scaling is (to our knowledge) hardcoded to model folders, and is on by default. You'll have to do some trial and error to try and find if any of the stage's model folders are hardcoded to not scale.

Spawn and Respawn Positions

Spawn and respawn positions in 8-Player Smash can be controlled by a secondary .lvd file in the omega stage's "param" folder. The name of this .lvd file must end in "01", like so:



You can adjust the spawn and respawn positions in this secondary .lvd file just like you would for any other .lvd file. These positions will only be used when there are 5–8 players; when there are 1–4 players, the positions in the primary .lvd file will be used.

There is a caveat to this: spawn positions (not respawn positions) can only have their x-position adjusted. The y-position at which all fighters spawn is controlled by the game in a weird way; it seems like the smallest y-position necessary for every fighter to spawn on or above solid ground is the y-position that every fighter will spawn at. This means you cannot make fighters spawn on drop-through platforms above the ground. Unfortunately, I've not found any way to work around this, but it's still better than nothing.

If any spawn or respawn positions are missing from the secondary .lvd file, they will be treated as (0, 0), so make sure they are all present. Any collisions present appear to have no effect on gameplay, so you can safely delete these entries to trim the size of the secondary .lvd file.

This tutorial was put together relatively quickly in order to get this information published, so please inform me if anything here is inaccurate.

Posts

  • 4mo
    Speckxz avatar
    Speckxz Offline
    Member Joined 9mo
    140 points Ranked 22963rd
    Any way to make the camera on stages scale like the stages do? On larger stages, the camera and death boundaries are too close to the stage with this method.
    Bananite
  • 6mo
    Speckxz avatar
    Speckxz Offline
    Member Joined 9mo
    140 points Ranked 22963rd
    Fo adding extra spawn locations, do you have to rename the spawn collisions to start_00_p05,p06,p07,p08?
    Or is it that we add extra collisions in the additional file and name them to those?
    How do you add an extra collision?

    I've just noticed that animated collisions don't seem to move either. Any reason why that might be?

    Edit: I worked it out. If you just leave animated collisions as they are normally then they continue to work.

    Is there a way to make it so that the camera zooms out in 8 player mode? Some stages have issues with getting cut off at the camera boundary.
    Bananite
  • 6mo
    BananaLewis avatar
    Member Joined 1y
    293 points Ranked 13376th
    Does this mean that modded in stages that don't work well on 8 player Smash such as Yoshi's Island from Melee can now be fixed?
    Bananite
  • 6mo
    G_F_D avatar
    G_F_D Offline
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    Posted by Anonymous

    Please excuse me, as I don't understand a lot of this.

    8 player custom stages will be a thing very soon I take it?
    They have already been a thing for a while. My Scuttle Town stage had full 8-player support when it was released. But yes, hopefully more stages can add proper support using this information.
  • 6mo
    Anonymous
    Please excuse me, as I don't understand a lot of this.

    8 player custom stages will be a thing very soon I take it?
  • 6mo
    Gr8Monst3r avatar
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    Amazing. This is may change stage editing.
    Bananite
  • 6mo
    Xuman avatar
    Xuman Offline
    Member Joined 12mo
    Def gotta try this out
    Bananite
  • 6mo
    ThatNintendoNerd avatar
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    Thank you for this. This is super useful for stages.
    Mods take me forever to make..

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