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Slumbercrest: A Proof-of-Concept "New" Stage

The same way you crawled before you walked. Just sorta happens.

I hope that doesn't seem condescending or sarcastic 'cause I mean this in a literal sense.
 
......does it overwrite any of the levels or makes it own level?
We were talking about this in the IRC earlier and may have figured a way of letting you keep the original stage and the modified stages. They'd work the same as how Glass Canopy and River King Casino work; every time you boot up the level it would cycle between the original level and the new modified ones.
 
We were talking about this in the IRC earlier and may have figured a way of letting you keep the original stage and the modified stages. They'd work the same as how Glass Canopy and River King Casino work; every time you boot up the level it would cycle between the original level and the new modified ones.
whenever you guys figured out a way can you pm me PLOX?!
 
whenever you guys figured out a way can you pm me PLOX?!

I'll be putting it into the guide and updating Slumbercrest to support it soon enough, don't worry!

EDIT: Unfortunately, this cannot be used to edit the contents of LVL files (which contain the character lighting). Because Maplecrest and Slumbercrest have wildly different character lighting, they can't be on rotation together because the characters would have to be improperly-lit for one of the two stages. HOWEVER, for future stage conversions where character lighting is not a huge issue, this is totally a viable way of rotating stages.
 
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whenever you guys figured out a way can you pm me PLOX?!
I'll be putting it into the guide and updating Slumbercrest to support it soon enough, don't worry!
Unfortunately, in my exploration of this I hit a snag. It's super easy to swap out textures every time you choose a stage, but it's a different matter to change other things like the stage lights.
As far as I can tell, the 'Replace' function that is used to swap the textures only works on file names - it checks what file name you currently have and swaps it with another one. Since the lights are declared within the .lvl files themselves it can't be used to replace them.
I think.

It's not a total loss though. Swapping textures can still be useful if you're using mods that have the same lights set up. Here's how you can do that at least:

To start I'm assuming you have a fresh, totally untouched version of Skullgirls here.
1) Go into C:\Program Files (x86)\Steam\SteamApps\common\Skullgirls\data01\levels-textures\temp\levels\textures. This should be where all of your Maplecrest texture files are. Leave those textures alone and do not replace them.

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2) Copy the Slumbercrest texture files into that folder too. All of the Slumbercrest files should have new, but similar names. For example in my folder I have these Maplecrest files:
maple.dds, maple_npcs_pets_01.dds, maple_npcs_pets_02.dds, etc

and then I added in these Slumbercrest files:
slumber.dds, slumber_npcs_pets_01.dds, slumber_npcs_pets_02.dds, etc

The names don't have to be similar, but it makes it easier for swapping them.

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3) Once all your files are copied go into C:\Program Files (x86)\Steam\SteamApps\common\Skullgirls\data01\levels\temp\levels. Open the file maple_crest_3d.lvl and scroll down to where it says
# 2D background for low-end computers (or aesthetic purists?)
2D temp/levels/textures/2D/stage_maple_crest.dds
Paste this code in under it:
#texture replacement
Replace maple slumber
Replace maple2 slumber2
Replace maple_npcs_pets_01 slumber_npcs_pets_01
Replace maple_npcs_pets_02 slumber_npcs_pets_02
Replace maplecrest_anim_npcs_01 slumbercrest_anim_npcs_01
What this code does is simply swap the textures. Every time you open the stage it will now alternate between Maplecrest and Slumbercrest.

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4) Finally you need to pack your files. Open gfsEdit and go to the Pack tab. Click Select Directory and choose Levels and Levels_textures. Pack both of them and you're all done.

Remember though, the lights will have not changed. All the characters on Slumbercrest will be lit as if it was daytime.