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(06-17-2015, 07:21 PM)Random Talking Bush Wrote: [ -> ]
(06-17-2015, 07:17 PM)KingJigglypuff Wrote: [ -> ]What exactly does the lip texture for Palutena, ZSS, etc. do? Does it add detail to their lips or something?
It's basically an "additive" texture that's completely invisible, but uses the alpha/specular texture to shine back for their lip gloss.
Thanks for the info.

Any idea how I could possibly replicate this effect (doesn't have to be Brawl. Just in general for anyone else who might ask this)?
Just make a normal black and white Spec map for it, I assume.
The texture is already black and white.
Lucas's files are up on the MediaFire link now. I would've had them up earlier but I kinda got sidetracked.

...Still working on unpacking the stages, hopefully I'll have those ready sometime tomorrow.
(06-17-2015, 08:24 PM)KingJigglypuff Wrote: [ -> ]The texture is already black and white.

It is, but it's mainly black right?
Invert the colors so it's white instead, then paste it into her full face texture. Make the rest of her face black except her lip area and it should work in a Brawl-like engine. (I know you do Brawl mods, so you know what the spec maps in that game look like)
i did it for him, and got it working too (yay for custom made shaders at ur service!)
all it was is just a full black diffuse mixed with a spec map...


The three DLC/updated stages (plus the extra things for the All-Star Rest Area) have been added now. That takes care of the all of the new things until the next major update.
Holy shit

[Image: 7ORFyGX.png]

That is all.
I'm not entirely sure if this is just an issue on my end, but I think there's something wrong with the quickbms script. Everytime I try opening a .nut with it, it closes itself out (with an extremely rare exception on if it decides it wants to do it or not).

I've tried running quickbms through the Command Prompt and opening the script with that, and this is what comes up.
Code:
C:\windows\system32>"C:\Users\King\Desktop\QuickBMS\quickbms.exe" Script "C:\Users\King\Desktop\QuickBMS\script.bms"

- open input file C:\Users\King\Desktop\QuickBMS\script.bms

-error in src\file.c line 237: fdnum_(open)
Error: Invalid argument
Looks like you're using the wrong setup for that (having "Script" in there is throwing it off). Here's the batch-script I used to unpack the GTX files into their own folders:

Code:
for /R %%a IN (*.nut) DO "quickbms.exe" -Y -o "SmashU_NUT.bms" "%%a" "%%~dpna"
You'll need QuickBMS, the script and the batch file in the same folder for that to work, of course.
Thanks, that worked.

(And I suppose I should post what I'm doing with the Smash Wii U models to make up for me coming off as a noob in this thread. Sick)

Currently putting in Charizard and ZSS into Brawl. (Not sure if this breaks the Derailing Topics rule.)

Charizard has the most progress.
I still need to do bone edits for ZSS. But I have the materials all set up (with help from DSX8).

Spec map for the suit, reflection map for the Paralyzer, and glowing for the heels, wrist bands, breast marking, and back marking. The hair has been updated since this image.
A closer look of her hair (which has been updated to use color values the actual Smash Wii U ZSS uses). And lip highlight. Both of which wouldn't have been made possible without DSX8's help.
Dang, KJP, fancy seeing you here. Surprise

Great looking models. Can't wait to see them on the Vault.
(06-17-2015, 07:25 PM)Demonslayerx8 Wrote: [ -> ]
(06-17-2015, 08:51 AM)uac9000 Wrote: [ -> ]Why are the hair textures for some characters Samus, Shulk, etc, grey instead of blond. Am i supposed to change the RGB channel or something.

cause they're colored by their material.

Colored how? I downloaded the Shulk model in 3dsmax and placed the grey hair texture in the diffuse map, and the black and white hair in the opacity Map. I don't see what makes it blond.
(06-19-2015, 12:17 PM)uac9000 Wrote: [ -> ]
(06-17-2015, 07:25 PM)Demonslayerx8 Wrote: [ -> ]
(06-17-2015, 08:51 AM)uac9000 Wrote: [ -> ]Why are the hair textures for some characters Samus, Shulk, etc, grey instead of blond. Am i supposed to change the RGB channel or something.

cause they're colored by their material.

Colored how? I downloaded the Shulk model in 3dsmax and placed the grey hair texture in the diffuse map, and the black and white hair in the opacity Map. I don't see what makes it blond.

Doesn't have much to do with the textures. Something about multiplying the texture by the material color.
I imagine it'll work if you use an RGB Multiply map with the diffuse texture assigned to one of the slots and the color you want in the other.