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I just released version 1.3.2 of my scripts, and they can be upgraded to as usual at https://gitlab.com/Worldblender/io_scene_numdlb. From the changelog:
Code:
This release only deals with the NUMDLB importer to fix dealing with vertex indices and vertex weights.
The models tested against for this change are Pac-Man's classic form and Captain Falcon's Blue Falcon.

Minor changes:
* Fix how vertex indices are determined when importing vertices. This prevents vertex weights from being shared unintentionally with multiple vertices in the same location.
* Removed the remove_doubles option, as this operation would interfere with the above change and cause animations to distort certain models.
With the above, both model subjects can be animated without them looking ugly afterwards. Most models should not be affected, and thus don't need to be re-imported.

(05-05-2019, 04:15 AM)Dragon2H Wrote: [ -> ]Hi again. I've export to blender the Final Destination stage and tried to work on it for maybe shared it on modelressource but I encounter a big problem. The stage itself is good but it's about the cubes and back ground stuff: there is to many UV Maps on each objects and many texture which looks weird, I don't know what to do with all of this. Can someone please tell me what to do?
I can investigate this, but I currently don't have the stage files extracted for me to look at. In a few more days, I'll come back to this.
By default, no materials are configured to use the alpha channel. If an image contains an alpha channel that is used for the in-game appearance, go to the Properties -> Material -> Transparency, and enable the option for it. Beware that skin textures for the following fighters should not have transparency enabled:
  • Bayonetta
  • Bowser Jr. (default costume only)
  • Diddy Kong
  • Ganondorf
  • Little Mac
  • Snake
Well WorldBlender, I have a .blend file of all the model of the FD stage and extract the texture in png format (no animation imported). So if I can send it, is these will help you when you're gonna look at the stages?

And you didn't answer me a curiosity question: you already works on all the fighters, so why don't you send them in model ressources? Aren't they finished yet?
(05-06-2019, 10:30 PM)Dragon2H Wrote: [ -> ]Well WorldBlender, I have a .blend file of all the model of the FD stage and extract the texture in png format (no animation imported). So if I can send it, is these will help you when you're gonna look at the stages?

And you didn't answer me a curiosity question: you already works on all the fighters, so why don't you send them in model ressources? Aren't they finished yet?

Since you do have the .blend file, do send it to me so that I can look at it. For that question you ask, I have not planned on uploading my models to Models Resource, as my setup does not have everything set up (unless someone can tell me how I should prepare my models for submission over there). I do not have these kinds of textures set up:
  • Normal maps
  • PRM maps (Used with Principled BSDF shaders)
  • Emissive maps
The projects that I'm currently working on can support normal maps, but the latter two are not well-supported as-is. However, once Blender 2.80 releases during July 2019, I will take these maps into consideration, and alter my model importer script to support all of this.
(05-02-2019, 09:48 PM)Tabuu Forte Akugun Wrote: [ -> ]Hey RTB? Would it be possible to add Plant and Joker's .eff files, as well as for Mementos?
Those have been added to the folder now!
Hey RTB, I Heard From A Few Friends That You Have a 3DS Max Script That Exports The JoJo Eyes Of Heaven Models With Their Original Rigging, Could I Have The Files And Script Please? It Would Really Help Me Out, Smile Thank You
(05-09-2019, 03:12 PM)ChrisCross Wrote: [ -> ]Hey RTB, I Heard From A Few Friends That You Have a 3DS Max Script That Exports The JoJo Eyes Of Heaven Models With Their Original Rigging, Could I Have The Files And Script Please? It Would Really Help Me Out, Smile Thank You

This is a Smash Bros thread, not a JoJo thread kiddo.
ChrisCross just got.... Smash'd? lol

I love the way they handled particle textures in this game. They're tiled for UV animations to save space Big Grin

But I found a bug in ef_common.eff. It has a magic id of KE_A which nothing can open Sad

EDIT: As such I'm really happy you extracted them RTB!
(05-09-2019, 08:40 PM)OS-PRIME Wrote: [ -> ]
(05-09-2019, 03:12 PM)ChrisCross Wrote: [ -> ]Hey RTB, I Heard From A Few Friends That You Have a 3DS Max Script That Exports The JoJo Eyes Of Heaven Models With Their Original Rigging, Could I Have The Files And Script Please? It Would Really Help Me Out, Smile Thank You

This is a Smash Bros thread, not a JoJo thread kiddo.

Sorry About That, Couldn't Really Find A Thread For The JoJo Models..So..Yeah.. Smile  I Don't Really Know Where To Contact RTB So This Was Pretty Much The Last Place I Could Think Of, Unless Any Of You Guys Know The Best Place To Contact Him
So uh...how does one go about fixing the normal maps? Any time I extract them with the BMS script then convert with Noesis they come out like this.
https://www.dropbox.com/s/3nxh7k302w6tds...r.png?dl=0
(05-13-2019, 04:05 PM)Carpaccio Wrote: [ -> ]So uh...how does one go about fixing the normal maps? Any time I extract them with the BMS script then convert with Noesis they come out like this.
https://www.dropbox.com/s/3nxh7k302w6tds...r.png?dl=0
paint the blue channel white
Er...I'm not exactly sure what you mean by that. How does one paint a singular channel?
(05-14-2019, 09:04 PM)Carpaccio Wrote: [ -> ]Er...I'm not exactly sure what you mean by that. How does one paint a singular channel?

via photoshop, and probably GIMP
I was never sure how to do it in GIMP. I keep having difficulty editing one channel without affecting the others unless I split the channels and rebuild the image channel by channel/.
I "remove" the yellow splatter by channel mixing in GIMP
Banjo Kazooie and The hero of Dragon Quest are coming to smash.