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Super Smash Bros. Ultimate Ripping Project - Printable Version

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RE: Super Smash Bros. Ultimate Ripping Project - VirtualTurtle - 01-09-2019

(01-08-2019, 02:55 PM)Worldblender Wrote:
(01-08-2019, 01:53 PM)trainboy2019 Wrote: They would want them to be in .dae or .obj. .fbx is allowed as long as a dae or obj version are provided. Textures would be in .png or .tiff. They wouldn't want .blend.

I guess I'm not really ready for all this uploading yet. However, at least having something out is better than nothing. I haven't finished with most fighter models anyway, so I have more work to do.

New discovery: I struggled with fighters that have separate eyewhite and irises, but I found out that my exported models do have two UV maps for the eyes. This is a perfect opportunity to fill them in with the eyewhite and iris. I thought that this would be the end, but Blender can only display one of the two UV maps at a time. Disappointing, but possibly understandable if the Smash Ultimate engine has features that Blender doesn't support.
<- Toon Link
<- Yoshi
Notice in the two screenshots in the bottom-right corner, that's where we can tell that both UV maps are left intact during the export. Blender docs has more info about managing multiple UV maps: https://docs.blender.org/manual/en/2.79/editors/uv_image/uv/layout_management.html#uv-maps-panel
If I don't get any help on this, I may decide to finish all remaining fighters with their eyewhite displaying, but without their irises. At least now I have filled up both UV maps for their eyes.

Not related to the above, this texture for Bowser Jr. is the one that I mentioned earlier that has an unintended void, in the form of an alpha area (near the top-left corner), and it looks like it appeared during my texture exporting endeavor.

Here, this texture for Little Mac's skin is almost completely empty, except for a small brown part, making the texture nearly unusable. it doesn't matter if I used CrossMod or Switch-Toolbox to export it; it ends in the same result. I don't know what's going on with some textures like the above two having some parts transparent...
You can have blender use both UV maps lol, you gotta mix the two textures based on the iris alpha and assign both textures their respective UV channels


RE: Super Smash Bros. Ultimate Ripping Project - VirtualTurtle - 01-09-2019

Confused about how to do the eye textures? Follow this node setup


RE: Super Smash Bros. Ultimate Ripping Project - Essential - 01-09-2019

(01-07-2019, 11:41 PM)Random Talking Bush Wrote:
(01-07-2019, 09:06 PM)Essential Wrote: Are the color ramp textures included on the fighters?
There aren't any this time around.

They cannot be ripped yet or not added in the game?


RE: Super Smash Bros. Ultimate Ripping Project - Random Talking Bush - 01-09-2019

(01-09-2019, 05:14 PM)Essential Wrote: They cannot be ripped yet or not added in the game?
It's all done through material parameters.


RE: Super Smash Bros. Ultimate Ripping Project - ninetalescommander - 01-09-2019

(01-09-2019, 09:59 AM)VirtualTurtle Wrote:
(01-08-2019, 02:55 PM)Worldblender Wrote:
(01-08-2019, 01:53 PM)trainboy2019 Wrote: They would want them to be in .dae or .obj. .fbx is allowed as long as a dae or obj version are provided. Textures would be in .png or .tiff. They wouldn't want .blend.

I guess I'm not really ready for all this uploading yet. However, at least having something out is better than nothing. I haven't finished with most fighter models anyway, so I have more work to do.

New discovery: I struggled with fighters that have separate eyewhite and irises, but I found out that my exported models do have two UV maps for the eyes. This is a perfect opportunity to fill them in with the eyewhite and iris. I thought that this would be the end, but Blender can only display one of the two UV maps at a time. Disappointing, but possibly understandable if the Smash Ultimate engine has features that Blender doesn't support.
<- Toon Link
<- Yoshi
Notice in the two screenshots in the bottom-right corner, that's where we can tell that both UV maps are left intact during the export. Blender docs has more info about managing multiple UV maps: https://docs.blender.org/manual/en/2.79/editors/uv_image/uv/layout_management.html#uv-maps-panel
If I don't get any help on this, I may decide to finish all remaining fighters with their eyewhite displaying, but without their irises. At least now I have filled up both UV maps for their eyes.

Not related to the above, this texture for Bowser Jr. is the one that I mentioned earlier that has an unintended void, in the form of an alpha area (near the top-left corner), and it looks like it appeared during my texture exporting endeavor.

Here, this texture for Little Mac's skin is almost completely empty, except for a small brown part, making the texture nearly unusable. it doesn't matter if I used CrossMod or Switch-Toolbox to export it; it ends in the same result. I don't know what's going on with some textures like the above two having some parts transparent...
You can have blender use both UV maps lol, you gotta mix the two textures based on the iris alpha and assign both textures their respective UV channels

(01-09-2019, 12:12 PM)VirtualTurtle Wrote: Confused about how to do the eye textures? Follow this node setup

Any chance you could do the same with that last node setup? I'm sorry but the current one is too zoomed out for me to tell.


RE: Super Smash Bros. Ultimate Ripping Project - VirtualTurtle - 01-09-2019

(01-09-2019, 06:07 PM)ninetalescommander Wrote:
(01-09-2019, 09:59 AM)VirtualTurtle Wrote:
(01-08-2019, 02:55 PM)Worldblender Wrote: I guess I'm not really ready for all this uploading yet. However, at least having something out is better than nothing. I haven't finished with most fighter models anyway, so I have more work to do.

New discovery: I struggled with fighters that have separate eyewhite and irises, but I found out that my exported models do have two UV maps for the eyes. This is a perfect opportunity to fill them in with the eyewhite and iris. I thought that this would be the end, but Blender can only display one of the two UV maps at a time. Disappointing, but possibly understandable if the Smash Ultimate engine has features that Blender doesn't support.
<- Toon Link
<- Yoshi
Notice in the two screenshots in the bottom-right corner, that's where we can tell that both UV maps are left intact during the export. Blender docs has more info about managing multiple UV maps: https://docs.blender.org/manual/en/2.79/editors/uv_image/uv/layout_management.html#uv-maps-panel
If I don't get any help on this, I may decide to finish all remaining fighters with their eyewhite displaying, but without their irises. At least now I have filled up both UV maps for their eyes.

Not related to the above, this texture for Bowser Jr. is the one that I mentioned earlier that has an unintended void, in the form of an alpha area (near the top-left corner), and it looks like it appeared during my texture exporting endeavor.

Here, this texture for Little Mac's skin is almost completely empty, except for a small brown part, making the texture nearly unusable. it doesn't matter if I used CrossMod or Switch-Toolbox to export it; it ends in the same result. I don't know what's going on with some textures like the above two having some parts transparent...
You can have blender use both UV maps lol, you gotta mix the two textures based on the iris alpha and assign both textures their respective UV channels

(01-09-2019, 12:12 PM)VirtualTurtle Wrote: Confused about how to do the eye textures? Follow this node setup

Any chance you could do the same with that last node setup? I'm sorry but the current one is too zoomed out for me to tell.

looks just fine to me, but I zoomed way in and included the last "material output" node here: https://imgur.com/a/MHRgBQ9


RE: Super Smash Bros. Ultimate Ripping Project - Essential - 01-09-2019

Speaking of nodes, does anyone have a node layout to render Mr Game and Watch's materials? I know what it uses, Emission textures and flipping normals, but not how to construct the nodes on Blender properly.
Plus I don't know what color textures belong in each material,

Thanks in advance.


RE: Super Smash Bros. Ultimate Ripping Project - Dragon2H - 01-09-2019

Hi,

I want to know if it's really necessairy to have 3dsMAX? Is there not an other way to extract .numdlb model? Like in Blender or another software?

Thank you. Smile


RE: Super Smash Bros. Ultimate Ripping Project - Worldblender - 01-10-2019

(01-09-2019, 11:07 PM)Dragon2H Wrote: Hi,

I want to know if it's really necessairy to have 3dsMAX? Is there not an other way to extract .numdlb model? Like in Blender or another software?

Thank you. Smile
(12-25-2018, 09:58 PM)Random Talking Bush Wrote: ... compile and use Ploaj's program, CrossMod.
(01-02-2019, 10:31 AM)Mxyl V Wrote:
(12-27-2018, 11:33 PM)Noobis Wrote: yeah could someone upload CrossMod compiled? thanks so much

Got it: https://mega.nz/#!J8gEiKiT!qORv3nA38OTXxpRVwmK_pucDZ14kKfYGH2nFWZNaxfg

Now for my things: for all the textures that get exported with large alpha areas, I will resort to taking screenshots of CrossMod with those textures displayed, using a screen ruler program (at https://github.com/andrijac/ruler) to measure it exactly to 1024x1024. However, that requires that I have a monitor that supports a vertical resolution greater than 1080, as exactly using that would force me to fiddle with font and scaling settings just to get the texture to display at its original resolution; I don't want to go through so much trouble that I lose time to finish up other fighter models.

I know that I should be using the Cycles rendering engine so that I can get the fighters' eyes to display properly, but the game I will be ultimately creating addons for doesn't support the Blender materials and textures system. UV mapping is the best way to texture the fighters. I will now introduce the game I'm ultimately creating addons for:

SuperTuxKart
Karts. Nitro. Action! SuperTuxKart is a 3D open-source arcade racer with a variety characters, tracks, and modes to play. Our aim is to create a game that is more fun than realistic, and provide an enjoyable experience for all ages. Blurb from https://supertuxkart.net/Discover
This game supports addons like the ones that can be found at the project's addon site, but legal issues will make me unable to host my fan-created karts over there (instead, they'll be uploaded to another git repository that I will eventually make public).

Now I will elaborate on why I cannot use the Cycles rendering engine for the project I'm working on (from https://supertuxkart.net/Texturing):
Use UV texturing in Blender for your objects for them to appear in-game, but don't waste time with Blender materials or cycles materials. They don't get exported into the game—instead, use SuperTuxKart's own materials system. ... In fact, don't even bother with the Texture section of Blender's Properties window. Simply applying a UV map is enough.
However, I can always come back to using the Cycles rendering engine later on to finish up the fighters' eyes, but this will just be useless for what I'm doing.

On that same page, SuperTuxKart's engine supports an alternate method of mixing textures:
SuperTuxKart provides a "decal shader" which allows you to mix textures just like layers in a photo editing program. To use decals, first select the target mesh in Blender. In Blender's Properties window, under Data, click the + button next to the box under UV Maps.

With the new UV map selected, switch to Edit mode on the mesh and texture the object with the decal texture wherever you want. Be sure to select "Keep UV and edit mode mesh selection in sync" and only select faces you want to add the decal to. If you aren't careful, the decal will tile all over the place.

Using the above method may be the only way I can take advantage of separate UV maps for the eye white and iris. If that doesn't work out, I'll just have to stick with only one UV map and merge the eye white and iris textures as one image, and use that. Luckily, I can use normal maps that are associated with each fighters' textures, so that it may make them look a little better.

For the karts that are shipped with SuperTuxKart, all characters that have eye white and iris have them merged together. Examples:
[Image: tux_body.png?format=raw] <- Tux (mascot of Linux) [Image: beastie_texture.png?format=raw] <- Beastie (mascot of FreeBSD) [Image: saraEyes.png?format=raw] <- Eyeball texture for Sara (mascot of OpenGameArt)
There are more characters in the same situation as these two are, but it's too much to post here. Due to the way that those characters' textures are composed, fighters that lack separate eye white and irises will most likely be completed the earliest if I were to make karts out of them now. At least one of these three fighters may the first to be worked on: Kirby, Pichu, or Pikachu.

I hope all of what I wrote here explains what I'm doing, hopefully making things clearer than before. It should be at least understandable, since most of you are unfamiliar with free/open-source games.

Other things related to the ripped models:
I put up a folder containing fixed textures at https://drive.google.com/open?id=0BwRl-upBbiv-d0FGZFpUZ3czU28, where the files named exactly like the original files, minus the extension, are the useful files. If I find more problematic textures, they will be placed in that folder as needed.

There's an interesting note for all clothed fighters: if the meshes pertaining to the clothes and other supplementary items are hidden, it is possible to be left with just the bare body, but the body mesh is actually not fully modeled (just the skin that will be exposed during regular gameplay). Although I think it's to cut down on development costs, I guess that means seeing more of their bare body or them nude will involve more modelling work.
    <- Marth, with only the body meshes shown
The most of the human body that has been modelled out appears in Shulk's 8th alt costume (with swimming trunks), Zero Suit Samus's 7th and 8th alt costume (with sleeveless shirt), and for the feet from Corrin (either gender), Ken, Ryu, or Wii Fit Trainer (either gender). Including the fighters mentioned above, Everyone else would need the rest of their body completed from scratch, and need more UV maps for texturing that body. That's so much more work to do, unless I can find something online to help us.


RE: Super Smash Bros. Ultimate Ripping Project - Dracomatt - 01-10-2019

Anybody planning to also port them to SFM?


RE: Super Smash Bros. Ultimate Ripping Project - ninetalescommander - 01-10-2019

I read somewhere on this thread that Switch Tool Box is the best option for exporting Textures so I gave it a try.
Either I am doing something wrong or they appear exactly the same as using QuickBMP, only difference is I have to export them individually though the benefit is it can give you PNG format instantly.


RE: Super Smash Bros. Ultimate Ripping Project - Muigio44 - 01-10-2019

(01-10-2019, 01:28 PM)Dracomatt Wrote: Anybody planning to also port them to SFM?

Once I get Sonic working, and learn how to port to SFM, I'm going to port sonic. There are already a few character's on the SFM workshop, and garry's mod tho.


RE: Super Smash Bros. Ultimate Ripping Project - Dragon2H - 01-11-2019

Hi,

I don't really understand. Is CrossMod can extract the models? And I have an other question, if I have a model and I want to share it, in which format am I allowed to post it: .dae , .fbx , .blend , or the three are authorized? (I know they have to be in a zipped folder)


RE: Super Smash Bros. Ultimate Ripping Project - ninetalescommander - 01-11-2019

(01-11-2019, 12:30 AM)Dragon2H Wrote: Hi,

I don't really understand. Is CrossMod can extract the models? And I have an other question, if I have a model and I want to share it, in which format am I allowed to post it: .dae , .fbx , .blend , or the three are authorized? (I know they have to be in a zipped folder)

Typically we accept all forms of models. Any models I've uploaded that are approved are in SMD and DAE Format.
As for CrossMod, you use that to extract the models, for the textures you can either use Switch Tool Box or QuickBMS.


RE: Super Smash Bros. Ultimate Ripping Project - Worldblender - 01-12-2019

My repository, again at https://gitlab.com/Worldblender/smash-ultimate-models-exported, finally has all the fighters in Blender files, except for the Mii Fighters. Though I completed an impressive 54 fighters, there's still a little work for me to do. Unfortunately, some fighters have been exported with a few of their UV maps malformed, making this work harder to complete. I fixed a few of those maps, but others I will have to unwrap myself, which will take lots of guesswork to determine their placement and size, since I'm still kind of an amateur at working with 3D models. These are the characters I know that have malformed UV maps that I'm struggling to fix:
  • Bayonetta
  • Cloud
  • Corrin (both genders)
  • Diddy Kong
  • Duck Hunt
  • Palutena
  • Robin (both genders)
  • Rosalina
  • Roy
  • Sheik
  • Shulk
  • Zero Suit Samus
I have a special case with Toon Link, where I'm struggling to determine the correct textures to use for the eyebrows. The best way I can do so is by looking at the shape of their UV maps, but that gets hard to do when many of those maps look similar without zooming in on them. I aim to get all the expressions textured, not just the main body with their normal faces, that's why I may take longer on every character.
If fixing these characters gets too frustrating, I may just skip the problematic expressions if they are not part of the normal face, or skip the characters entirely if this happens on skin or clothing. At least I'm getting close to finishing the bodies of all the fighters, however!