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Super Smash Bros. Ultimate Ripping Project
I've tried 3DS Max, Blender and Maya and so far I think I'm getting the best results from these models using Maya and its Arnold renderer.

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Thank you very much guys. Smile Maybe, if I can, I will help you. Smile
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(01-12-2019, 12:48 AM)Fobwashed Wrote: I've tried 3DS Max, Blender and Maya and so far I think I'm getting the best results from these models using Maya and its Arnold renderer.

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That's hot, I even saw more of your memes of Ultimate models on twitter Tongue
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Alright so I've got a question about ripping the textures, does it matter if I use Switch Tool Box or Quick BMS to extract the texture files? Reason I ask is I want to help with uploading the models to the main site but I don't want to go all that only for them to get rejected because 1 method is superior to the other.
Personally, I've been using Switch Tool Box because it skips the dds process entirely and converts them straight to PNG from NUTEXB.
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(01-12-2019, 08:56 PM)ninetalescommander Wrote: Alright so I've got a question about ripping the textures, does it matter if I use Switch Tool Box or Quick BMS to extract the texture files? Reason I ask is I want to help with uploading the models to the main site but I don't want to go all that only for them to get rejected because 1 method is superior to the other.
Personally, I've been using Switch Tool Box because it skips the dds process entirely and converts them straight to PNG from NUTEXB.

It might not matter what program you use as long as it can get the textures out correctly. However, I had to correct some textures, as some had transparent areas that originally weren't there. Here is the shared folder: https://drive.google.com/open?id=0BwRl-u...FpUZ3czU28

PSA about my repository: CrossMod's Collada export seems to have improved over the past few days, making the exports better than before, such as having most bones become more visible, getting all the UV maps laid out correctly (the big one - I hope to not get stuck anymore), models immediately appearing upright, optional writing of texture names into the exports, and creating materials for almost all meshes.
This motivates me to redo every fighter that I completed so far, which will consume more time, but should be much less per fighter that I do. All isn't lost however, if I place the exports where the textures are, so that they get picked up upon import. The textures themselves will still be there while I redo my work.
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The experimental nature of CrossMod's export is gonna make it change over time.

If you plan on using it, do NOT use the "optimize" when exporting to DAE at the moment, as it will break rigging.

Edit:
With regards to transparent textures, the alpha channel may be a map for something. It's unlikely exporting the texture added an alpha channel.
Check the texture material stuff on the first post for more information.
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Hi,

Me again. I've tried to use CrossMod... I don't know how it works. First, I use the CrossMod compiled that Random Talking Bush gives, and when I want to open the folder it said: "The extension GL_ARB_texture_compression_bptc is not supported by the current graphics context.". And after I clicked on continue, export the .numdlb model as, I wrote the name of the file I wanted Fighter.dae, they said: "The key was missing from the dictionary."... o_0

I tried after and after using both of the link (gived by Random Talking Bush and Mxyl V, that WorldBlender send me to), linking them, trying to find the application in the compiled file, etc...

Can someone help me please?
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Rats, I need to re-export all the models I just did, for the third time. I can do it, but every round of exports consumes a few hours.

(01-13-2019, 12:33 AM)Dragon2H Wrote: Hi,

Me again. I've tried to use CrossMod... I don't know how it works. First, I use the CrossMod compiled that Random Talking Bush gives, and when I want to open the folder it said: "The extension GL_ARB_texture_compression_bptc is not supported by the current graphics context.". And after I clicked on continue, export the .numdlb model as, I wrote the name of the file I wanted Fighter.dae, they said: "The key was missing from the dictionary."... o_0

I tried after and after using both of the link (gived by Random Talking Bush and Mxyl V, that WorldBlender send me to), linking them, trying to find the application in the compiled file, etc...

Can someone help me please?

That problem above is likely to be problem with your graphics hardware, in that it may not support those extensions. You have to change the video card if on a desktop, or use a different computer if on one that doesn't have an exchangeable video card.
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For those wondering about the pale skin, it's because the color is set by a material parameter.
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(01-13-2019, 12:33 AM)Dragon2H Wrote: And after I clicked on continue, export the .numdlb model as, I wrote the name of the file I wanted Fighter.dae, they said: "The key was missing from the dictionary."... o_0

Which model were you trying to export?
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I am trying to take the .numdlb file, and convert it do .dae, as a tutorial said that the model is in the numdlb file. I've tried it on Daisy and Zero Suit Samus.

Overwise, if it's the graphic card or anything about the computer, which is a laptop, I can't do anything so. I do all I can do on the family computer because I don't and can't have a computer for myself. Changing computer is not easy for everybody, it would be a luxe and a extraordinary chance if I have one.

But I don't know how it could be a problem if it's due to a high quality model or else. The models like King.K.Rool, the Ice-Climbers, and the other ones which are already uploaded, works easily on Blender 3D.

PS: sorry if my english is bad. Smile
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From my latest commit as of writing this post:

Code:
I made a new discovery about some textures that seemingly look empty:
the alpha channel actually provides information about those textures,
and that info will actually appear in Blender as long as the material
containing such textures has transparency disabled. Textures have been
reverted back to alpha originals for:
* Diddy Kong
* Donkey Kong
* Ganondorf
* Little Mac
* Lucario
* Snake
I also did dumped a few of the fighters into a SuperTuxKart (STK) track to see how well they render, and to my surprise, they do render well. I dumped in these characters:
  • Donkey Kong
  • Kirby
  • Luigi
  • Mario
  • Meta Knight
  • Pichu
  • Pikachu
  • Yoshi
STK's decal shader works on most characters' eyes, putting their irises on top of their eye white. Big Grin Screenshots of proof can be found here (more screenshots will be added here later on, containing other characters): https://drive.google.com/drive/folders/1...sp=sharing

Based on the above results, I'm getting hyped and excited to see most of these fighters show up [unofficially] in a racing game! This gives me hope that they will look good when I finally create karts with them.
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I only just now realized something; What are all the textures called "mtl", "rgh", "spc", and "ao"? They are present in the models hosted on the website but if I check the .7z files listed on this thread, they're nowhere to be found.

What are they and how are they obtained?
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(01-15-2019, 07:32 PM)ninetalescommander Wrote: I only just now realized something; What are all the textures called "mtl", "rgh", "spc", and "ao"? They are present in the models hosted on the website but if I check the .7z files listed on this thread, they're nowhere to be found.

What are they and how are they obtained?

Sorry to throw you in the material page but...
https://github.com/ScanMountGoat/Smush-M...extures.md

Also some of textures called "mtl", "rgh", "spc", and "ao" could be obtained in the channels of the prm maps and normal maps
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All I know is that "spc" means specular and "ao" means ambient occlusion (and "rgh" is maybe roughtness)... But if it's not your question, sorry.

And how CrossMod works please? How to really compile files and make it funtionnal on CrossMod to export the models?
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(01-15-2019, 07:48 PM)Essential Wrote:
(01-15-2019, 07:32 PM)ninetalescommander Wrote: I only just now realized something; What are all the textures called "mtl", "rgh", "spc", and "ao"? They are present in the models hosted on the website but if I check the .7z files listed on this thread, they're nowhere to be found.

What are they and how are they obtained?

Sorry to throw you in the material page but...
https://github.com/ScanMountGoat/Smush-M...extures.md

Also some of textures called "mtl", "rgh", "spc", and "ao" could be obtained in the channels of the prm maps and normal maps

I actually did check this and there's nothing on here about those texture types. Sure it does go into textures like "col" and "nor" but there's nothing on there about the ones I listed.

Update: Never mind, I was focused onto the actual filenames and didn't realize they were listed further down, my bad.
That said, I still don't know how to obtain these files, is it something only 3DS Max users can do?
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