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Shadowth117's stuff
#16
(09-12-2010, 05:57 PM)Novax Wrote: Nice work Shadowth and thanks for doing my silly requests. Don't know how I'll use them of yet, but give it time and I will. Hope the Cortana thing goes a bit easier for you though.

Its not that its going to be hard to rip, but I wanted to have a good idea of how the materials should have been assigned so I could write it in an extra readme to give people an idea of how to put it together. Other than the materials, its pretty straightforward.

Also, I would have got the golf ball, but there were literally no textures of it I could convert. Halo 3 and ODST in particular like to occasionally throw in some really odd variants of .dds images which makes them impossible to convert unfortunately at times. Hell I had to recreate the soccer ball's texture from the normal map since it wasn't convertible.
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#17
So you have issues with unconvertible textures while with me and ripping FF7 I have the problem of everything not having a texture. Quite interesting in my opinion.
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#18
(09-15-2010, 08:48 PM)Zerox Wrote: So you have issues with unconvertible textures while with me and ripping FF7 I have the problem of everything not having a texture. Quite interesting in my opinion.

Actually most of those models don't use textures. They use vertex coloring which makes it impossible to get the real colors without a special program as far as I can tell. The only parts that normally had textures on them was usually the eyes.
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#19
Its been a bit since I actually posted (or even ripped) something new, but I figured I'd post this up since I've started working on it.

[Image: sonic2k5.png]

[Image: checkpoint_icon.png][Image: shadow_icon.png][Image: spring_icon.png]
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#20
Ah sweet some props as opposed to characters. =D that's great. Thanks Shadowth.
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#21
Yep. Most of the rips that have been released of that game ANYWHERE are character models so I figured why not? I'll probably get to stage rips as well, but because of the massive amounts of stuff for each one I'm going to probably save those for last. I kinda wish they could be ripped with rigging, but I've got a way to rip them so I can hardly complain.
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#22
Yeah I know I haven't put my rips up here for a while, but I figured I'd try to get in the habit again and so decided to put this up.
[Image: banshee_icon.png]

It may not seem like a big deal that I was able to rip this vehicle, but Halo 3 conversions are a serious pains with models that have a lot of parts. Since the vehicles have many different parts and have 4 or 5 variants for each one for different amounts of damage on them. This wouldn't be so bad, but I have to manually fix random rogue polygons, normals, and manually assign the materials to each one. Keep in mind that one object can have multiple materials on it so you have to carefully examine each object individually to make sure you don't miss a small patch of polygons that needs a specific material.

I don't know exactly how long it took me since I worked on it very on and off, but it was definitely a while. I don't even want to think about how long a monstrous thing like the Scarab would take to fix up.
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#23
Amen to that, I totally understand that some models can take way longer than others. Looks like a really good rip though.
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#24
I love how these Halo models look when they convert, Although I have trouble figureing out how to scale them as I've never really played Halo on my own. is The Assault Carrier about the size of a tank? I have to scale these to a certain size or they won't look right when the camera pans away in MMD.
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#25
It shouldn't need to be scaled actually. But no the assault carrier is actually enormous. I can't really describe how big so I'll give you the numbers I got from this page: http://halo.wikia.com/wiki/Covenant_assault_carrier
17,540 ft long or 5,346 meters. So yeah, its quite a bit larger than the tank.

Also remember that for the Halo 3 models that you'll usually have to mess with the materials some before they look like they do in the actual game.
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#26
[Image: fraggrenade_icon.png][Image: incendiarygrenade_icon.png][Image: plasmagrenade_icon.png][Image: spikegrenade_icon.png]

Got all of these done. Much, much simpler then the last one by far so I was able to get them all done pretty fast.
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#27
well thats good news, I made the assault carrier as big as I could on MMD without it being considered a Stage. animateing a stage is VERY tricky
http://browse.deviantart.com/?qh=&sectio...n#/d2vx1cl
this model her is HUGE, and i found that if i resize it smaller the model loses it's textures. the tiny square is the MMD animation grid. the way how the model looks stretched out is from the camera problem.
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#28
Ah pretty neat this is the first chance I've really had to see them up close with detail!

Now I suppose we're just waiting on your melee models. =D
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#29
[Image: captainfalcon_icon.png][Image: test_icon.png]

So I got these ripped. I found a way to speed up the texture gathering process which let me get the costumes together much faster than I expected.

The test stage can be accessed through the debug menu. You probably can't tell from the screenshot, but its actually pretty long although its completely playable and ingame some of the platforms move around.

There are three other levels you normally wouldn't be able to play in as well. The first one, Dummy, is just nothing. No seriously, its literally just a black void with no music so its rather boring. The second one is Icetop which unfortunately doesn't work and just ends up loading as the regular Ice Climber level with no music. Lastly there's Akaneia, the Fire Emblem level!... which doesn't work at all. Ah well, at least in Brawl they had one.
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#30
Wow that Test level is the strangest level I have ever seen. No wonder it isn't normally playable. Cool effect though with the textures for a continuous skybox.

As far as Captain Falcon goes his proportions look correct so nice job there. Though your .obj file upon import doesn't seem to have any material layers at all so all the textures would need to reassigned manually to new materials. As for the .dae file I didn't understand why it was included as there isn't a way to get skeletal data with 3d ripper dx. But I tried to import it in hopes of it having textures assigned and unlike many other .dae models I've downloaded from here, it came up with an error in Blender's console and failed to import.

But as long as we have the OBJ file and the textures, even if we have to reassign them manually, those of us who wanted the model can still use it.

Textures were properly assigned to valid materials on the test stage by the way. And after looking at the textures included I can see why you didn't want to combine them via Blender, so much quality would be lost so I thank you for not doing it, the textures are just far too big and numerous to do it with not to mention that the spec maps wouldn't be useable anymore.



So any plans on who you would like to try to get next?
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