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Shadowth117's stuff
#31
The .DAE is mostly there since with some stuff you have to export, import, and reexport something in .obj format before the .mtl comes out right. But its probably unreadable since it uses the newest version of the Autodesk Collada format. Autodesk Collada and the usual variant are similar, but at some point they diverged into almost two different formats. I've started going with the Autodesk variant since there aren't any other up to date third party plugins that I know of for the older third party variant. But yeah, sorry for disappointing you there if you thought there was skeletal data.

The .obj file for falcon should be fine and if its not is likely only messed up because of how many materials it has. That's the only reason I could guess anyway. Check it yourself and you'll find its in the same format as the stage's .mtl and any other one I've exported. If that's not it then I really don't know what might be wrong with the .mtl.

As for what I'd be ripping next, I was considering doing some trophies since a lot of their designs are very different than the versions that Nintendo came up with later for the same characters and items. Baby Bowser for example is VERY different in the Melee model than his Sunshine counterpart. In particular, I like the design of the Arwing and Wolfen a bit better in Melee compared to Star Fox Assault and later games. Unfortunately until I figure out a way to get the scale right since 3D Ripper apparently can't determine the correct FOV, I won't be doing to much with the trophies.

So I'll probably continue ripping characters and the occasional stage for the moment.

And yes, the texture quality does get ruined with that type of method unless you pick something obscene like 2048x2048 at which case it would be hard to deny that the model would be using more resources than it needs to be rendered. And there's also the issue with specular maps like I said before.

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#32
Inconsistencies in DAE are exactly why I don't like it. XD

I was able to fix Captain Falcon's .obj by opening the .obj file in notepad and editing the mtllib name to CaptainFalcon.mtl without the space and then I renamed the .mtl accordingly. This simple change made it import correctly for me for whatever reason.

I know that when I use 3d ripper dx I use the following scaling values when ripping the models from head on that seems to get the correct scaling value.

X (being the axis from left to right of someone's arms when looking at them head on), Y (being the axis from your toes to your head) and Z (being the axis from your back to the front of your chest)

X: 1 & Y: 0.8 & Z: 1.25

It may work the same with these.

Personally I'd love to have the Zelda series characters that are in Melee because they're like HD Ocarina of Time models as they followed that design for melee. But exclusives to Melee like Roy or Dr. Mario would be cool too. Just rip whatever you want though I'm just stating what I'd really love to see. =P
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#33
It seems weird that a space would screw something like that up. I guess Blender's importer just hadn't ever been updated to deal with spaces in file names. I'll reupload another version with underscores instead of spaces or something.

But yeah, .DAE just seemed like an ideal format at the time, but as things have progressed I'm wondering how good of an idea that was. .SMD still seems like one of the best things to go with for that stuff because of its popularity and Valve's tendency not to bother changing their game engine (Just how many years have they used Source now?) carrying over to their model format. That's what it seems like anyway.

Its really just kind of hard for me to decide on something since besides .obj format there's no real standard. If .obj supported bones it would be near perfect.

And I appreciate you giving me those values, but unfortunately from game to game and even from rip to rip the actual values can vary a lot. I'm not trying to nitpick, but it really does make a big difference. And yes before you ask I did try values I used for the ingame rips. I just have to find values that work well for the Trophy gallery I guess.
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#34
Well those are just the values I use for KH2 models in Modelviewer MX which is in a controlled enviroment where everything is loaded in exactly the same location at a head on T-Pose without anything changing. But I guess when it comes to ripping from an emulator instead there are other things to take into account such as distance and angle.
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#35
Ingame stuff just seems to have different values for every rip even for the same game. For emulators though in particular, because RAM locations and stuff are never constant you need to delete your dump cache for the game every few rips or else you find stuff like Kirby's eye texture tiled all over the floor.

Just ripped these by the way.
[Image: crazyhand_icon.png][Image: sandbag_icon.png]

I wanted to do something easy after dealing with Falcon's few hundred textures.
#36
Please put 3D model Lucario from SSBB
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#37
Haha nice. I totally understand how sometimes you just need some easier rips in between the tough stuff. That's why I start one model with my Zelda stuff and then do another one instead but end up going back to the other afterward.

So now we have Crazy Hand from Melee, and we have Master Hand from Brawl. Sandbag is pretty good too. I can think of some ways I could use him if I ever did a Smash Bros project.

Edit: daresaw006, the rules state that you shouldn't be requesting unless you have at least 20 posts, and even then your supposed to ask it in the request section. Besides Shadowth is working on Melee models not Brawl. Please stay on-topic with what game he is working on. There are lots of tutorials on ripping Brawl models if you look around you could get it yourself.

Edit 2: Hey Shadowth I was just thinking and I remembered that 3D Via Printscreen is usually really good at getting the right FOV without distorting the model at all. Perhaps you should give it a shot?
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#38
Yeah daresaw006, pretty much what Zerox said. You've been warned.

@Zerox It'd probably be better if both hands were there for each game, but I'll probably end up fixing that soon anyway.

The 3D Via idea sounds good, but unfortunately its never worked in Dolphin. I'll probably have to fool around with the coordinates when if I decide to come back to the trophies later on.
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#39
I've never seen Crazy hand before, does he have different textures other than Master hand? I play on easy mode so i guess he never shows up huh? that Sandbag looks great. I have a question, does Kirby have a bunch of different models for each ability or is it one model with a bunch of interchangable hats?
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#40
Crazy Hand is exactly the same as Master Hand, but is the left hand. Ingame, he has a lot of really interesting moves including weirder versions of Master Hand's own moves. But the model itself is almost identical.

Kirby just gets a hat for different characters although for some characters like Mewtwo it looks as if its a different mode for kirby altogether. It may be actually now that I think about it, but for most characters its definitely just a hat.
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#41
thanks for clearing that up, it makes it easier to figure out how these games work.
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#42
[Image: donkeykong_icon.png]

I got Donkey Kong done. After coming up with a few shortcuts (Nothing that would negatively impact the rip's quality), I managed to get him done a lot quicker than Falcon. I'm considering ripping another character tonight.
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#43
Yay Donkey Kong! He's one of my favorites from the game!

Edit: Finding shortcuts for easier ripping is always great news!
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#44
YAY! more SSB models, I can't wait to see what Mewtwo looks like
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#45
[Image: fox_icon.png][Image: gigabowser_icon.png]

No Mewtwo yet, but Giga Bowser and Fox are up. Giga isn't quite as menacing as his Brawl incarnation here, but is still one of the coolest characters in the game in my opinion. I can still recall how much of a holy shit moment Event 51 was when I discovered that "Giga Bowser" wasn't just Bowser at Mega Mushroom size.
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