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Super Smash Bros. Ultimate Ripping Project
(10-18-2019, 12:10 PM)dalek_kolt Wrote: So I'm having a lot of trouble with ripping the Kirby character. I'll get into the others later, but I'll start with the biggest issue for me so far.
Does anyone know how you're supposed to apply the textures for Meta Knight's eyes?
I imported him into Blender, both Centrixe's one on the site and ripping him myself, and the UVs simply don't match up at all, they're far too small and far removed to be properly oriented, and the "default" is on the wrong texture entirely.
For reference, the small orange blob you see circled in red is the UV.
Am I supposed to treat his eyes like pupils? If so, how can I reorient/resize the UV to encompass his eyes? 
[Image: unknown.png?width=1080&height=613]

You need to setup the eye pupils to a secondary UV Map. Do achieve this, follow this node setup.
https://gyazo.com/9d1f91370644e72ab53ed8f0ef81e75d
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[attachment=10039 Wrote:ninetalescommander pid='656295' dateline='1571436692']
(10-18-2019, 12:10 PM)dalek_kolt Wrote: So I'm having a lot of trouble with ripping the Kirby character. I'll get into the others later, but I'll start with the biggest issue for me so far.
Does anyone know how you're supposed to apply the textures for Meta Knight's eyes?
I imported him into Blender, both Centrixe's one on the site and ripping him myself, and the UVs simply don't match up at all, they're far too small and far removed to be properly oriented, and the "default" is on the wrong texture entirely.
For reference, the small orange blob you see circled in red is the UV.
Am I supposed to treat his eyes like pupils? If so, how can I reorient/resize the UV to encompass his eyes? 
[Image: unknown.png?width=1080&height=613]

You need to setup the eye pupils to a secondary UV Map. Do achieve this, follow this node setup.
https://gyazo.com/9d1f91370644e72ab53ed8f0ef81e75d
Huh. I learned something new. Thank you.
This has nothing to do with ripping from Smash, but one of the models I've ripped from another game was also suffering from me not knowing that secondary UV maps existed. Now that I've found them, the model looks MUCH better. There's only one thing left to fix.
Is there any way to remove a certain color from a texture that is meant to be overlaid on another texture?
           
The tattoo and pupil are meant to be overlaid on the face texture, but because there is some surrounding white color on both textures it just looks awkwardly slapped on. My current solution if going into Photoshop and magic-wanding the white away, but I was curious if there was a way to remove the whit in Blender if I run into more models like this in the future.
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(10-18-2019, 07:05 PM)dalek_kolt Wrote:
(10-18-2019, 05:11 PM)ninetalescommander Wrote:
(10-18-2019, 12:10 PM)dalek_kolt Wrote: So I'm having a lot of trouble with ripping the Kirby character. I'll get into the others later, but I'll start with the biggest issue for me so far.
Does anyone know how you're supposed to apply the textures for Meta Knight's eyes?
I imported him into Blender, both Centrixe's one on the site and ripping him myself, and the UVs simply don't match up at all, they're far too small and far removed to be properly oriented, and the "default" is on the wrong texture entirely.
For reference, the small orange blob you see circled in red is the UV.
Am I supposed to treat his eyes like pupils? If so, how can I reorient/resize the UV to encompass his eyes? 
[Image: unknown.png?width=1080&height=613]

You need to setup the eye pupils to a secondary UV Map. Do achieve this, follow this node setup.
https://gyazo.com/9d1f91370644e72ab53ed8f0ef81e75d
Huh. I learned something new. Thank you.
This has nothing to do with ripping from Smash, but one of the models I've ripped from another game was also suffering from me not knowing that secondary UV maps existed. Now that I've found them, the model looks MUCH better. There's only one thing left to fix.
Is there any way to remove a certain color from a texture that is meant to be overlaid on another texture?

The tattoo and pupil are meant to be overlaid on the face texture, but because there is some surrounding white color on both textures it just looks awkwardly slapped on. My current solution if going into Photoshop and magic-wanding the white away, but I was curious if there was a way to remove the whit in Blender if I run into more models like this in the future.

Ah! I believe what you want here is a transparent node. Try using this node setup.
https://gyazo.com/a30926b0ec28dd0666455adf571761e1
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Are you guys adding in the files for 6.0.0?
[Image: 1516121905957.gif]
Do the bowser!
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Random Talking Bush better do something, because Terry Bogard is Released!
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Have patience, people. RandomTBush is just one guy, he can't do it all in just one day.

Plus, there might be some new encryption going on with Smash Ultimate, so just have some flipping patience!
[Image: 76561197999597301.png]
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Give the update some time to exist first, sheesh.

That being said, they're up.

(EDIT: Re-uploaded Kirby's "v6" archive, turns out his Banjo-Kazooie copy ability also had a texture updated to include an "ink" map.)
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In Blender, anyone know how to properly add shape keys to characters faces? Sometimes the meshes have different vertices so "Join as Shapes" doesn't work.
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Does anyone think rip the stage? Or is there another post that takes care of that? I would like stages of New super mario Bros 2 / U
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So I noticed neither Palutena's model uploaded here nor the model in the files had her halo, so I dug into her effects files and found what I was looking for.
I have two questions on fixing this in Blender;
Is there a way to mirror tiled textures so I can fix this halo? Besides editing the UV to be a semicircle or editing the texture itself?
[Image: unknown.png]
Secondly, what is the best node setup to colorize the central halo? I couldn't find a colorized version of it, only what I presume to be base and emission maps.
       
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I'm waiting until every single DLC character has been released before I resume any of my projects related to the Smash Ultimate fighters. I had to suspend my projects earlier from this summer due to not having enough free time to work on them. Now that we know that there will be more DLC characters beyond this Fighters' Pass, it could mean that I may not resume my work until well into mid 2020 or 2021, depending on how many more will ultimately be released (they've all been decided by Nintendo, so all I can do is wait until each of them are announced). However, the additional characters that will be released means more variety for my projects, showcasing various Nintendo franchises along with a few select 3rd-party ones, as addons for SuperTuxKart and later on indirectly for Minetest (via a mod that has now become my senior design project). I haven't forgotten about the new files; I download them whenever they're uploaded, keeping them for that time when we know all of the DLC characters (around 10 more to be released, based on datamines).

I still would like to have my Blender scripts ported to 2.80 and later, but I just haven't gotten the opportunity to try it out yet. The SuperTuxKart exporter scripts have not yet been ported as of this writing, preventing me from making my upgrade until that happens, or I can help out with that. I'm aware of a few merge/pull requests about this, but will unlikely accept them until I test the proposed changes. Alternatively, if someone completed the porting without my help, can that person send me the changes or open up a merge/pull request so that I can look at them and potentially integrate them?

Last, but optional, I'm looking to make my model and animation setup completely run on Linux/BSD distros. My scripts help out with all of that but the textures, where I'm forced to use Windows to convert the .nutexb files to PNG. I would like it if someone can point me to where I should go in order to create an OS-agnostic NUTEXB image converter so that I don't have to rely on Windows just for this stuff.
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So this is only tangentially related, but I'm having trouble ripping Super Smash Bros. for the 3DS. I usually use HackingToolkit9DS , but for Smash it simply doesn't work.
I currently have the .cia file on hand, is there any alternate ripping programs I can use? Or, barring that, a link to an archive of dumped Smash 3DS files?
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(12-12-2019, 01:20 PM)dalek_kolt Wrote: So this is only tangentially related, but I'm having trouble ripping Super Smash Bros. for the 3DS. I usually use HackingToolkit9DS , but for Smash it simply doesn't work.
I currently have the .cia file on hand, is there any alternate ripping programs I can use? Or, barring that, a link to an archive of dumped Smash 3DS files?

I think this is the thread you want for that
https://www.vg-resource.com/thread-26614.html
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(12-17-2019, 12:20 PM)ninetalescommander Wrote:
(12-12-2019, 01:20 PM)dalek_kolt Wrote: So this is only tangentially related, but I'm having trouble ripping Super Smash Bros. for the 3DS. I usually use HackingToolkit9DS , but for Smash it simply doesn't work.
I currently have the .cia file on hand, is there any alternate ripping programs I can use? Or, barring that, a link to an archive of dumped Smash 3DS files?

I think this is the thread you want for that
https://www.vg-resource.com/thread-26614.html
That thread seems more Wii U oriented from what I've seen, but I think I found everything I need to know. Namely that the best way to rip the game involves owning a hacked 3DS, which I unfortunately don't have.
Fortunately someone else seems to have access to the files. Hopefully they can get what I'm looking for.
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Idk if this has been answered but has anyone found Heros casting-spell ring effects? If so what number so I can include them in a possible rip
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