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Cool stuff, and yes the Pokemon do tend to be very annoying with their shaders. For almost everyone one of them it requires a bit of work to get them to look right, some far more than others.
Oh, I don't mean that.

My problems with Palkia and Mesprit relate to bad geometry and no easy way to repair it. Palkia has some problems with his right shoulder, and Mesprit imports with no face.

What's strange is they show fine in BrawlBox/Brres Viewer, but somewhere in the conversion to MD5, they get royally screwed up.

Edit: To get Uxie finished, I actually had to delete the entire right half, and then duplicate, mirror and flip the normals on the left (and yes, renaming the vertex groups for the new right side so the rigging is correct). I suppose if I need to, I can do that for Palkia, but it'll be annoying.
Hmm, well you could always try the old AIS converter. Not sure if it would work any better, but it usually converts everything in Brawl .brres format correctly. The only issue I ever had with it was that it flipped the normals of the models, which is fixable anyway. I never really did a whole bunch of Pokemon conversions though so I'm not sure if it would be more effective or not. It may be worth a try though if your current method is too much of a pain for you though.
Eh, it's just a minor annoyance, really. Sometimes there's lots of bones, and I like the models I rip to keep their rigging information.

Besides, not everything translates well from Brawl to Blender.Nintendo sometimes does some goofy things, like only putting reflection on part of a model, and a material is the only real way to do that.

Anyway, I did go in and do the work on it, so here's Palkia.

[Image: Palkia_Preview.png]

SmileSmileSmile
@Tiberious Still, they made everything look very nice ingame so I can't disagree with their methods. Its not like other games don't do it either. The Halo games kill me with their detail maps and cube maps since there's no way to know which one in particular a model has without looking in the shader itself. When this isn't possible or the shader viewer doesn't define what is what in specific shader files this can be understandably frustrating on occasion.

@Lebron Films I'm just going to warn you once for spamming since you gave 2 word and in this case no word posts in this as well as 2 other threads. Please have a little more to say when you post in the future.
Hi Great rips id just like to know what your going to do next now because it seems you have a great future on ripping

(hope this doesnt break any rules(im a little scared on breaking rules)
(02-23-2011, 02:23 PM)Shadowth117 Wrote: [ -> ]@Tiberious Still, they made everything look very nice ingame so I can't disagree with their methods. Its not like other games don't do it either. The Halo games kill me with their detail maps and cube maps since there's no way to know which one in particular a model has without looking in the shader itself. When this isn't possible or the shader viewer doesn't define what is what in specific shader files this can be understandably frustrating on occasion.

See, I don't doubt Nintendo has things looking right and awesome on the Wii. It's just not easy to translate that to how PCs usually handle models, is all.

But, you know that if I can, I will.


Edit:

It's the arsenal bird!

[Image: Skarmory_Preview.png]
oh wow Skarmory! this will look great in MMD, I can put a metalic finnish on it.
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