12-25-2011, 11:31 PM
01-07-2012, 07:08 PM
Small update - I'm not too sure what has and has not been submitted here in terms of weapons & projectiles, so here's a Coconut Bomb.
Coconut Bomb [DAE]
Coconut Bomb [DAE]
03-19-2012, 04:27 PM
04-26-2012, 06:26 PM
Finally got a chance to go through all of these. Here are the verdicts:
-Mighty Jetters, almost all of your rips are great, with the exception of the one boss I told you about, which will have to be re-ripped.
-John2k4's Coconut needs to be reuploaded, and Stone will have to be redone once we can figure out how to deal with multiple UV maps.
-Link101's need to be redone, as the DAEs are defective. Good thing there's only two so far!
Also, where did you get all of those names? I love enemy names, but never saw them used in the game.
-Mighty Jetters, almost all of your rips are great, with the exception of the one boss I told you about, which will have to be re-ripped.
-John2k4's Coconut needs to be reuploaded, and Stone will have to be redone once we can figure out how to deal with multiple UV maps.
-Link101's need to be redone, as the DAEs are defective. Good thing there's only two so far!
Also, where did you get all of those names? I love enemy names, but never saw them used in the game.
05-21-2012, 08:49 PM
Here is the fixed Lor Starcutter finally: http://www.mediafire.com/?hc7eig9vml6lvxq
07-16-2012, 05:05 PM
Ok, is this how I'm supposed to do it?
Also, hows this for an icon?
And I'd really like it if someone could tell me if I did everything right. This was my first model rip and I don't really understand anything I'm doing yet. I just followed the tutorial.
Also, hows this for an icon?
And I'd really like it if someone could tell me if I did everything right. This was my first model rip and I don't really understand anything I'm doing yet. I just followed the tutorial.
07-16-2012, 05:35 PM
First off, both of Magolor's boss forms should be included in one submission (I'm pretty sure he had two forms, right?), divided by folders (don't forget to include their EX variants in separate folders too).
Second, the textures should be in the same folder as the models they belong to rather than in a separate "images" sub folder), because the textures don't load on the model automatically like they should.
Third, you really should have .OBJs of each model. I know I don't have any rules set about this yet, but it's kind of required/strongly preferred in case someone can't use the .DAE or .SMD for any reason. To do this (and this only applies to the latest version of BRRES Viewer), make sure the model you want to export is showing on the screen (double-click the name to display it) go to Model > Export > OBJ, and save it in the same folder as its .DAE and .SMD. Afterwards, you'll have to change all the ".tga" extensions to ".png" in the .MTL file that came with the .OBJ (this can be easily done by pressing Ctrl + H in Notepad++ to bring up its replace function) so that the .OBJ will retain its texture mapping.
Fourth and final, since the site can only have one large preview image (not the icon, it's fine as-is) for each submission, you will have to find a way to fit all of the models that are included in your archive in a single preview image so they can all be seen.
Otherwise, everything looks very good for your first attempt, great job!
Second, the textures should be in the same folder as the models they belong to rather than in a separate "images" sub folder), because the textures don't load on the model automatically like they should.
Third, you really should have .OBJs of each model. I know I don't have any rules set about this yet, but it's kind of required/strongly preferred in case someone can't use the .DAE or .SMD for any reason. To do this (and this only applies to the latest version of BRRES Viewer), make sure the model you want to export is showing on the screen (double-click the name to display it) go to Model > Export > OBJ, and save it in the same folder as its .DAE and .SMD. Afterwards, you'll have to change all the ".tga" extensions to ".png" in the .MTL file that came with the .OBJ (this can be easily done by pressing Ctrl + H in Notepad++ to bring up its replace function) so that the .OBJ will retain its texture mapping.
Fourth and final, since the site can only have one large preview image (not the icon, it's fine as-is) for each submission, you will have to find a way to fit all of the models that are included in your archive in a single preview image so they can all be seen.
Otherwise, everything looks very good for your first attempt, great job!
07-16-2012, 06:16 PM
Why do the textures have to be png? I thought that tga was what people used for this kind of stuff.
07-16-2012, 06:41 PM
Nope, .TGA is not a very supported format at all (for example you can't open .TGA textures in any image program: the same can be said for almost all modelling programs).
But since you said you used the same method as in my tutorial for exporting, you should already have .PNG textures so it's all good.
I'm in the process of writing up a new first post, so once you finish Magolor, hold off on ripping anything else until I get it done.
But since you said you used the same method as in my tutorial for exporting, you should already have .PNG textures so it's all good.
I'm in the process of writing up a new first post, so once you finish Magolor, hold off on ripping anything else until I get it done.
07-16-2012, 10:12 PM
No, you don't have to post the images again since you already did before, just the file is good for if you're updating it.
The .tga problem is fixed, but you still forgot to fix the texture path for the "Image1" section. Sorry!
The .tga problem is fixed, but you still forgot to fix the texture path for the "Image1" section. Sorry!
07-16-2012, 10:42 PM
07-17-2012, 01:10 PM
Double post for content.
Edit: Ok, I updated the files. All of them were lacking bones.
Edit: Ok, I updated the files. All of them were lacking bones.
07-19-2012, 07:46 PM
ALRIGHT EVERYONE, THE PROJECT IS NOW UP AND RUNNING AGAIN. CHECK THE FIRST POST. LET'S START GIVING THIS GAME SOME LOVE AGAIN~
And as a reminder to John2k4 and Link101, here is a post Peardian made about your submissions:
And finally, my new claims (all enemies):
Blade Knight
Gordo
Pacto
Sister Bound
Walky
And as a reminder to John2k4 and Link101, here is a post Peardian made about your submissions:
(04-26-2012, 06:26 PM)Peardian Wrote: [ -> ]Finally got a chance to go through all of these. Here are the verdicts:
-Mighty Jetters, almost all of your rips are great, with the exception of the one boss I told you about, which will have to be re-ripped.
-John2k4's Coconut needs to be reuploaded, and Stone will have to be redone once we can figure out how to deal with multiple UV maps.
-Link101's need to be redone, as the DAEs are defective. Good thing there's only two so far!
And finally, my new claims (all enemies):
Blade Knight
Gordo
Pacto
Sister Bound
Walky
07-19-2012, 08:27 PM
Just poked around in the Kirby's Dream Collection files, and there's a couple of new things:
- There's three new stone statues that Kirby can turn into -- 8-Bit Dedede, an 8-Bit Kirby with "20th" above him, and Magolor.
- Magolor has a few more eye texture sets.
- There's a few more background props for the extra Challenge levels.
- Obviously the museum's box art models are there, too.
Everything else is more or less the same. Either way, whoever's working on those, lemme know so I can send you the files.
- There's three new stone statues that Kirby can turn into -- 8-Bit Dedede, an 8-Bit Kirby with "20th" above him, and Magolor.
- Magolor has a few more eye texture sets.
- There's a few more background props for the extra Challenge levels.
- Obviously the museum's box art models are there, too.
Everything else is more or less the same. Either way, whoever's working on those, lemme know so I can send you the files.
07-19-2012, 09:27 PM
I'll wait until Peardian approves them before I claim more.