(03-14-2012, 08:42 PM)valforwing Wrote: [ -> ]@JorisCeoen
sometimes you just gotta rig them yourself. unfortunatly for me any model I get from this website rigged or otherwise has to be rerigged for it to work in the animation program I use.
I put my email in a credit text for the models I submit; if you have rigging issues with any of mine I can probably send you different formats or something that will work.
==
Man I have been procrastinating on these; will work on them when I can get back to the computer that has them.
King K.Rool and Xananab are done
Nrgh. The perfectionist in me also needs to state that quite a number of these models have "vertex colours", which basically makes certain parts of the model lighter or darker (or even coloured) without modifying the textures in any way.
I don't think BRRESViewer exports them, and that information gets lost when exporting to an SMD file (and probably other formats, too). However, I'm gonna take my time and make sure that the vertex colours are kept for the DAE files I'll be including for them.
...However, for the most part it's not too important if they're not included, since a good amount of characters only have R:128 G:128 B:128 A:255 set for all of their vertices.
(EDIT: Whoops. Mr. Game and Watch and the Mites use material colours, not vertex colours. I was certain that they did... Maybe it was something else I was thinking of?)
Yeah, some models use vertex colors, and other use material colors. Unfortunately, I don't think most model formats (or some programs) support them, so there's not much we can do about those.
By the way, I'm claiming Dixie Kong, Kalypso, Waluigi, Metroid, Hydra, Bomber, Sir Kibble, and Wheelie.
We could simply bake the vertex colours into a material channel for compatibility...
(03-14-2012, 08:42 PM)valforwing Wrote: [ -> ]@JorisCeoen
sometimes you just gotta rig them yourself. unfortunatly for me any model I get from this website rigged or otherwise has to be rerigged for it to work in the animation program I use.
Ok I understand, but the project syays that "each submission
must include an
OBJ and fully-rigged DAE of the model"
I'm very happy about the .DAE's! But sometimes certain models still only include an .OJB which is essentially not rigged. I'm not saying it MUST but it would be nice though
As long as Olimar will be rigged, I will be fine ^^
@Friedslick6: That could work, assuming the character's UVs don't overlap anywhere.
@JorisCeoen: You'll also note it says that Trophies don't need a DAE, because trophies aren't rigged to begin with. If you check the DAEs for some of the submitted trophies, you'll see you're not missing anything. Note that some of the models that are already on the site need to be re-ripped, which is why they are not crossed out in the list.
@Link101: Nice! You're a trophy ripping machine.
@Tonberry2k: Oh, thanks! I forgot all about that sheet. That's exactly what I was hoping for!
Just posting Olimar to check if he has any problems (Pikmin included)
Olimar & Pikmin
Claiming yay
Trophy Base (Stand.brres)
Boulder (ExciteTruck.brres)
Ashley Robbins (Ashley.brres)
Ouendan
Elite Beat Agents (Eba.brres)
Gekko (Metalgeargekko.brres)
Cypher
Cardboard Box (Cardboard.brres)
Metal Gear RAY
Funky Kong
(03-15-2012, 01:05 PM)Perseus Wrote: [ -> ]Just posting Olimar to check if he has any problems (Pikmin included)
Olimar & Pikmin
Wow, very nice thanks! But I wonder, Olimar's bowl should be transparant, not black. You must essentially be able to see his head
EDIT 1: I was able to make the bowl texture transparant so his becomes clearly visible. You have to do it yourself though because the base texture is really completely black