04-21-2012, 06:53 AM
04-21-2012, 07:19 AM
What's up with the Wii though? Seriously. I mean, doesn't it have enough power to display highpoly models in-game? About the 3DS thing... My hacker friend (I'll call him ProHacker from now on) told me yesterday that there is an emulator for the 3DS format in development (non-public of course) and he has a beta version which has some features of 3D ripper DX. They don't properly of course, but at least it's something. Right?
04-21-2012, 08:37 AM
if you've ever researched video game production you know that high poly models are used for things like cutscenes that aren't pre rendered. low poly are used for gameplay. Sorry to interject.
04-21-2012, 02:16 PM
Well, the high poly models were placed in a folder which was similar to Character Select so I think this game is prerendered because there are alot of movies in the game files
04-21-2012, 06:24 PM
Careful how you throw around "pre-rendered".
The only things in the game that would be pre-rendered movies are the (beautiful) opening movie and all of the demonstration previews for each event.
The reason for using low-poly models is not because the Wii can't handle it, but for performance. Putting a lot of high-poly models on the screen means risking slow-down, which will have a negative impact on gameplay. Also, keep in mind that for every split-screen view port, the system has to render an entire separate copy of the scene. Four player multiplayer means you have 16 characters, 4 stadiums, and 4 of everything else. With the difference between High-Poly Eggman and Low-Poly Eggman being 3,561, that's 14,244 polygons saved from detail you can't see very well anyway. And if all four characters had the same polygon difference, that's 56,976 polygons saved. That's almost as many polygons as two copies of the Subspace Gunship from Brawl, and that's only just for the players' characters.
By the way, great job on the rip.
The only things in the game that would be pre-rendered movies are the (beautiful) opening movie and all of the demonstration previews for each event.
The reason for using low-poly models is not because the Wii can't handle it, but for performance. Putting a lot of high-poly models on the screen means risking slow-down, which will have a negative impact on gameplay. Also, keep in mind that for every split-screen view port, the system has to render an entire separate copy of the scene. Four player multiplayer means you have 16 characters, 4 stadiums, and 4 of everything else. With the difference between High-Poly Eggman and Low-Poly Eggman being 3,561, that's 14,244 polygons saved from detail you can't see very well anyway. And if all four characters had the same polygon difference, that's 56,976 polygons saved. That's almost as many polygons as two copies of the Subspace Gunship from Brawl, and that's only just for the players' characters.
By the way, great job on the rip.
04-21-2012, 11:07 PM
Yeah i bet Xbox 360/PS3 can hold 2 SSBB's in HD and high poly (not in a rude way).
04-21-2012, 11:19 PM
That doesn't really make much sense, and isn't really relevant.
By the way, TGE, would you mind helping out LittleBoygos with how to fix up the high-poly models? It would be great to see you two work together to rip stuff from this game.
By the way, TGE, would you mind helping out LittleBoygos with how to fix up the high-poly models? It would be great to see you two work together to rip stuff from this game.
04-22-2012, 03:49 AM
I haven't seen LittleBoygos replying to his thread so I thought he wasn't on here anymore, but anyway, you should thank Tiberious for that. He has helped me alot. If I just got the scale function to look right, then maybe I could fix up the low poly models too. If not, then it'll be another problem to fix.
04-22-2012, 07:11 AM
Back to topic... What about Sonic and Mario? Are you planning to rip them?
04-22-2012, 07:16 AM
They have already been ripped
04-22-2012, 07:54 AM
Did you post 'em? Are you planning to rip objects from the game?
04-22-2012, 10:21 AM
No, I didn't post them. And don't go to fast with stuff. I haven't fixed my first model yet!
(04-19-2012, 03:07 PM)Tiberious Wrote: [ -> ]I can explain the 'overlapping border' problem...
What happens is that the Wii expects the texture to flip itself at points that are off the edges. The same thing happens in Brawl with the Alloy models.
Your best bet to fix this is to take the texture, open it in Photoshop, and double the canvas size, keeping the original texture in the middle. Paste the texture in and place it on the edges, flipping them vertically or horizontally (or both). Flatten the image before saving a copy, of course.
Now, back in your 3D app, take the UVs and scale them down by 50% towards the middle (Blender does this pretty easily).
It's a kinda ridiculous workaround, but it works.
(04-22-2012, 07:54 AM)BlueBlur97 Wrote: [ -> ]Did you post 'em? Are you planning to rip objects from the game?
04-22-2012, 01:22 PM
The models from this game, for some reason, look much better from the past two, or is it just me?
04-22-2012, 04:22 PM
You don't really need to fix Eggman. It just makes use of a common type of texture tiling that has been around since N64. I'd be really surprised if any modern modeling program didn't support it.
04-23-2012, 12:17 AM
Atleast I cant get it to work...
(04-19-2012, 03:07 PM)Tiberious Wrote: [ -> ]I can explain the 'overlapping border' problem...
What happens is that the Wii expects the texture to flip itself at points that are off the edges. The same thing happens in Brawl with the Alloy models.
Your best bet to fix this is to take the texture, open it in Photoshop, and double the canvas size, keeping the original texture in the middle. Paste the texture in and place it on the edges, flipping them vertically or horizontally (or both). Flatten the image before saving a copy, of course.
Now, back in your 3D app, take the UVs and scale them down by 50% towards the middle (Blender does this pretty easily).
It's a kinda ridiculous workaround, but it works.
(04-22-2012, 04:22 PM)Peardian Wrote: [ -> ]You don't really need to fix Eggman. It just makes use of a common type of texture tiling that has been around since N64. I'd be really surprised if any modern modeling program didn't support it.