Posts: 164
Threads: 9
Joined: Jan 2011
10-15-2015, 08:38 AM
(This post was last modified: 10-15-2015, 06:40 PM by Tiberious.
Edit Reason: Finished and added link
)
Something interesting I found. Turns out the name on the victory screen is a collection of modeled letters.
They're all found in the Menus 7Z file, and in ui\result\font, in subfolders based on Unicode value. There are 660 characters in total, with some in strange places (there's a duplicate ! and ? in the FFXX range, for example), covering most characters in:
Basic Latin
Latin-1 Supplement
Greek
Cyrillic
Hiragana
Katakana
My guess, only having viewed a couple characters in the files (I lack an automated ripping process like this would need), is they're all also UV-mapped to the lone .nut file in the main Font directory, which would be the gold gradient shown in the results screen.
So, would there be any interest in a project to rip these text characters for use?
Edit: I found it also covers Greek. I'm now in the process of ripping ALL the different glyph models, even if they're visibly similar, and sorting them into their Unicode blocks when possible. I currently have these ripped:
English Alphabet
Greek
Cyrillic
Hiragana
Katakana
CJK Punctuation and Symbols
for a total of 378/660.
Now the question becomes, should I organize them in folders as one archive, or an archive per 'region'?
Edit 2: It took some time, but I've made a folder structure of .obj files. Grab it here.
Posts: 164
Threads: 9
Joined: Jan 2011
Well, here's a preview image that contains a few of the scripts spelling out the name of the first DLC fighter. Apologies in advance to any Greek-speakers, as I rendered his name phonetically in the Greek alphabet just to ensure that it was represented:
You'll notice I also tilted the view, so as to show these are actually modeled letters. I aimed for a rough approximation of the Results Screen angle, but I'm not sure I got it exact. Ah well.
10-16-2015, 05:22 PM
(This post was last modified: 10-16-2015, 05:26 PM by supersmashball.)
3DS Friend Code: 4098-7082-7654
Add me sometime. I've got Smash, Mario Kart, and a few others!
Posts: 1,057
Threads: 37
Joined: Nov 2014
Good. Take them all.
I lost interest in ripping / submitting them myself anyhoo. XD
I'm an opera-crossover singer undergoing classical voice training and I'm also making Super Smash Bros. Feud.
Discord: kold_virus
Posts: 362
Threads: 8
Joined: Dec 2014
(10-15-2015, 01:12 AM)11th Wrote: (10-13-2015, 05:44 PM)nobody231 Wrote: (10-13-2015, 12:26 PM)MidnightXS Wrote: Either I screwed something up or the UVs are messed up on the Rosalina model. Too bad, too, I need it to update my Dissidia mod. Is it just me?
I think you screwed up, I'm using Blender, which isn't even the program that the model was exported from, and it works. Try flipping the UVs across the Y axis?
Also anyone know how to get the eyes from models like Palutena, Zero Suit Samus, and other ones working in Blender? Layered-transparency objects don't work well in Blender, making some messed-up fusion of the layers show up instead.
EDIT: Ooops it double posted! Edited out.
I kinda' do. I don't have Palutena or Z-Suit's models, but I assume they're set up similar to most other characters. Just as forewarning, I'm still using Blender 2.63, so I'm not sure if anything has changed. Here's how I have them for Peach:
1. Eye Base -> "Influence > Diffuse > Color" checked only.
2. Pupil -> "Image Sampling > Alpha > Use" and "Influence > Diffuse > Color" checked. "Image Mapping > Extension" set to Clip. Size and position can be changed under "Mapping > Offset/Size"
3. Eyelid -> "Image Sampling > Alpha > Use" and "Influence > Diffuse > Color" checked.
4. Specular Map -> "Influence > Diffuse > Color" and "Influence > Blend > Soft Light checked. If you use other settings for the spec maps, use yours instead for consistency.
5. Normal Map -> "Image Sampling > Normal Map" and "Influence > Geometry > Normal" checked. If you use other settings for the normal maps, use yours instead for consistency. You can see the render in the spoiler below for the result.
Speaking of Peach, is there a way to fix the problems with her normals in Blender render? I've seen other models with similar issues, but I still haven't been able to figure it out. :/
Don't mind the many other problems. Haven't fixed most of her other textures. I'm only concerned with the checkerboard noise on her dress.
Thanks a ton!
As for the bottom problem, select each of the pieces, and then use the Remove Doubles feature. Some meshes, such as anything with alpha transparency or multiply layers, will be destroyed by that. Only use it on whatever meshes are showing that problem. This problem won't apply to any other programs, due to the way they work.
Some guy who just lurks this place nowadays.
Posts: 63
Threads: 2
Joined: Jul 2015
(10-16-2015, 06:32 PM)nobody231 Wrote: (10-15-2015, 01:12 AM)11th Wrote: I kinda' do. I don't have Palutena or Z-Suit's models, but I assume they're set up similar to most other characters. Just as forewarning, I'm still using Blender 2.63, so I'm not sure if anything has changed. Here's how I have them for Peach:
1. Eye Base -> "Influence > Diffuse > Color" checked only.
2. Pupil -> "Image Sampling > Alpha > Use" and "Influence > Diffuse > Color" checked. "Image Mapping > Extension" set to Clip. Size and position can be changed under "Mapping > Offset/Size"
3. Eyelid -> "Image Sampling > Alpha > Use" and "Influence > Diffuse > Color" checked.
4. Specular Map -> "Influence > Diffuse > Color" and "Influence > Blend > Soft Light checked. If you use other settings for the spec maps, use yours instead for consistency.
5. Normal Map -> "Image Sampling > Normal Map" and "Influence > Geometry > Normal" checked. If you use other settings for the normal maps, use yours instead for consistency. You can see the render in the spoiler below for the result.
Speaking of Peach, is there a way to fix the problems with her normals in Blender render? I've seen other models with similar issues, but I still haven't been able to figure it out. :/
Don't mind the many other problems. Haven't fixed most of her other textures. I'm only concerned with the checkerboard noise on her dress.
Thanks a ton!
As for the bottom problem, select each of the pieces, and then use the Remove Doubles feature. Some meshes, such as anything with alpha transparency or multiply layers, will be destroyed by that. Only use it on whatever meshes are showing that problem. This problem won't apply to any other programs, due to the way they work.
I always try that first, as well as flipping/recalculating the normals. It doesn't work on models like this for me.
Cycles doesn't have this problem, but my computer is pretty basic and it doesn't handle it very well.
Posts: 362
Threads: 8
Joined: Dec 2014
10-17-2015, 10:55 AM
(This post was last modified: 10-17-2015, 11:01 AM by nobody231.)
(10-16-2015, 08:03 PM)11th Wrote: (10-16-2015, 06:32 PM)nobody231 Wrote: (10-15-2015, 01:12 AM)11th Wrote: I kinda' do. I don't have Palutena or Z-Suit's models, but I assume they're set up similar to most other characters. Just as forewarning, I'm still using Blender 2.63, so I'm not sure if anything has changed. Here's how I have them for Peach:
1. Eye Base -> "Influence > Diffuse > Color" checked only.
2. Pupil -> "Image Sampling > Alpha > Use" and "Influence > Diffuse > Color" checked. "Image Mapping > Extension" set to Clip. Size and position can be changed under "Mapping > Offset/Size"
3. Eyelid -> "Image Sampling > Alpha > Use" and "Influence > Diffuse > Color" checked.
4. Specular Map -> "Influence > Diffuse > Color" and "Influence > Blend > Soft Light checked. If you use other settings for the spec maps, use yours instead for consistency.
5. Normal Map -> "Image Sampling > Normal Map" and "Influence > Geometry > Normal" checked. If you use other settings for the normal maps, use yours instead for consistency. You can see the render in the spoiler below for the result.
Speaking of Peach, is there a way to fix the problems with her normals in Blender render? I've seen other models with similar issues, but I still haven't been able to figure it out. :/
Don't mind the many other problems. Haven't fixed most of her other textures. I'm only concerned with the checkerboard noise on her dress.
Thanks a ton!
As for the bottom problem, select each of the pieces, and then use the Remove Doubles feature. Some meshes, such as anything with alpha transparency or multiply layers, will be destroyed by that. Only use it on whatever meshes are showing that problem. This problem won't apply to any other programs, due to the way they work.
I always try that first, as well as flipping/recalculating the normals. It doesn't work on models like this for me.
Cycles doesn't have this problem, but my computer is pretty basic and it doesn't handle it very well.
That's... odd. Why don't you send the model and textures over to me, so I can try to see if I can do anything about it? Not much major has changed between 2.63 and 2.75 that would make the file incompatible with you, so that's good.
(10-16-2015, 08:03 PM)11th Wrote: (10-16-2015, 06:32 PM)nobody231 Wrote: (10-15-2015, 01:12 AM)11th Wrote: I kinda' do. I don't have Palutena or Z-Suit's models, but I assume they're set up similar to most other characters. Just as forewarning, I'm still using Blender 2.63, so I'm not sure if anything has changed. Here's how I have them for Peach:
1. Eye Base -> "Influence > Diffuse > Color" checked only.
2. Pupil -> "Image Sampling > Alpha > Use" and "Influence > Diffuse > Color" checked. "Image Mapping > Extension" set to Clip. Size and position can be changed under "Mapping > Offset/Size"
3. Eyelid -> "Image Sampling > Alpha > Use" and "Influence > Diffuse > Color" checked.
4. Specular Map -> "Influence > Diffuse > Color" and "Influence > Blend > Soft Light checked. If you use other settings for the spec maps, use yours instead for consistency.
5. Normal Map -> "Image Sampling > Normal Map" and "Influence > Geometry > Normal" checked. If you use other settings for the normal maps, use yours instead for consistency. You can see the render in the spoiler below for the result.
Speaking of Peach, is there a way to fix the problems with her normals in Blender render? I've seen other models with similar issues, but I still haven't been able to figure it out. :/
Don't mind the many other problems. Haven't fixed most of her other textures. I'm only concerned with the checkerboard noise on her dress.
Thanks a ton!
As for the bottom problem, select each of the pieces, and then use the Remove Doubles feature. Some meshes, such as anything with alpha transparency or multiply layers, will be destroyed by that. Only use it on whatever meshes are showing that problem. This problem won't apply to any other programs, due to the way they work.
I always try that first, as well as flipping/recalculating the normals. It doesn't work on models like this for me.
Cycles doesn't have this problem, but my computer is pretty basic and it doesn't handle it very well.
That's... odd. Why don't you send the model and textures over to me, so I can try to see if I can do anything about it?
Some guy who just lurks this place nowadays.
Posts: 63
Threads: 2
Joined: Jul 2015
(10-17-2015, 10:55 AM)nobody231 Wrote: (10-16-2015, 08:03 PM)11th Wrote: (10-16-2015, 06:32 PM)nobody231 Wrote: Thanks a ton!
As for the bottom problem, select each of the pieces, and then use the Remove Doubles feature. Some meshes, such as anything with alpha transparency or multiply layers, will be destroyed by that. Only use it on whatever meshes are showing that problem. This problem won't apply to any other programs, due to the way they work.
I always try that first, as well as flipping/recalculating the normals. It doesn't work on models like this for me.
Cycles doesn't have this problem, but my computer is pretty basic and it doesn't handle it very well.
That's... odd. Why don't you send the model and textures over to me, so I can try to see if I can do anything about it? Not much major has changed between 2.63 and 2.75 that would make the file incompatible with you, so that's good.
Here it is. It's literally just the DAE from here imported into Blender, though. (Minus texture fixes, of course, but those aren't the problem.)
Posts: 362
Threads: 8
Joined: Dec 2014
10-17-2015, 04:33 PM
(This post was last modified: 10-17-2015, 05:38 PM by nobody231.)
(10-17-2015, 12:06 PM)11th Wrote: (10-17-2015, 10:55 AM)nobody231 Wrote: (10-16-2015, 08:03 PM)11th Wrote: I always try that first, as well as flipping/recalculating the normals. It doesn't work on models like this for me.
Cycles doesn't have this problem, but my computer is pretty basic and it doesn't handle it very well.
That's... odd. Why don't you send the model and textures over to me, so I can try to see if I can do anything about it? Not much major has changed between 2.63 and 2.75 that would make the file incompatible with you, so that's good.
Here it is. It's literally just the DAE from here imported into Blender, though. (Minus texture fixes, of course, but those aren't the problem.)
Well.... you need to make it open to the public. This file is private, so only you can access it. I'll just download the model itself, and then send you a link through mega.nz.
EDIT: I don't feel like dealing with setting up all the maps again, so could you just open up access to the file to the public?
Some guy who just lurks this place nowadays.
Posts: 63
Threads: 2
Joined: Jul 2015
(10-17-2015, 04:33 PM)nobody231 Wrote: (10-17-2015, 12:06 PM)11th Wrote: (10-17-2015, 10:55 AM)nobody231 Wrote: That's... odd. Why don't you send the model and textures over to me, so I can try to see if I can do anything about it? Not much major has changed between 2.63 and 2.75 that would make the file incompatible with you, so that's good.
Here it is. It's literally just the DAE from here imported into Blender, though. (Minus texture fixes, of course, but those aren't the problem.)
Well.... you need to make it open to the public. This file is private, so only you can access it. I'll just download the model itself, and then send you a link through mega.nz.
EDIT: I don't feel like dealing with setting up all the maps again, so could you just open up access to the file to the public?
Sorry about that, I copied the wrong link. This should work.
Posts: 362
Threads: 8
Joined: Dec 2014
10-17-2015, 06:31 PM
(This post was last modified: 10-17-2015, 06:32 PM by nobody231.)
(10-17-2015, 06:16 PM)11th Wrote: (10-17-2015, 04:33 PM)nobody231 Wrote: (10-17-2015, 12:06 PM)11th Wrote: Here it is. It's literally just the DAE from here imported into Blender, though. (Minus texture fixes, of course, but those aren't the problem.)
Well.... you need to make it open to the public. This file is private, so only you can access it. I'll just download the model itself, and then send you a link through mega.nz.
EDIT: I don't feel like dealing with setting up all the maps again, so could you just open up access to the file to the public?
Sorry about that, I copied the wrong link. This should work.
Got the model, cannot understand why that problem even exists. It shouldn't be happening, as in the material view it doesn't happen. BUT IN THE RENDER, IT HAPPENS! I think you're gonna have to look elsewhere, as I don't understand that problem, and I don't think many people here use Blender.
Some guy who just lurks this place nowadays.
Posts: 223
Threads: 12
Joined: Jun 2009
Doubled up meshes
Most likely so that it could be rendered on the inside in game.
Posts: 491
Threads: 9
Joined: Sep 2011
(10-18-2015, 02:20 AM)Turbo Thunderbolt Wrote: Doubled up meshes
Most likely so that it could be rendered on the inside in game.
exactly what i was thinking.. most likely doubled meshes so it can rendered inside and outside.
Posts: 362
Threads: 8
Joined: Dec 2014
(10-18-2015, 02:20 AM)Turbo Thunderbolt Wrote: Doubled up meshes
Most likely so that it could be rendered on the inside in game.
Oh, right. Gonna have to change that a little, doubled-up meshes work horribly inside of Blender.
Some guy who just lurks this place nowadays.
|