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Super Smash Bros. Ultimate Ripping Project - Printable Version +- The VG Resource (https://www.vg-resource.com) +-- Forum: The Resources (https://www.vg-resource.com/forum-109.html) +--- Forum: The Models Resource (https://www.vg-resource.com/forum-111.html) +---- Forum: Project Organization (https://www.vg-resource.com/forum-119.html) +---- Thread: Super Smash Bros. Ultimate Ripping Project (/thread-34836.html) |
RE: Super Smash Bros. Ultimate Ripping Project - Worldblender - 05-06-2019 I just released version 1.3.2 of my scripts, and they can be upgraded to as usual at https://gitlab.com/Worldblender/io_scene_numdlb. From the changelog: Code: This release only deals with the NUMDLB importer to fix dealing with vertex indices and vertex weights. (05-05-2019, 04:15 AM)Dragon2H Wrote: Hi again. I've export to blender the Final Destination stage and tried to work on it for maybe shared it on modelressource but I encounter a big problem. The stage itself is good but it's about the cubes and back ground stuff: there is to many UV Maps on each objects and many texture which looks weird, I don't know what to do with all of this. Can someone please tell me what to do?I can investigate this, but I currently don't have the stage files extracted for me to look at. In a few more days, I'll come back to this. By default, no materials are configured to use the alpha channel. If an image contains an alpha channel that is used for the in-game appearance, go to the Properties -> Material -> Transparency, and enable the option for it. Beware that skin textures for the following fighters should not have transparency enabled:
RE: Super Smash Bros. Ultimate Ripping Project - Dragon2H - 05-06-2019 Well WorldBlender, I have a .blend file of all the model of the FD stage and extract the texture in png format (no animation imported). So if I can send it, is these will help you when you're gonna look at the stages? And you didn't answer me a curiosity question: you already works on all the fighters, so why don't you send them in model ressources? Aren't they finished yet? RE: Super Smash Bros. Ultimate Ripping Project - Worldblender - 05-06-2019 (05-06-2019, 10:30 PM)Dragon2H Wrote: Well WorldBlender, I have a .blend file of all the model of the FD stage and extract the texture in png format (no animation imported). So if I can send it, is these will help you when you're gonna look at the stages? Since you do have the .blend file, do send it to me so that I can look at it. For that question you ask, I have not planned on uploading my models to Models Resource, as my setup does not have everything set up (unless someone can tell me how I should prepare my models for submission over there). I do not have these kinds of textures set up:
RE: Super Smash Bros. Ultimate Ripping Project - Random Talking Bush - 05-08-2019 (05-02-2019, 09:48 PM)Tabuu Forte Akugun Wrote: Hey RTB? Would it be possible to add Plant and Joker's .eff files, as well as for Mementos?Those have been added to the folder now! RE: Super Smash Bros. Ultimate Ripping Project - ChrisCross - 05-09-2019 Hey RTB, I Heard From A Few Friends That You Have a 3DS Max Script That Exports The JoJo Eyes Of Heaven Models With Their Original Rigging, Could I Have The Files And Script Please? It Would Really Help Me Out, ![]() RE: Super Smash Bros. Ultimate Ripping Project - OS-PRIME - 05-09-2019 (05-09-2019, 03:12 PM)ChrisCross Wrote: Hey RTB, I Heard From A Few Friends That You Have a 3DS Max Script That Exports The JoJo Eyes Of Heaven Models With Their Original Rigging, Could I Have The Files And Script Please? It Would Really Help Me Out, This is a Smash Bros thread, not a JoJo thread kiddo. RE: Super Smash Bros. Ultimate Ripping Project - Kold-Virus - 05-09-2019 ChrisCross just got.... Smash'd? lol I love the way they handled particle textures in this game. They're tiled for UV animations to save space ![]() But I found a bug in ef_common.eff. It has a magic id of KE_A which nothing can open ![]() EDIT: As such I'm really happy you extracted them RTB! RE: Super Smash Bros. Ultimate Ripping Project - ChrisCross - 05-10-2019 (05-09-2019, 08:40 PM)OS-PRIME Wrote:(05-09-2019, 03:12 PM)ChrisCross Wrote: Hey RTB, I Heard From A Few Friends That You Have a 3DS Max Script That Exports The JoJo Eyes Of Heaven Models With Their Original Rigging, Could I Have The Files And Script Please? It Would Really Help Me Out, Sorry About That, Couldn't Really Find A Thread For The JoJo Models..So..Yeah.. ![]() RE: Super Smash Bros. Ultimate Ripping Project - Carpaccio - 05-13-2019 So uh...how does one go about fixing the normal maps? Any time I extract them with the BMS script then convert with Noesis they come out like this. https://www.dropbox.com/s/3nxh7k302w6tdsm/def_shulk_002_nor.png?dl=0 RE: Super Smash Bros. Ultimate Ripping Project - Makoto - 05-14-2019 (05-13-2019, 04:05 PM)Carpaccio Wrote: So uh...how does one go about fixing the normal maps? Any time I extract them with the BMS script then convert with Noesis they come out like this.paint the blue channel white RE: Super Smash Bros. Ultimate Ripping Project - Carpaccio - 05-14-2019 Er...I'm not exactly sure what you mean by that. How does one paint a singular channel? RE: Super Smash Bros. Ultimate Ripping Project - Demonslayerx8 - 05-15-2019 (05-14-2019, 09:04 PM)Carpaccio Wrote: Er...I'm not exactly sure what you mean by that. How does one paint a singular channel? via photoshop, and probably GIMP RE: Super Smash Bros. Ultimate Ripping Project - Kold-Virus - 05-15-2019 I was never sure how to do it in GIMP. I keep having difficulty editing one channel without affecting the others unless I split the channels and rebuild the image channel by channel/. RE: Super Smash Bros. Ultimate Ripping Project - Essential - 06-05-2019 I "remove" the yellow splatter by channel mixing in GIMP RE: Super Smash Bros. Ultimate Ripping Project - Dracomatt - 06-12-2019 Banjo Kazooie and The hero of Dragon Quest are coming to smash. |