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 - 09-07-2020 I'm almost done with my first batch of exported models fresh from my latest version of my exporter, but I have ran into a particular problem with Terry. While most of the UV maps display correctly, it seems that any mesh using the materials 'skin_dolly_001_b' 'alp_dolly_003', and texture names 'skin_dolly_001_b_col'(.png) and 'alp_dolly_003_col'(.png) are not looking quite right in Blender. Three meshes from the default facial expression are depicted below. Now here are the meshes textured, as is after a fresh import: Here is what I have learned after playing around with various meshes and analyzing the two textures: The top half of the two textures is for when Terry has his cap on, as the top of his head is likely covered by the cap's shadow. The bottom half of the two textures is for when Terry has is cap off, as the top of his head has more light that would not be blocked by his cap. After looking at the default facial expression as specified by the animation files, I have concluded that the top half of the two textures are the default. Switching between the two halves is likely controlled by material or texture parameters found in some animation files (which my NUANMB importer doesn't support yet). If the need arises where Terry's cap will be off, I can have the materials 'skin_dolly_001_b' 'alp_dolly_003' switch to the bottom half of the two textures manually within Blender for now (or maybe not if the shadows don't bother too many people). I have decided to work around this problem by using GIMP to split the two textures 'skin_dolly_001_b_col'(.png) and 'alp_dolly_003_col'(.png) into two different ones, with each consisting of a top half and bottom half. This allows the UVs to be properly aligned now, but the original textures will remain in my repository for those who would like to figure out how to use them. RE: Super Smash Bros. Ultimate Ripping Project - dalek_kolt - 09-07-2020 Found some missing textures on Mother Brain, I'm assuming these are some universal textures that just weren't packaged in to save space. I'm pretty sure I can figure out what "default_white" is, but not 100% sure what "default_param" is. Long shot, I don't suppose any uploaded files have these textures anywhere? RE: Super Smash Bros. Ultimate Ripping Project - Lightstalker - 09-12-2020 How do I extract models and export them as smd and import in blender and export as dae/fbx? RE: Super Smash Bros. Ultimate Ripping Project - Worldblender - 09-12-2020 (09-12-2020, 09:57 PM)Lightstalker Wrote: How do I extract models and export them as smd and import in blender and export as dae/fbx? There's no need to perform the SMD export and import now, with my direct Blender importer, which can be found at https://gitlab.com/Worldblender/io_scene_numdlb. The current version requires Blender 2.80 or later; older versions are located in a 2.79_compatible branch. Once you install the scripts, use the import menu to navigate to a NUMDLB file. Once you are satisfied with your changes, you can then export with the built-in Collada or FBX exporters. You may want to save your work first, or you can also navigate to https://gitlab.com/Worldblender/smash-ultimate-models-exported for pre-imported models, so that you don't have to perform the import step at all. That repository is currently incomplete, as I work on every model. RE: Super Smash Bros. Ultimate Ripping Project - Lightstalker - 09-12-2020 Thanks! I Totally Forgot About That. RE: Super Smash Bros. Ultimate Ripping Project - Lightstalker - 09-13-2020 I did Pikachu and it was hilarious! The dae and fbx is pending and everyone will be golden. Right Random Talking Bush? RE: Super Smash Bros. Ultimate Ripping Project - Worldblender - 09-18-2020 (09-07-2020, 08:47 AM)dalek_kolt Wrote: Found some missing textures on Mother Brain, I'm assuming these are some universal textures that just weren't packaged in to save space. I wrote this section to deal with such images, found in https://gitlab.com/Worldblender/smash-ultimate-models-exported/-/blob/master/README.md: Code: ## Dealing with shader-internal images RE: Super Smash Bros. Ultimate Ripping Project - Kold-Virus - 09-18-2020 Your NUANMB plugin at work, my friend RE: Super Smash Bros. Ultimate Ripping Project - AustinZimmermann - 09-18-2020 Here are the NUMDLB models! Fox (Color 5) Falco (Color 5) Peach (Color 1) Luigi (Color 1) Captain Falcon (Color 1) Diddy Kong (Color 5) Donkey Kong (Color 5) RE: Super Smash Bros. Ultimate Ripping Project - AustinZimmermann - 09-19-2020 Daisy Rosalina & Luma RE: Super Smash Bros. Ultimate Ripping Project - Dracomatt - 10-01-2020 Update on Smash: Minecraft's Steve is coming to Smash Ultimate. RE: Super Smash Bros. Ultimate Ripping Project - radzo73 - 10-13-2020 Update on Smash: Steve has been released. RE: Super Smash Bros. Ultimate Ripping Project - Worldblender - 10-13-2020 The 9.0.0 update containing Steve, Alex, and the usual stuff (Kirby costume, Minecraft World stage, Mii Fighter costumes, alt costumes) has released by now. Will be waiting for the files to be uploaded so that I can work on them soon. RE: Super Smash Bros. Ultimate Ripping Project - Random Talking Bush - 10-13-2020 Update on Smash: Steve's models won't be up until 5 or 6 hours at the very least, don't pester me to get them out sooner. (EDIT: I spent way too long trying to figure out the hashes, so you'll have to wait until tomorrow.) RE: Super Smash Bros. Ultimate Ripping Project - Lightstalker - 10-14-2020 What about Kirby's Animations from 3.0.0 to 9.0.0? |