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Wii U Ripping Catch-All Thread
#61
(01-29-2015, 11:30 PM)RatchetMario Wrote: I wonder how much polygons in Mario 3D World should be, it's looks pretty much HD for Bowser.
I'd say so. 21,256 polygons in Super Mario 3D World, and 16,798 polygons in Mario & Sonic.
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#62
(01-30-2015, 12:02 AM)Random Talking Bush Wrote:
(01-29-2015, 11:30 PM)RatchetMario Wrote: I wonder how much polygons in Mario 3D World should be, it's looks pretty much HD for Bowser.
I'd say so. 21,256 polygons in Super Mario 3D World, and 16,798 polygons in Mario & Sonic.

Pretty much. I'd prefer for 3D World

And what about Mario or Luigi 3D World compared to Mario & Sonic Soichi 2014 Olympic Games?

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#63
Mario Kart's always had low poly character models with focus on backgrounds, so it's not surprising in the slightest.
All what matters is how it looks in-engine, and it looks pretty sexy there. The shaders and normal maps go a long way.

[Image: 2014-11-19_1823.png]
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#64
(01-30-2015, 02:47 AM)RatchetMario Wrote:
(01-30-2015, 12:02 AM)Random Talking Bush Wrote:
(01-29-2015, 11:30 PM)RatchetMario Wrote: I wonder how much polygons in Mario 3D World should be, it's looks pretty much HD for Bowser.
I'd say so. 21,256 polygons in Super Mario 3D World, and 16,798 polygons in Mario & Sonic.

Pretty much. I'd prefer for 3D World

And what about Mario or Luigi 3D World compared to Mario & Sonic Soichi 2014 Olympic Games?
Super Mario 3D World (Default face/hands only)
Mario: 9,304
Luigi: 9,408

Mario & Sonic (Entire model)
Mario: 10,538
Luigi: 10,800

Mario & Sonic's models have finger and face bones, while Super Mario 3D World just has bodygroups (like in Super Mario Galaxy and Super Mario 3D Land).
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#65
How does Smash 4 Mario compare to those? On the Wii, I recall SSBB models being a bit higher poly than the wii Mario Sports games. Maybe the textures were just higher res though

[Image: 2014-11-19_1823.png]
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#66
(01-30-2015, 03:46 AM)Pik Wrote: How does Smash 4 Mario compare to those?  On the Wii, I recall SSBB models being a bit higher poly than the wii Mario Sports games. Maybe the textures were just higher res though
SSB4U's Mario model has, with only the default bodygroups... 6,536 polygons. Surprisingly not that much more compared to Brawl's, which has 5,227.
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#67
Huh, that's not what I expected. Interesting. Are his textures large? 1024 x 1024 or 2,048 x 2,048?

[Image: 2014-11-19_1823.png]
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#68
wow... So... finally you're ripping models from Mario 3D World... at least it saved me the effort to download it by myself... for now. Smile

besides, I'm interested in Bowser cat form (Final boss of the game).
maybe some cat goombas, the big orange yoshi-like kangaroo. I dunno if there's other interesting models to get my hands on. Smile
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#69
(01-30-2015, 09:38 AM)Farlavor Wrote: maybe some cat goombas, the big orange yoshi-like kangaroo. I dunno if there's other interesting models to get my hands on. Smile

I don't mean to sound rude, but Plessie isn't a kangaroo. She (?) is a plesiosaur instead, hence her name.
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#70
(01-30-2015, 09:38 AM)Farlavor Wrote: at least it saved me the effort to download it by myself... for now. Smile
Well, you can always ask me to send you the extracted files from that game. Or any others, I've got all of the following:
  • Captain Toad: Treasure Tracker
  • Mario & Sonic at the Soichi 2014 Olympic Winter Games
  • Mario Kart 8
  • New Super Mario Bros. U
  • NintendoLand
  • Sonic Boom: Rise of Lyric
  • Sonic Lost World
  • Super Mario 3D World
  • Super Smash Bros. for Wii U
  • The Legend of Zelda: Wind Waker HD
  • Wii Party U
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#71
A fmdl parser has been released so you can convert super mario 3d world model to obj, but withoout textures :/
Did any of you get textures working Smile?
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#72
(01-30-2015, 06:39 PM)mustafa Wrote: A fmdl parser has been released so you can convert super mario 3d world model to obj, but withoout textures :/
Did any of you get textures working Smile?
Textures are being worked on, I'm looking into figuring out how to convert the FTEX headers into GFX2 headers so that they can be converted easily. Likewise for the Smash Bros. for Wii U textures, which are similar.
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#73
(01-30-2015, 04:27 AM)Random Talking Bush Wrote: SSB4U's Mario model has, with only the default bodygroups... 6,536 polygons. Surprisingly not that much more compared to Brawl's, which has 5,227.

That's not too surprising, honestly. Most of the graphical improvements in SSBU come from better shaders. Not only that, the game also has to handle 8 player characters at once without dropping frames, and depending on the mode, even then it might bog down some.

If you clear Crazy Orders after a decent number of turns (about 15-18 does it for me), you'll notice the coins in the background slow down as more prizes appear, and once the next page shows up, it goes full speed again.

Also, just recently, I had a Master Orders ticket: Coin Battle (1 minute) against 3 other characters. I was Ganondorf with high attack and had a shield break infront of me, so I charged up a Warlock Punch to hit the stunned foe, and caught all three opponents, causing a MASSIVE amount of coins to drop, as well as making the game pause for a few frames (this could also have been Critical Hit going off, but I didn't see any tell-tale signs of that). Considering each coin is normal- and specular-mapped (I had an opportunity to look later, and the normal map looks kinda bad close to the edges, thanks to compression), I can imagine having a bunch of those objects spawning all at once could tax the Wii U.
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#74
I was just wondering if you want to convert a file extension to another, what should you look for in a hex editor for instance Smile?
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#75
Does anyone have bayonetta 2 files yet? I can add support for them in my platinum wmb maxscript.
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