Users browsing this thread: 13 Guest(s)
Zerox's Super Smash Bros Melee Rips
#16
Okay good that's what I thought personally I thought he seemed a bit tall too but I didn't want to make him too short. Gonna Puke One of the biggest disadvantages of ripping with 3D Ripper DX.

Here this looks much better to me:


[Image: younglinkmeleev2.png]

[Image: younglinkmelee_iconv2.png]
Thanked by: Shadowth117, juhis
#17
Alrighty here's a new one for yall. Now you guys get Mario by luck of the draw as he was on the same screen as Young Link when I ripped him.

[Image: mario.png]

[Image: mario_icon.png]

And just a preview for now but here's Ganondorf so far:

[Image: ganondorfwipmelee.png]

Pretty much all that's left is finding all his costumes which are mostly identical. Ninja
Thanked by: Shadowth117
#18
Awesome model rips! :]
That Ganondorf look so much better than the n64 model
[Image: scaled.php?server=441&filename=ipposig.png&res=medium]
Thanked by:
#19
Ah man that's awesome, good job Zerox. Just a tip if you're using the Debug Menu to choose costumes, which if you aren't its much easier that way, the costume colors only go up to 5 for a total of 6 costumes at most and sometimes not even that. 6-9 in the debug are always repeats if anything.

Ganondorf looks almost like he was modified from his taunt pose by the way. Is that really his T-Pose? It just seems odd when every other character is in the usual T.
Thanked by:
#20
No that's his real T-pose from the classic start screen. He's in this pose at the start of battle too. It's his real T-Pose the odd thing was that he faced sideways while the other characters have faced forward. Like this (o)> Instead of being able to see both eyes like this (o.o). I imagine the reason his arms are in more of the A-Pose(Real Term?) instead of a T-pose is his shoulder guards. I imagine they don't move and stretch that much so they arms are adjusted to compensate for that in his default stance.

I haven't tried using the debug mode no. I've just been ripping characters from the Classic pre-match screen and then going to versus to get the other 4 colors.

It's annoying though as it doesn't seem to always get all the textures so I've been using Dolphin's built in texture dumping feature to try to make up for that, only thing is they don't dump the names the same.

(12-31-2010, 06:26 PM)Solink Wrote: Awesome model rips! :]
That Ganondorf look so much better than the n64 model

Indeed he does! Like I said, "It's like Ocarina of Time HD!" Brawl's too much like Twilight Princess if your going for the Ocarina of Time style. Shy
Thanked by:
#21
I think the reason it doesn't get all of the textures sometimes is because you're ripping from an emulated game in which memory positions can change a whole lot on the fly so 3D Ripper DX's usual texture caching method doesn't work. I've just gotten into the habit of doing a single rip and then restarting the program which seems to do the trick for all but a few oddities such as the target test background and Game&Watch.

But yeah, Debug Mode is just far simpler for the costume ripping since it has a set order for everything.
Thanked by:
#22
Does Link come with his bottle of Lon Lon Milk?
Thanked by:
#23
No he doesn't. I don't know about Zerox, but I'm just trying to rip the characters right now and if I go for the accessories like that it'll probably be a lot later.
Thanked by:
#24
As Shadowth said it isn't there which you could have easily found out by download it. The things like bows, bombs, the milk, etc. are all loaded separately and not shown in the model's default unanimated stance as such you won't be see them included with these though I may rip them eventually.
Thanked by:
#25
I see, I just have'nt had a chance to load it into blender yet (my computer dose'nt have internet but my mom's does so i have to go back and forth on machines or just convert models in bulk.) I have to say though, the Melee model looks better then the brawl one.
Thanked by:
#26
Just a status update. I've ripped the Wireframes they're just a bit skewed and I am having difficulty fixing them so I'm going to test a new code and try reripping them.

Edit: Alrighty that code made the rips much better. So without further delay here's the Fighting Wireframes!

[Image: fightingwireframemale.png]

[Image: fightingwireframefemale.png]

[Image: fightingwireframemale_icon.png][Image: fightingwireframefemale_icon.png]
Thanked by:
#27
Oh nice, those came out really well good job.

I think I liked the fighting polygons a little better since they were more varied, but the wireframes are still pretty cool.
I really do hate to complain about something that could be seen as so minor, but I could tell from the Male wireframe when I took a better look that these are a little bit off.
[Image: wiresa.jpg]

Crappy image with a lack of anti-aliasing aside (he unposes at match start so I couldn't pause and take a screen), even taking into account the perspective of my screen your wireframe seems a little too stretched vertically. Scaling him vertically to about 80% gets him looking a bit better. Female wireframe seems to be suffering from the same thing though its a little harder to tell. The fix would be the same though.

I really hope you don't take it personally or anything its just that if there's minor issues like that I'd prefer if we could fix them now before they get distributed to other people through the site.
Thanked by:
#28
Sounds like you already fixed them so why not just use the one's you already fixed when uploading? I won't mind at all. XD
Thanked by:
#29
Ah alright then. Just wanted to let you know was all. Wouldn't have felt right editing someone else's rip before uploading it without saying anything.
Thanked by:
#30
I understand the sentiment but I wouldn't care either way. If you've already fixed it all it does is save me time. =P Though being notified you've done so is nice too as then I can download a fixed model instead.
Thanked by:


Forum Jump: