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Random Talking Bush's Model Rips
#31
(03-02-2011, 09:33 PM)AllenSword Wrote: @Shadowth117 there's someone on facepunch who ripped a bunch of metriod prime models with 3d ripper dx. You could ask him if he'll upload the models.

Maybe, but the main reason I wanted to know about the viewer is because it would be able to rip the models with their bind poses intact. It would also make ripping the different rooms much easier since it would get everything at once unlike 3D Ripper DX which would force me to get multiple rips in one room and combine them.
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#32
*dusts off topic* Jeez, it certainly collected a lot of dust in one month.

Either way, here's most of the rest of the characters from Mario Sports Mix. I'll submit Peach and Daisy in about a week or so, along with some more NPC characters (Birdo, Boo, Pianta, Monty Mole, etc.). Then I'll move on to a different game. Not sure which one yet.

(Diddy Kong) (Luigi) (Mario) (Toad) (Wario) (Waluigi) (Yoshi) (Dry Bones) (Lakitu) (Mansion Ghosts) (Shy Guy)

And the preview images:

[Image: th_Nintendo_MSM_DiddyKong_preview.jpg] [Image: th_Nintendo_MSM_Luigi_preview.jpg] [Image: th_Nintendo_MSM_Mario_preview.jpg] [Image: th_Nintendo_MSM_Toad_preview.jpg] [Image: th_Nintendo_MSM_Wario_preview.jpg] [Image: th_Nintendo_MSM_Waluigi_preview.jpg] [Image: th_Nintendo_MSM_Yoshi_preview.jpg] [Image: th_Nintendo_MSM_DryBones_preview.jpg] [Image: th_Nintendo_MSM_Lakitu_preview.jpg] [Image: th_Nintendo_MSM_MansionGhosts_preview.jpg] [Image: th_Nintendo_MSM_ShyGuy_preview.jpg]
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#33
How come Luigi's face looks like it's going inward?
[Image: 27348983yu7.png]
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#34
Ah great, some new models. Especially for the Mansion Ghost, as there's little (if not, no) models around of them.
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#35
Wow, I can't believe I didn't expect RTB to be doing models too! Great job, Bush! Smile

Also A.J. it's probably because of all the shadow shading.
[Image: sweet-capn-cakes-deltarune.gif]
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#36
(04-15-2011, 08:15 PM)A.J. Nitro Wrote: How come Luigi's face looks like it's going inward?
I blame the way 3DS Max renders the models. Either way, I'll take another look just in case I need to fix it.

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#37
I was almost gonna say something about the 3DS until I just googled what 3DS Max was. Silly me!
[Image: 27348983yu7.png]
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#38
Yeah, the lighting error might be because Luigi's eyes have less polygons for them compared to the rest of his face.

[Image: 3DSMax-MSMLuigiPolygons.png]

Either way, I'm gonna tweak the smoothing groups for the Bros., and see how that effects the models.

(EDIT: Done. I put their hats on a separate smoothing group. Made a huge difference for Luigi, a noticable difference for Mario, but not so much for Wario or Waluigi. Hm.)

(EDIT 2: Oof. I think I'm gonna re-do the preview images, as they look all grainy compared to the first few that I did...)

(EDIT 3: Updated. The new ones will show up in about an hour or so, since Photobucket doesn't seem to update instantaneously anymore...)
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#39
Ah these look great I'm glad to see a mansion ghost finally.
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#40
Oh, and aren't there different colored Yoshi's in the game? Would you have to get their models or are there different colored textures that come with the models?
[Image: 27348983yu7.png]
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#41
(04-16-2011, 09:16 AM)A.J. Nitro Wrote: Oh, and aren't there different colored Yoshi's in the game? Would you have to get their models or are there different colored textures that come with the models?
I got all six variants. Because they all use the same models and different textures, all you would need to do is swap out the "images" folder with, say, "images (blue)" to get the blue Yoshi. Likewise for Toad and the Shy Guy.
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#42
(04-15-2011, 09:19 PM)Random Talking Bush Wrote: Yeah, the lighting error might be because Luigi's eyes have less polygons for them compared to the rest of his face.

Huh... now that's weird. I wonder why Nintendo would do something like that. They could easily have taken a few polys from the nose and moved them to the eye area.


Umm, while I'm here, I tried to ask via PM awhile back, but there was a post by you on Smashboards where you posted up the various geometry types Brawl used.

One of them (B0 - "Line Strip") caught my eye, being as it's the type that Pharrox's converter choked on, necessitating a need to find a different way to rip the Alloys.

So, I have a few questions about it:

1) What exactly is the Line Strip? Any information on how it works would be helpful.

2) Is there any way at all to have the vertex or UV information exported in any manner? I'd still like to be able to perfect my Alloy rips, but this stands in the way.
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#43
(04-17-2011, 05:24 PM)Tiberious Wrote: Umm, while I'm here, I tried to ask via PM awhile back, but there was a post by you on Smashboards where you posted up the various geometry types Brawl used.

One of them (B0 - "Line Strip") caught my eye, being as it's the type that Pharrox's converter choked on, necessitating a need to find a different way to rip the Alloys.

So, I have a few questions about it:

1) What exactly is the Line Strip? Any information on how it works would be helpful.

2) Is there any way at all to have the vertex or UV information exported in any manner? I'd still like to be able to perfect my Alloy rips, but this stands in the way.
I am honestly not sure what kinds of models use Line Strips, because as far as I know they don't store any polygon data. Either way, BrawlBox or the BRRESViewer seem to have no problems exporting the models that AiS used to crash with, and don't seem to have the UV mapping problems that AiS had, either. (If you tried exporting one of the PokéPark models with AiS, you'd see what I mean.)
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#44
(04-19-2011, 04:35 PM)Random Talking Bush Wrote: I am honestly not sure what kinds of models use Line Strips, because as far as I know they don't store any polygon data.

I know for a fact that Red, Yellow and Blue Alloys use them (look in my Brawl thread). Green doesn't, and so he converted properly with AiS.

I also know (thanks to BrawlBox) that the Line Strip does have vertex data. I had to rebuild the affected section (Polygon 4 in Red and Blue, Polygon 5 in Yellow) manually in Wings3D (they have an 'absolute move' function, where you give the coordinates, and it goes to that spot instantly) for the submissions.

Let's just say that was kinda slow and boring.

(04-19-2011, 04:35 PM)Random Talking Bush Wrote: Either way, BrawlBox or the BRRESViewer seem to have no problems exporting the models that AiS used to crash with, and don't seem to have the UV mapping problems that AiS had, either. (If you tried exporting one of the PokéPark models with AiS, you'd see what I mean.)

Oh, I know what you mean. I use BRRESViewer myself, and I think i'm gonna look into pulling some PokéPark models when I... get a hold of, the relevant files and learn what it is I need to do to get to them with BRRESViewer.
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#45
(04-19-2011, 07:04 PM)Tiberious Wrote: I know for a fact that Red, Yellow and Blue Alloys use them (look in my Brawl thread). Green doesn't, and so he converted properly with AiS.

I also know (thanks to BrawlBox) that the Line Strip does have vertex data. I had to rebuild the affected section (Polygon 4 in Red and Blue, Polygon 5 in Yellow) manually in Wings3D (they have an 'absolute move' function, where you give the coordinates, and it goes to that spot instantly) for the submissions.

Let's just say that was kinda slow and boring.
Ah, forgot all about the Alloys. Yeah, I remember AiS could never export those properly.

(04-19-2011, 07:04 PM)Tiberious Wrote: Oh, I know what you mean. I use BRRESViewer myself, and I think i'm gonna look into pulling some PokéPark models when I... get a hold of, the relevant files and learn what it is I need to do to get to them with BRRESViewer.
I've posted the Pokémon models up in the "Game Specific Model Ripping guides" topic, so go for it if you want. Smile
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