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The Official Super Smash Bros. Brawl Project (Now at Phase 2!)
@thegameexplorer: Nicely done for the most part, but I think you should put Diddy's files back together. I'm glad you separated out the Konga drum files into the FS for DK, but for Diddy, his Rocketbarrel Pack is part of his normal attacks, too. It will just have to be that Diddy doesn't have a separate Final Smash submission. Not every character will. Also, Zelda & Sheik's FS files are identical, so you don't need to do both.

@Tonberry2k: For the Alloys, Mighty explained it perfectly. For the modified models, I originally had them at the very bottom, but then the Unused Trophies came in, which I like to keep at the very bottom. The only custom thing about them is that they were manually t-posed, like a number of the submissions on the site. I think they should stay on the page, but I will reorganize the categories a bit.
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Sorry, I thought his final smash was mixed with the other effects. So here is the fixed one
Diddy Kong Effects
(03-19-2012, 01:52 PM)Peardian Wrote: @thegameexplorer: Nicely done for the most part, but I think you should put Diddy's files back together. I'm glad you separated out the Konga drum files into the FS for DK, but for Diddy, his Rocketbarrel Pack is part of his normal attacks, too. It will just have to be that Diddy doesn't have a separate Final Smash submission. Not every character will. Also, Zelda & Sheik's FS files are identical, so you don't need to do both.
....

Thanked by: Garamonde
Finished

Effects:
Zelda Effects
Shiek Effects
Ganondorf Effects

Final Smashes
Sheik & Zelda Final Smash
Toon Link (Triforce Slash (Toon Link))

Claiming

Falco (Command) (Falcocommand.brres)

Last trophy FTW!
Here is that last trophy:

Falco (Command)

He has no textures though Sad

Claims:

Effects

Toon Link Effects
Samus Effects
Zero Suit Samus Effects

Final Smashes:

Samus (Zero Laser)
Zero Suit Samus (Power Suit Samus)
Ice Climbers (Iceberg)
Thanked by: Garamonde
In most fighting games we do put boss characters under "fighters" but most fighting games don't have a whole convenient section dedicated to enemies you fight in those games. Wink
Either one is fine though. I'm not gonna tell you how to run your section. Smile
[Image: b1.php?u=39480955]
Quote:You had wasted MY LIFE... waiting for just a goddamn bunnelby model.
-The prestigious Farlavor
Thanked by: Garamonde
(03-19-2012, 05:08 PM)thegameexplorer Wrote: Falco (Command)

He has no textures though Sad
Fixed.

[Image: FalCommandRender.png]

http://www.mediafire.com/?u3o92y3scpj216h

Gah. Material colours instead of actual textures. How annoying!

Thanked by: Garamonde

@Tonberry: Yeah, I see. However I think that they are fine where they are.
[Image: sweet-capn-cakes-deltarune.gif]
Thanked by: Perseus
And with that, the Trophies are all done! I'll leave up the massive list until tomorrow, so that everyone can get a good look at it and realize what a terrific accomplishment this is! Big Grin


@RTB: Wonderful job on the trophy! Much better than I could have done. Big Grin

By the way, how are the Ice Climbers coming along?
Thanked by: Garamonde, Friedslick6
(03-19-2012, 09:34 PM)Peardian Wrote: @RTB: Wonderful job on the trophy! Much better than I could have done. Big Grin

By the way, how are the Ice Climbers coming along?
Ah, it's nothing, really. Just copied the material colour values from BrawlBox and made 'em 8x8 textures instead. Didn't take me too long.

Either way, I've almost got their models ready. Hopefully I'll get some time to finish them up either later on tonight or tomorrow.

Thanked by: Garamonde
How did you fix this if I may ask?
(03-19-2012, 07:43 PM)Random Talking Bush Wrote:
(03-19-2012, 05:08 PM)thegameexplorer Wrote: Falco (Command)

He has no textures though Sad
Fixed.

[Image: FalCommandRender.png]

http://www.mediafire.com/?u3o92y3scpj216h

Gah. Material colours instead of actual textures. How annoying!

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I have a problem with Sonic... His eyes' textures are alright, but the problem is that for some reason, they are repeated all over the eyes' mesh. I mean that you have his eyes on the right place but some inches further they reappear, making it very ugly. Hard to explain. Wish there was an .SMD for it, but if some1 can help me out with that texture problem, I would love it Smile
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(03-20-2012, 09:21 AM)thegameexplorer Wrote: How did you fix this if I may ask?
Basically, I grabbed the "C0Color0" values and converted the RGB textures into corresponding textures, which I then applied to the proper polygon groups on the model.

[Image: FalcoCommandMaterials.png]

(03-20-2012, 02:32 PM)JorisCeoen Wrote: I have a problem with Sonic... His eyes' textures are alright, but the problem is that for some reason, they are repeated all over the eyes' mesh. I mean that you have his eyes on the right place but some inches further they reappear, making it very ugly. Hard to explain. Wish there was an .SMD for it, but if some1 can help me out with that texture problem, I would love it Smile
Hm, sounds like a texture clamp, which means that his UV mapping values need to be fixed.

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By the way, thegameexplorer, I just checked your last batch. Most of them are good, but you forgot the DAE paths in Toon Link's FS.


@RTB: How do you fix UVs to account for clamping? Just make a texture with a bunch of empty space around it and adjust the UVs accordingly?
Thanked by: Garamonde
Hey, RTB, do you know how to fix SSBB Mario's UV Issue? and The Eye Texture on Sonic.... That's how It came. that's it. It is Easy To Fix.
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Ok i know this is random but Dr. Shrunk looks retarded.

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(03-20-2012, 03:17 PM)Peardian Wrote: @RTB: How do you fix UVs to account for clamping? Just make a texture with a bunch of empty space around it and adjust the UVs accordingly?
That's the way I do it. UVW XForm is really helpful for that.

(03-20-2012, 04:15 PM)josh98 Wrote: Hey, RTB, do you know how to fix SSBB Mario's UV Issue? and The Eye Texture on Sonic.... That's how It came. that's it. It is Easy To Fix.
Hm, not exactly the easiest to fix. But the basic idea is to duplicate the polygon groups with the offending UV mapping, then force each one to use a different UV mapping channel (and the respective textures for each channel). I'll get more into that later.

Either way, the Ice Climbers are ready. Hope I didn't screw anything up here -- it's been a while since I've uploaded anything to The Models Resource.

[Image: SSBB-NanaRender.png]

http://www.mediafire.com/?r76caa3bt81cnl1

I even went the extra mile and made new textures for the outer layers of fuzz, using the exact alpha channel values that Brawl uses for 'em. Nerd


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