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05-14-2016, 05:43 PM
(This post was last modified: 05-14-2016, 06:10 PM by nobody231.)
(05-14-2016, 05:18 PM)ghostpotato Wrote: (05-14-2016, 05:05 PM)nobody231 Wrote: Now I've finished ripping the base Shadow Mewtwo, time to get working on the Mega Evolution (and alt mega).
Not sure if the following belongs here, but could you tell me how you applied the textures?
No worries, we can't have a project if no one knows how to rip!
What I did was download the models from RTB's link, then rename all of the textures. I then separated the alpha channel from the RGB by control-clicking the layer thumbnail of the image in Photoshop, and saving the selection as a channel. I copied and pasted that channel into a new file, and saved it as the specular intensity map. To get a correct normal map, I simply split the RGB and alpha by saving the normal map as a .TGA, and then opening it in Photoshop, which will instantly split the alpha and RGB. I saved that over the normal file. I repeated this for all maps, and then applied them in Blender like any textures.
i hate exporting
Shadow Mewtwo is finally done though!
Download Here!
Some guy who just lurks this place nowadays.
(05-14-2016, 11:02 AM)ghostpotato Wrote: To RTB:
*image*
I imported Mega Lucario into 3DS Max with your script, but this is what I got. AFAIK the only guide on this is this guide, but it doesn't describe textures.
Also, please let me still have my claim on Lucario. I'm highly inexperienced, but I want to learn. Hrm, looks like the "vertex colours" are conflicting with the model. Try re-downloading the script in the first post and use that, since I added a function to disable those by default.
05-14-2016, 06:16 PM
(This post was last modified: 05-14-2016, 07:48 PM by Hallow.)
I'm not quite sure how to properly apply the specular power map in blender, but I've ripped a few supports too
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(05-14-2016, 06:16 PM)Hallowpape Wrote: I'm not quite sure how to properly apply the specular power map in blender, but I've ripped a few supports too
Try using the specular power map as the specular intensity.
Some guy who just lurks this place nowadays.
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Do you think it's possible to extract the objects from the stages?
(I want her model so badly...)
05-14-2016, 07:42 PM
(This post was last modified: 05-14-2016, 07:42 PM by Lilothestitch.)
Whats the file format for this game?
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05-14-2016, 11:20 PM
(This post was last modified: 05-15-2016, 01:02 AM by ghostpotato.)
(05-14-2016, 05:43 PM)nobody231 Wrote: (05-14-2016, 05:18 PM)ghostpotato Wrote: (05-14-2016, 05:05 PM)nobody231 Wrote: Now I've finished ripping the base Shadow Mewtwo, time to get working on the Mega Evolution (and alt mega).
Not sure if the following belongs here, but could you tell me how you applied the textures?
No worries, we can't have a project if no one knows how to rip!
What I did was download the models from RTB's link, then rename all of the textures. I then separated the alpha channel from the RGB by control-clicking the layer thumbnail of the image in Photoshop, and saving the selection as a channel. I copied and pasted that channel into a new file, and saved it as the specular intensity map. To get a correct normal map, I simply split the RGB and alpha by saving the normal map as a .TGA, and then opening it in Photoshop, which will instantly split the alpha and RGB. I saved that over the normal file. I repeated this for all maps, and then applied them in Blender like any textures.
Sorry, I'm still a little confused. Here's where I am so far (I started with Lucario's Mega just 'cause ):
How do I go about adding textures in Blender? Sorry again if this is turning into pestering.
I don't know how to apply the bump maps for Super Mario Maker
PLEASE PM me if you know how!
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(05-14-2016, 07:42 PM)Lilothestitch Wrote: Whats the file format for this game?
NUD, just like Smash Wii U. (Bandai Namco was part of both, some people think that NUD stands for Namco Universal Data)
Some guy who just lurks this place nowadays.
(05-15-2016, 02:00 AM)nobody231 Wrote: (05-14-2016, 07:42 PM)Lilothestitch Wrote: Whats the file format for this game? NUD, just like Smash Wii U. (Bandai Namco was part of both, some people think that NUD stands for Namco Universal Data) Pretty much, but it's "NDWD" instead of "NUD3". Literally the only difference between this and the Smash Bros. model format is that the bytes are written in "little endian" byte order instead of "big endian". And the fact that the script pretty much worked right off the bat after tweaking the byte order must mean that I was incredibly accurate with the SSB4U one. B)
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(05-14-2016, 05:14 AM)Random Talking Bush Wrote: (05-14-2016, 02:50 AM)Demonslayerx8 Wrote: mmm arnt bones supported? i get no bones when importing into max 2014.. tried both versions of the script too. It's supposed to, as long as the *.VBN files are in the same folder as the *.NUD (just like with SSB4U's models).
Anyway, I've updated the script to fix the problems with certain stages (which I've also uploaded to the model collection). Speaking of which, I don't know how they animate, considering they have no real bones or rigging information... Hrm.
well i used sammi's tool to decrypt and unpack the drp files.. and all it gives me for the pokemons is 2 files.. the nud and the nut
(05-15-2016, 06:57 AM)Demonslayerx8 Wrote: well i used sammi's tool to decrypt and unpack the drp files.. and all it gives me for the pokemons is 2 files.. the nud and the nut The bone structures are in the "chrind" folders. Look for the file that has "bindpose" at the beginning, that's the bone structure. Copy that over to the respective "chrdep" folder, and rename it to match the others, with the *.vbn extension, then it'll work.
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ahh ok, i didnt know that
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To RTB: Is there any way to export the models from 3DS Max and retain all of the textures, without having to re-apply them in Blender? If I export as .dae I get green, pink, and white lines all over my model, and .obj doesn't give me any textures at all.
I don't know how to apply the bump maps for Super Mario Maker
PLEASE PM me if you know how!
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(05-16-2016, 11:17 PM)ghostpotato Wrote: To RTB: Is there any way to export the models from 3DS Max and retain all of the textures, without having to re-apply them in Blender? If I export as .dae I get green, pink, and white lines all over my model, and .obj doesn't give me any textures at all.
Export 'em as .fbx.
Any Blender scripts?
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