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Super Smash Bros. Ultimate Ripping Project
What happened to the Protoman model from page one?
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(10-14-2020, 02:22 PM)Lightstalker Wrote: What about Kirby's Animations from 3.0.0 to 9.0.0?
I've always been including those with the respective model updates, no point in splitting a couple of animations into a separate archive.

Anyway, that darned Steve from Minecraft is up now. One stage folder name isn't proper, but I spent over 10 hours working on those last night and I hit a brick wall, so you get what you get.

I also replaced all of the "Effects" archives with re-rips, because those *.EFF files were more important than I thought. I assumed they were just BFRES/BNTX containers -- Switch Toolbox shows how useful they were in their original format. Whoops.

(EDIT: Re-updated Kirby's archive since apparently his Squirtle hat was also changed in v9.0.0, and Banjo's since his model was changed too.)
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Thanked by: Worldblender, Kold-Virus
Ooh nice! I'll go see/try that now for the EFF files. Thank you for your hard work and dedication, Bush!
I'm an opera-crossover singer undergoing classical voice training and I'm also making Super Smash Bros. Feud.

Discord: kold_virus
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Working on all these new models and textures now. Also waiting for Steve's (and his other alt costumes) fighter portraits and stock icons.

Now that I'm looking at some of the converted textures, I notice right away that standard Minecraft 1.8+ skins are used, although with gray replacing the usual transparency. It makes it possible to mod almost all of Steve's costumes with something else, but so far, this is all theoretical.
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(10-14-2020, 07:14 PM)Worldblender Wrote: It makes it possible to mod almost all of Steve's costumes with something else, but so far, this is all theoretical.
It's apparently not as theoretical as you'd think!
https://twitter.com/jam1garner/status/13...9348386820
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(10-14-2020, 08:12 PM)Random Talking Bush Wrote: It's apparently not as theoretical as you'd think!
https://twitter.com/jam1garner/status/13...9348386820

Thank you for showing me this! More possibilities open up for skinned characters, it seems. Wink 
I finished uploading to my textures repository again, with all the latest changes. Now I'm just waiting on the 2D resources (fighter portraits, stock icons, spirit images) to be uploaded. I'll be working on the 3D models within the next several days.
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Jam is crazy.

Crazy GOOD.
I'm an opera-crossover singer undergoing classical voice training and I'm also making Super Smash Bros. Feud.

Discord: kold_virus
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Just downloaded Steve. The body has the expected amount of vertices but the head has way more than necessary. Anyone know why?
[Image: unknown.png]
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Each quad (Well, two tris but you know what I mean) matches the size of a pixel on Steve's texture, possibly so they could have a neat cut-out for his eyes. Granted, there's a lot of rows they could go without, but that's what pops into my head at first.

[Image: 2014-11-19_1823.png]
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I just took a look at Steve in Blender and I noticed his colours look all blurry. Anyone know why?
https://imgur.com/a/jnGu3zw
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(10-16-2020, 05:42 PM)ninetalescommander Wrote: I just took a look at Steve in Blender and I noticed his colours look all blurry. Anyone know why?
https://imgur.com/a/jnGu3zw
Because the original textures used are of an unusually smaller dimension, as they are taken (mostly) directly from Minecraft.
I figured it out already how to solve this problem, from https://docs.blender.org/manual/en/lates...image.html:
Change the interpolation from "Linear" to "Closest", the latter best suited for pixel art like the Minecraft textures here. This setting is per image node, practically per-material.
BTW, have you seen my Blender 2.80+ version of my importer scripts yet?
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(10-16-2020, 05:45 PM)Worldblender Wrote:
(10-16-2020, 05:42 PM)ninetalescommander Wrote: I just took a look at Steve in Blender and I noticed his colours look all blurry. Anyone know why?
https://imgur.com/a/jnGu3zw
Because the original textures used are of an unusually smaller dimension, as they are taken (mostly) directly from Minecraft.
I figured it out already how to solve this problem, from https://docs.blender.org/manual/en/lates...image.html:
Change the interpolation from "Linear" to "Closest", the latter best suited for pixel art like the Minecraft textures here. This setting is per image node, practically per-material.
BTW, have you seen my Blender 2.80+ version of my importer scripts yet?

Perfect! Thanks.
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Apparently 9.0.1 changed a few of Steve's animations. Can we get confirmation on that?
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(10-21-2020, 09:00 PM)GregoryTheGamer Wrote: Apparently 9.0.1 changed a few of Steve's animations. Can we get confirmation on that?

One of Steve's victory animations indeed did change. His up victory pose where he eats a piece of steak and then burps has been changed: the steak is removed after he finishes eating it, timed just right so that it disappears before the animation ends. This change came about because the position of the steak and camera was sexually suggestive, despite that this animation is direct from Minecraft. However, if it is that Steve only has one steak, this change would make more sense, as the steak is supposed to disappear after being eaten. Otherwise this animation remains the same.
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(10-21-2020, 11:11 PM)Worldblender Wrote:
(10-21-2020, 09:00 PM)GregoryTheGamer Wrote: Apparently 9.0.1 changed a few of Steve's animations. Can we get confirmation on that?

One of Steve's victory animations indeed did change. His up victory pose where he eats a piece of steak and then burps has been changed: the steak is removed after he finishes eating it, timed just right so that it disappears before the animation ends. This change came about because the position of the steak and camera was sexually suggestive, despite that this animation is direct from Minecraft. However, if it is that Steve only has one steak, this change would make more sense, as the steak is supposed to disappear after being eaten. Otherwise this animation remains the same.
I Just played the game and yeah it was changed, the only major difference between the old one and new one is that Steve's right arm isn't slightly facing outwards and is now the same as his left arm, I feel like the resources should be updated to add these changed animation files (the actual victory animation and the idle animation after the victory animation)
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