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(02-18-2015, 02:13 PM)Enchlore♠ Wrote: (02-16-2015, 09:26 PM)Virt Wrote: Will there be an effort to rip all the 3DS models as well? I think some people (like myself) would have more use for those models than they (I) would with the Wii U ones. I think I saw at least Mega Man's model ripped and inserted into Brawl through mods. I do know that Mega Man, Shulk, Pac-Man, and a Mimicutie have all been ripped from the 3DS version.
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(02-18-2015, 02:29 PM)nerufan1haku Wrote: (02-14-2015, 08:15 PM)Goldtex Wrote: I would like to request the stage Onett please.
I would request Sonic and Ness, but they're on the list already. There's actually no reason to request Onett as all the brawl stages haven't been remade just imported into the game...sorry >ω<'
True, but the textures are much better than they were on the Wii or Gamecube, so I'm still going to rip it anyway.
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(02-18-2015, 02:58 PM)Mystie Wrote: (02-18-2015, 02:29 PM)nerufan1haku Wrote: (02-14-2015, 08:15 PM)Goldtex Wrote: I would like to request the stage Onett please.
I would request Sonic and Ness, but they're on the list already. There's actually no reason to request Onett as all the brawl stages haven't been remade just imported into the game...sorry >ω<'
True, but the textures are much better than they were on the Wii or Gamecube, so I'm still going to rip it anyway.
And I'll still download it ! (^ω^)
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I hate to say this, but for the "detailed" characters like Shulk and Palutena, I won't be able to rip them for a while.
Almost all of the models that I rip have certain meshes that have only one material assigned, despite having more than one texture that goes to that one. For example, Palutena has lots of textures that go to the "Gamemodel" mesh, but the "Gamemodel" mesh contains only one material.
While this is easy to fix for "simple" characters like Kirby, the Duck Hunt dog, and Mega Man, it is far too complicated and stressful for the "detailed" characters, so I'm going to have to wait until the script is updated to fix this issue.
In the meantime, I'll continue working with the "simple" characters.
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(02-19-2015, 12:15 AM)Mystie Wrote: I hate to say this, but for the "detailed" characters like Shulk and Palutena, I won't be able to rip them for a while.
Almost all of the models that I rip have certain meshes that have only one material assigned, despite having more than one texture that goes to that one. For example, Palutena has lots of textures that go to the "Gamemodel" mesh, but the "Gamemodel" mesh contains only one material.
While this is easy to fix for "simple" characters like Kirby, the Duck Hunt dog, and Mega Man, it is far too complicated and stressful for the "detailed" characters, so I'm going to have to wait until the script is updated to fix this issue.
In the meantime, I'll continue working with the "simple" characters. Now that I don't get... When I import the models, they never merge the polygon groups with the same names like that. I do have an idea, though. Lemme set up an extra bit of code that may make it work for you.
Go into the script and change every instance of
Code: msh.name = (PolyName + "_")
with
Code: msh.name = (z as string + "_" + PolyName + "_")
Lemme know if that works for you.
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Tried it on Palutena, and it still didn't work. Damn it.
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02-19-2015, 08:13 AM
(This post was last modified: 02-19-2015, 08:15 AM by Farlavor.)
(02-19-2015, 01:21 AM)Mystie Wrote: Tried it on Palutena, and it still didn't work. Damn it.
okay... don't worry... I believe that sooner of after the script will be updated enough to solve that problem...
At least you and RTB had done ripping models from a Wii U game... and I just cannot do that... so I'm satisfied with the current results.
besides, if you can't rip Palutena, Shulk or some other character models, perhaps you may still get the rest.
even so. I had some difficulties on getting new xorpads for the 3DS games I have... I think I should watch the youtube tutorial I've found to do that and start a few projects.
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(02-19-2015, 01:21 AM)Mystie Wrote: Tried it on Palutena, and it still didn't work. Damn it.
I'm pretty sure materials are in the .MTA file, if the MaxScript is updated to read that file as well, maybe the materials can be assigned.
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02-20-2015, 10:21 AM
(This post was last modified: 02-20-2015, 10:22 AM by TGE.)
I guess submeshes can have more than 1 material assigned to it which means that the material indices may specify an assigned face range for the materials.
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So that's a no on Master Core? This is just not a good month for me, haha. I'd try it myself but like you said, the textures are absolutely impossible to differentiate which goes where. Shame we can't manage texture names and such.
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(02-20-2015, 03:28 PM)Carpaccio Wrote: So that's a no on Master Core? This is just not a good month for me, haha. I'd try it myself but like you said, the textures are absolutely impossible to differentiate which goes where. Shame we can't manage texture names and such.
Oh well, when we can rip material indices we'll get it all figured out!
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(02-20-2015, 06:42 PM)nobody231 Wrote: (02-20-2015, 03:28 PM)Carpaccio Wrote: So that's a no on Master Core? This is just not a good month for me, haha. I'd try it myself but like you said, the textures are absolutely impossible to differentiate which goes where. Shame we can't manage texture names and such.
Oh well, when we can rip material indices we'll get it all figured out! Not gonna be anytime soon. The game uses hashed filenames for textures (hence why my script doesn't give them any), and I know diddly-squat about decyphering those into proper filenames.
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02-20-2015, 08:16 PM
(This post was last modified: 02-20-2015, 08:18 PM by nobody231.)
(02-20-2015, 06:49 PM)Random Talking Bush Wrote: (02-20-2015, 06:42 PM)nobody231 Wrote: (02-20-2015, 03:28 PM)Carpaccio Wrote: So that's a no on Master Core? This is just not a good month for me, haha. I'd try it myself but like you said, the textures are absolutely impossible to differentiate which goes where. Shame we can't manage texture names and such.
Oh well, when we can rip material indices we'll get it all figured out! Not gonna be anytime soon. The game uses hashed filenames for textures (hence why my script doesn't give them any), and I know diddly-squat about decyphering those into proper filenames.
Argh. that sucks
We'd be extremely lucky if someone came along who knew something about that.
Anyways, does anyone know how Sonic's mouth textures work?
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02-21-2015, 01:40 AM
(This post was last modified: 02-21-2015, 01:40 AM by Farlavor.)
(02-20-2015, 06:49 PM)Random Talking Bush Wrote: (02-20-2015, 06:42 PM)nobody231 Wrote: (02-20-2015, 03:28 PM)Carpaccio Wrote: So that's a no on Master Core? This is just not a good month for me, haha. I'd try it myself but like you said, the textures are absolutely impossible to differentiate which goes where. Shame we can't manage texture names and such.
Oh well, when we can rip material indices we'll get it all figured out! Not gonna be anytime soon. The game uses hashed filenames for textures (hence why my script doesn't give them any), and I know diddly-squat about decyphering those into proper filenames.
Could be possible to rip Master Core???... I think it's maybe one of the most difficult tasks on model ripping history... just in case, it counts as a model... of course...
I'm lucky for not having a bit of interest on it... even knowing that one of it's formes is a beast like.
but even if it's succesfully ripped... who can possibly be able to reproduce it in a render?... it may look glitchy or different than normally looks like ingame. I don't have the knowledge to make that possible.
and using Cinema 4D I'm not so nOObish.
Maybe with Alpha channel can be done.... but... if it doesn't involve Alpha, then it's too advanced to understand by simple logic.
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Got Mega Man done (sorry, Mystie, I had first dibs long ago).
3DS models below this line.
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