Posts: 362
Threads: 8
Joined: Dec 2014
(03-02-2015, 05:17 PM)Mystie Wrote: Good news! Thanks to RTB's script update, I am now able to get trophies and "detailed" characters to export correctly! Got all of the TW101 trophies submitted, going to start on Lady Palutena (player model, of course) soon.
So now, you are free to request trophies, and you won't have to worry about me declining your request for a "detailed" character either. 
Funny, Palutena always worked for me. As did trophies.
Posts: 362
Threads: 8
Joined: Dec 2014
Does anyone have a Sonic icon I can use for submitting? I have Sonic the Hedgehog ready.
Posts: 1,262
Threads: 37
Joined: Jan 2014
(03-02-2015, 06:49 PM)nobody231 Wrote: Does anyone have a Sonic icon I can use for submitting? I have Sonic the Hedgehog ready.
Sure thing!
http://www.spriters-resource.com/other_s...eet/65130/
Posts: 362
Threads: 8
Joined: Dec 2014
03-02-2015, 07:14 PM
(This post was last modified: 03-02-2015, 07:16 PM by nobody231.)
(03-02-2015, 07:02 PM)Mystie Wrote: (03-02-2015, 06:49 PM)nobody231 Wrote: Does anyone have a Sonic icon I can use for submitting? I have Sonic the Hedgehog ready.
Sure thing!
http://www.spriters-resource.com/other_s...eet/65130/
Thanks! (Why didn't I know that was there...)
Sonic's not ready, because I forgot about there being alternate costumes!
Posts: 894
Threads: 28
Joined: May 2008
(02-25-2015, 07:45 AM)Demonslayerx8 Wrote:
[/spoiler]
you know I wouldn't be surprised if Project M ended up making one mini update that improves all the models to look like the Smash 4 ones, along with some stages.
Posts: 1,321
Threads: 43
Joined: Aug 2011
since RTB is doing Pac-Man (which was one of my requests) could you rip Mr. Game and Watch instead Mystie
Posts: 9
Threads: 3
Joined: Aug 2014
Can I request Ganondorf and the Lor Starcutter trophy?
Posts: 491
Threads: 9
Joined: Sep 2011
03-03-2015, 07:24 PM
(This post was last modified: 03-04-2015, 07:37 PM by Demonslayerx8.)
well here's the latest preview of gaur plains due to the updated script for SmashU
edit:
also updated other stages i've worked on in the past month with the updated script
Omega Temple
Omega Kalos League
Posts: 1,262
Threads: 37
Joined: Jan 2014
How do you get the SSB4 stages to work in SSBB though? The SSB4U stages are way too high-poly for the original Wii to handle. Unless these are to only be used through Dolphin.
Posts: 586
Threads: 22
Joined: Nov 2014
(03-06-2015, 01:58 PM)Mystie Wrote: How do you get the SSB4 stages to work in SSBB though? The SSB4U stages are way too high-poly for the original Wii to handle. Unless these are to only be used through Dolphin.
Probably optimization, downscaling textures, etc
Posts: 58
Threads: 2
Joined: Sep 2014
03-07-2015, 09:41 AM
(This post was last modified: 03-07-2015, 09:45 AM by Tcll.)
also dolphin, though the stages don't look too high-poly for the wii to be concerned (as long as you do a 1v1 battle)
I'd bet I could get the stages to look exact on the wii when compared to the wiiU 
especially Gaur Plains. ;D
^that one looks like a fun one
of course it'll take me a while for me to be able to do that, since my program needs better backend support, and my rebuild is on hold...
Posts: 1,262
Threads: 37
Joined: Jan 2014
Got a huge load of new models for all y'all!
Posts: 491
Threads: 9
Joined: Sep 2011
(03-06-2015, 01:58 PM)Mystie Wrote: How do you get the SSB4 stages to work in SSBB though? The SSB4U stages are way too high-poly for the original Wii to handle. Unless these are to only be used through Dolphin.
the stages r all within 30-90k poly's... stages like coliseum r about 190k total poly's, so i delete unseen objects and the such, and lower poly count while keeping normals, uv's, and colors to the objects. There's some stages that doesnt even need that. SSBB is able to handle stages up to about 90k-105k poly's, so i try to keep everything under 90k if possible, depends on the stage its being built over, which i make them all over skyworld, due to it having a huge filesize of holding data.
Posts: 164
Threads: 9
Joined: Jan 2011
(02-10-2015, 04:39 AM)Tiberious Wrote: (02-07-2015, 04:40 PM)Random Talking Bush Wrote: To be specific, the middle is indeed for bumpmaps, but the alpha channel for that is the "shading" map. You'll want to separate that into two different textures.
So how exactly is this "shading map" used? Like, what does it control during rendering?
This question's been asked by a couple different people, but no reply has come yet. RTB, if you can enlighten us, that would be really helpful.
Posts: 362
Threads: 8
Joined: Dec 2014
03-11-2015, 10:09 PM
(This post was last modified: 03-11-2015, 10:09 PM by nobody231.)
Has anyone figured out how to get the "realistic view" vertex colors to mix with the actual textures? If you use 3DS Max, you'll know what I'm talking about.
The reason I need to know this is because the textures like the lip textures on females, or some hair textures, they need to be added/mixed with the viewport colors to get the color correctly.
For Blender users, just check the Texture Shading view.
|