So what you're saying is, my knees aren't just sore from jumping to conclusions, they're broken?
Not necessarily, there was a lot of misconception going around at that time (and I basically didn't want to skew peoples' expectations), so I can't say I blame ya.
Reminder that the pulls of the Cloud patch from Nintendo's servers before it actually dropped only contained only a Mii costume and a few voice clips, omitting everything else until it's actual release.
Bayonetta was probably uploaded first as highest priority, but she's not the only change.
Uh... That's actually not true. Nobody really knew how to extract the "packed" character files except for me and a couple of others, so they just assumed that was all that the patch had. Cloud's model, the Midgar stage, the music etc. were all in that exact same patch that was supposedly "incomplete". :V
Can u get a snapshot of what the file structures for dlc look like? Im sYing because apperantly folders can be swapped hence the leaks
There are "packed" files everywhere for each character, one per outfit, one for each prop, one for all of the scripts combined, one for the effects, and one for each set of animations. I have to manually unpack and decompress those all into the "proper" setup like the other characters have.
that darkness on the bottom of the stage also shows up in 3ds max too... but i just checked its UV's and they're... broken... ._.
I just fixed my script so now that imports correctly. It was broken due to it not expecting colourless UVs, every other model I had checked had vertex colouring so I didn't think I had to write up a different check for it.
Easily you can tell that the UVs are different, whereas Pac-Man's fire hydrant:
It's the exact same in both versions.
Actually, it's not. The texture there is for the trophy model of the fire hydrant (which is the same as the Wii U version), but that's not the one used for the 3DS version in-game.
That's the 3DS version's texture. The UV mapping is close to the Wii U version, but the textures are different. Not to mention the model has a lot less polygons overall.
[censored], those models look like [censored] without their normal maps...
I think that the basic textures are essentially the "specular colour". The game mixes that with the alpha channel from the normal map to get the appearance it takes in-game. It's kinda strange, but interesting. And also makes it really easy for others to do recolours.
And if anybody asks about Smash 4 model importing from now on, redirect them to that page. Models will be supplied for anyone who e-mails me about 'em.
Now I need some sleep, I've been working on that for the past 5 hours.
yeah that you do... Doesn't chrrox have a tool that rips them easily? ._. cause he ripped the textures for me and about 10-15mins later he got about 28 textures sent to me
Yeah, but it appears that he doesn't have any intentions to release it anytime soon, looks like he wants to get his own model importer for Noesis done first.
and some fighters have more than those too, such as.. l00/l01/l02/l03/l04/l05/l06/l07 from what i know... l## r lower poly models, and with hand groups that works with VIS0, just like with faces
Yes, they are (similarly to the 3DS models). The only difference is that there are hand bodygroups instead of having full fingerposability, and they're used for 8-Player Smash from what I've heard so that there's more RAM free to have all those characters at once. For example, for Wii Fit Trainer:
In all seriousness, how do you do this? (assuming it's okay to say)
I've been working on a Maxscript that lets others be able to import the model files from that game. Textures are still being looked into, nobody could stand ripping them the way I've been doing so.
as for material names.. when would that be implemented?
Good question. There aren't any from what I've noticed. Not in the model file, not in the texture files. I think that may have to be done manually when a proper texture exporter is ready.