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Author Topic: Need Help Ripping a Model from Smash Brawl Mod  (Read 1368 times)
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« on: March 12, 2020, 02:14:43 PM »

Recently, I have discovered a mod for Super Smash Brothers Brawl, that being the Robo-Lucario model swap mod (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=210289). I decided that I wanted the model to use in renders and such, so I downloaded the mod, unpacked the files, and opened the model's .pac in BRRES Viewer. This is where the problem comes in. You see, the model loaded in just fine, but the textures were incorrect. This is what it should look like: (https://m.imgur.com/XkF2JS5), meanwhile, this is what it looked like in the program: (https://cdn.discordapp.com/attachments/625655294193827840/687675677809442829/unknown.png). Could you give me some advice on how to properly port the model and/or its textures to C4D or Blender?

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    « Reply #1 on: March 16, 2020, 01:09:31 PM »

    So, the reasons it looks like that in-game vs. Brres Viewer is the same reason it'll also look like that (Defaultly) in Blender or C4D, because it uses textures called reflective maps, that give it its shininess, and because those are the first texture listed under the multi-texture material in Brawlbox/crate, it's the only texture shown in Brres Viewer/Blender/C4D; don't worry about the UVs, they are still 100% in-tact, but what I would recommend, since Blender, C4D, and Brawl all use different aspects of materials to simulate reflectivity, is to port it from Brres Viewer as planned, but then change the texture to ONLY the diffuse texture (I'm guessing there were multiple textures? If not, just leave it as textureless for now then), and then, depending on if you want to use C4D or Blender, use that particular program's material types to generate the reflectivity

    Just keep in mind that materials are different in different programs when it comes to advanced materials such as this one, so it's more important to retain the geometry and UVs than anything else in this case

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