ROM Hack [Release] 3DS_CTR_Decryptor-VOiD

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Well, sadly it didn't, the result is... better (midsection and legs), but otherwise the same.
cecbffa42e006f36eae7add3c09e379b.png
 
Well, I messed around with the script and I got varying results
https://gist.github.com/PewnyPL/6dea7c2ea1190ad75754
Basically, on most Pokemon I tested it on, it seemed to export the body perfectly fine. There are however exceptions. Most notable is Meloetta, this script will export her FACE just fine, but the body is messed up.
The whole problem lies in the AdaptU function. If I don't double the U (just mirror) then the body is fine, and the face is stretched. I guess there should be some good if put there to recognise whether the given U should be doubled or not and then it would be perfect.
 
Well, to be exact, it's the resolution of 3DS combined with that shitty shader. The same shader used on a HD resolution would probably produce better results.
Still better than DS and it's 4096 vertex (or polys? Not sure now) limit.
 
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Well, to be exact, it's the resolution of 3DS combined with that shitty shader. The same shader used on a HD resolution would probably produce better results.
Still better than DS and it's 4096 vertex (or polys? Not sure now) limit.

2048 Triangles at a time. This is only the part that's visible.
 
I'm actually of the opinion that the shader used in X/Y looks amazing, precisely because it retains the look from the old games, like seeing gorgeous fluidly-animated pixel art. Seeing screenshots of the models taken on PCs actually makes them look kinda bland in comparison.
 
I'm actually of the opinion that the shader used in X/Y looks amazing, precisely because it retains the look from the old games, like seeing gorgeous fluidly-animated pixel art. Seeing screenshots of the models taken on PCs actually makes them look kinda bland in comparison.

I'd be willing to wager that has something to do with the lack of texture detail and normal maps. They were designed to be rendered like cartoons. Throwing Ambient Occlusion onto a model doesn't instantly make it look better.

On another note, I'm working on trying to fix bch2obj.go script, and I was curious, since I only have some of the problematic models to work with, do the irises work on the non-problematic models or is that something that you guys are fixing yourselves?
 
Bulba !

Bulbasaur.png~original


I like both and these render don't have any additional effect that why with pokemon like Moltres or Charizard it will look weird...


Well, I can't convert Moltres, the script throws an out of bounds exception. But I got Charizard. It's missing... Color.
8a09d483e5870ff0fcdfa2ed8239321c.png

I'd be willing to wager that has something to do with the lack of texture detail and normal maps. They were designed to be rendered like cartoons. Throwing Ambient Occlusion onto a model doesn't instantly make it look better.

On another note, I'm working on trying to fix bch2obj.go script, and I was curious, since I only have some of the problematic models to work with, do the irises work on the non-problematic models or is that something that you guys are fixing yourselves?


Baoulettes said there is a problem with alpha on irises and eyes themselves, you'd need to ask him deeper how he fixes it. Meloetta on the other hand was 'simply' wrongly UV mapped on her face, that's why she had different expressions on both eyes.
 
XERNEAS.png
One of my fav model =3

Also yeah about Iris and eyes,
Iris should Not be transparent. but a white Background , and eyes should be transparent (the white part)
to give proper Eyes effect for pokemon that use that method.
I can have wrong but that how since now it worked ^^
 
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