• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Wii U Marth for PM is coming soon!

jaystring

Smash Ace
Joined
Sep 18, 2015
Messages
631
Many people have been asking me when will I release my next mod so I just wanted to share with you what I will be releasing soon!

Here's what Wii U Marth look like right now in Brawl/PM :

http://i.imgur.com/KUaRvWr.jpg

I have some bugs to fix, some textures to make better a bit and the recolors then he's ready!

I think he should be on Brawlvault somewhere this week.
 

jaystring

Smash Ace
Joined
Sep 18, 2015
Messages
631
I don't intend to do everyone in smash Wii U no.

For smash Wii U, I am focusing manly on these 2 things :

1) Smash Wii U Characters who received a significant visual and modeling upgrade (like Zero Suit Samus and Fire emblem cast)
2) Smash Wii U Characters not present or playable in Brawl/Project M (like Lucina, Chrom, etc)

So, as an example, I don't have plans on porting characters like Mario or Luigi. They look different from Brawl because of the different art style Smash Wii U went for but they aren't necessarily "better"
 

Rᴏb

still here, just to suffer
Joined
Feb 1, 2012
Messages
1,595
What about Mewtwo? A few people have tried to get his model to work in Brawl, but nobody has been satisfied enough with their work to finish him.

Do you think you would be willing to give him a shot?
 

jaystring

Smash Ace
Joined
Sep 18, 2015
Messages
631
yes I was going to look into porting Wii U Mew Two eventually. I like his model more that the PM one.

I did see some post about people having issues with porting him. I don't really understand why though, he seem like an easy fit over PM Mew Two.

I guest I'll see when I start working on him.
 

NXero

Smash Apprentice
Joined
Feb 6, 2015
Messages
160
I'm looking forward to more of your imports, but I'm only interested if they're optimized for PM on the Wii, I'm currently using Lucina with a custom sawnd made by Rage83 and Chrom. I'm looking forward to your optimized ZSS (if it isn't done already, brawlvault isn't loading for me now). Are Roy and Ike optimized for the Wii? Also, good luck figuring out how to fix Mewtwo legs, don't give up!
 

jaystring

Smash Ace
Joined
Sep 18, 2015
Messages
631
A new update for Wii U ZSS is coming yes. I haven't released it yet because even with all my tweaks, I still haven't figured out why she crash my 3.6 build in long 50 stocks CPU matches (my testing method to make sure my mod works well) and I was hoping I would find out to be able to release it with the new upadte. She's the only one I haven't been able to fix!

I've past like 2-3 week on trying to fix her and she's the reason it took soo long for Wii U Marth to get done.

I think i'll still release her even if I didn't fix the issue because she's a much much better version that my first one. The rigging was very optimized, some visual bugs were fixed and she lost about 1000 triangles.

She wil still be on the heavy side for Wii though.., I tried fixing the crashing issue, not lower the polygon count.

Ike and Roy are already supposed to work on wii. Actually all my mods should work on wii (but I would suggest waiting the update for ZSS).

The only thing is that they might cause lag if you're using other high poly character and stages.

For instance I don't think you can have a match of 4 Wii U Roy on PM Skyloft (one of the heaviest stage of PM) on Wii without some lag.
 

drogoth232

Smash Lord
Joined
Nov 28, 2011
Messages
1,072
I've actually taken a look at the Smash4 Roy. It's pretty much impossible to optimize it further. Any more and then you'll be really interfering with the rig, something that I would never want to mess with. You could go forward and save about like... 50 or something, but you won't get anything drastic.

That's unless you want to use SHP0 animation, which would save about 5k polys.

(the above is talking about the high poly version that jaystring has)

Also, did you shorten Roy's bandana? I feel like you did, but I'm not sure.
 

jaystring

Smash Ace
Joined
Sep 18, 2015
Messages
631
yes I did shortened Wii U Roy's bandana. I did this because PM Roy didn't have a bone to rig the bandana to and using the cape bone didn't result in something good looking.

I know I can add him a bone and make it work but my idea here is to not touch the bones and fitmotion.pac file of a character so they stay compatible with PM's next version as much as possible. That way, I only need to update my mod when they touch the bones, which doesn't happen too often.

But seeing the render of PM's new alternate costume for Roy (the one in your avatar), it seem he will probably get a bandana bone in the next version so I will probably put back his long bandana in the update to make my mod work in PM 4.0 or whatever they will call it. we'll see when it get released.

You are pretty much explaining why there is no "low poly" Wii version of my mods yet. Lowering the poly count is not hard, it's the fact that it's destroying the rigging the problem. and rigging is long.

making a low poly version should be considered a project on it's own and right now, I prefer focusing on bringing new mod than making tons of version of the same mod.

Also, I think porting the 3DS model for Wii Users is a better, easier and less time consuming option then lowering the polycounts of Wii U models.
 

drogoth232

Smash Lord
Joined
Nov 28, 2011
Messages
1,072
yes I did shortened Wii U Roy's bandana. I did this because PM Roy didn't have a bone to rig the bandana to and using the cape bone didn't result in something good looking.

I know I can add him a bone and make it work but my idea here is to not touch the bones and fitmotion.pac file of a character so they stay compatible with PM's next version as much as possible. That way, I only need to update my mod when they touch the bones, which doesn't happen too often.

But seeing the render of PM's new alternate costume for Roy (the one in your avatar), it seem he will probably get a bandana bone in the next version so I will probably put back his long bandana in the update to make my mod work in PM 4.0 or whatever they will call it. we'll see when it get released.
Just a heads up. Chances are they're going to use Ike's bandana bones. IDK about using Snake's or not. But I'm pretty sure it's gonna be Ike's.

Also, I think porting the 3DS model for Wii Users is a better, easier and less time consuming option then lowering the polycounts of Wii U models.
You could probably compromise and use assets from both (3ds model with WiiU head and hands) with a bit of editing. Probably what I'm going to do with Roy personally. I could ask @SatoshiKuraVII if he has Smash3ds models or not.

Also, kinda offtopic, but if you know how to UV I have a bunch of FE models you might be interested.
 
Last edited:

jaystring

Smash Ace
Joined
Sep 18, 2015
Messages
631
It's possible to mix Wii U and 3ds assets but it's not that great of a solution because using asset from both the 3ds and wii U mean I have to use the texture from both model which would create problem with filesize later. And 3ds and Wii U textures aren't done in the same way at all (wii u has normal maps and spec maps, 3ds only has a diffuse), they would clash with each other a lot visually.

yeah, they'll probably use ike's bandana bone and attach it to Roy's bone. I think if they change the bone structure, chances are that my model will crash before I update it in the next PM.

I know how to do UVs yes but why do you have FE models that need uv update!? They were destroyed in the import process?

Marth was going to be my last FE character for now (Robin will be done much later), my next mod is not related to fire emblem.
 

drogoth232

Smash Lord
Joined
Nov 28, 2011
Messages
1,072
It's possible to mix Wii U and 3ds assets but it's not that great of a solution because using asset from both the 3ds and wii U mean I have to use the texture from both model which would create problem with filesize later. And 3ds and Wii U textures aren't done in the same way at all (wii u has normal maps and spec maps, 3ds only has a diffuse), they would clash with each other a lot visually.
Yeah, I'm aware. You could probably downscale some textures and put them on one map.

I know how to do UVs yes but why do you have FE models that need uv update!? They were destroyed in the import process?
One word: Awakening

Marth was going to be my last FE character for now (Robin will be done much later), my next mod is not related to fire emblem.
RIP
 
Top Bottom