Garry's Mod

Garry's Mod

[Jodi] SM3DW - Super Mario 3D World Ragdoll Pack
 This topic has been pinned, so it's probably important
Jodi  [developer] 3 Jul @ 3:42am
[BUGS]
Report them bugs.
< >
Showing 1-3 of 3 comments
Hello fellow Gmodder, I tested your content and I found several issues but I'll list major ones that need to be addressed

Mario's face number 6 from bodygroups, one where his mouth is puckered, has significantly different normals to the point there is a highly visible seam from where his face connects to his body.

Conkdor's head has overlooked UV coordinates bleeding into the adjacent range, causing half of their head to display incorrectly. I'm not sure if the people who ported these models to Modelers Resource have a version that adjust the UVs to display correctly for UV ranges set to repeat rather than mirror, but if they didn't and you did indeed adjusted the UVs, you should correct these UVs pronto, it's the most obvious flaw in the pack.

The aforementioned UV issue is present on Magikoopa's teeth but is less noticable

Koopa and Beach Koopa overall need their normals cleaned up, particularly around the head and the eyelids, but the body too has spots. Their knees are not bending properly either; the knees twist all the way around rather than bending.

This may be the fault of whoever uploaded Fire Luigi to Models Resource, but the brim of the cap is completely dark; when viewing the model in Switch Toolbox and the UV coordinates, I see that the cap should be white instead.

Bowser has a seam on the rim of his shell and on his shoulders, likely unmerged vertices. This is also on his center spikes on his shell, as well as under his arms and his tail, and in between his legs. These are probably UV island borders being split from the conversion process from ripping the models.

Mushroom's eyes seem doubled up, so please check the UVs to see if they're matched correctly

There are several minor normals and normal map-related tweaks I can also recommend but I really don't want to overwhelm you with too much, since you did work very hard for this pack and I commend you for this. I hope you continue with your work, and don't let prior history with Gmod and Nintendo takedowns deter you from providing invaluable content to the Mario community.
Last edited by LeftyGemsMagpie; 8 Jul @ 9:11pm
Jodi  [developer] 9 Jul @ 12:13am 
Originally posted by LeftyGemsMagpie:
Hello fellow Gmodder, I tested your content and I found several issues but I'll list major ones that need to be addressed

Mario's face number 6 from bodygroups, one where his mouth is puckered, has significantly different normals to the point there is a highly visible seam from where his face connects to his body.

Conkdor's head has overlooked UV coordinates bleeding into the adjacent range, causing half of their head to display incorrectly. I'm not sure if the people who ported these models to Modelers Resource have a version that adjust the UVs to display correctly for UV ranges set to repeat rather than mirror, but if they didn't and you did indeed adjusted the UVs, you should correct these UVs pronto, it's the most obvious flaw in the pack.

The aforementioned UV issue is present on Magikoopa's teeth but is less noticable

Koopa and Beach Koopa overall need their normals cleaned up, particularly around the head and the eyelids, but the body too has spots. Their knees are not bending properly either; the knees twist all the way around rather than bending.

This may be the fault of whoever uploaded Fire Luigi to Models Resource, but the brim of the cap is completely dark; when viewing the model in Switch Toolbox and the UV coordinates, I see that the cap should be white instead.

Bowser has a seam on the rim of his shell and on his shoulders, likely unmerged vertices. This is also on his center spikes on his shell, as well as under his arms and his tail, and in between his legs. These are probably UV island borders being split from the conversion process from ripping the models.

Mushroom's eyes seem doubled up, so please check the UVs to see if they're matched correctly

There are several minor normals and normal map-related tweaks I can also recommend but I really don't want to overwhelm you with too much, since you did work very hard for this pack and I commend you for this. I hope you continue with your work, and don't let prior history with Gmod and Nintendo takedowns deter you from providing invaluable content to the Mario community.
I'll look into these, thanks for noting

I had to fix allot of the UVs because the people on the models resource were using UV mirroring plugins and stuff, the normal map issues I cannot fix sadly but I should be able to fix the others
Yeah, that's understandable as Source doesn't have a way to have UVs mirror rather than repeat, so it's a pain to adjust this.

As for normal map, if you're talking about the normal map texture, it's a very easy fix. You just need to invert the green channel with an image editor like GIMP. I just kind of eyeball if the normal map looks correct; anything that looks "indenty" in the normal map pops out and vice versa. Look up diagrams of normal maps for OpenGL vs Directx; Gmod uses DirectX.

As for "edged" looking UVs, some cases such as Bowser and likely edges on Koopa, you can fix by merging verts (I assume you use Blender, which has this operation if you hit Edit Mode, select the offending verts, and hit "merge doubles"; if there are pieces seemingly arbitrarily separated you can join them and then merge verts). Other cases, such as the border of bodygroupable eyes, require finer normal edits, which Blender also does have a function but it's not like select verts + average normals like other programs. AFAIK, you're supposed to copy and paste the normal of every single vert which is more cumbersome than in other programs, but that's what I had to do when I ported characters with separated meshes to GTA V.
Last edited by LeftyGemsMagpie; 12 Jul @ 12:40am
< >
Showing 1-3 of 3 comments
Per page: 1530 50