heres a rip i did http://life.byethost11.com/untitled.JPG
Wow Giga BowserŽ....
How much polycons has that?
uhhh dont no how many polygons that was cuz i deleted it.... didnt take long to rip tho
How do you get model to not be stretched? or do I just have to unstretch it myself?
When I dumped the Koopa troopa model via my ssbm viewer, that model had a huge poly count (which I'm sure was even used in some official renders). Theres a few other high poly objects too, such as Baby Boswer, Metroid, etc.
yes!Originally Posted by BlueFalcon7
Its a problem with the FOV camera , therefore the y scale are stretched!
You can restretch with the trophyground....
Just make the oval back to a circle
Maybe someone professional (like Saharharp) can find which FOV camera setting is better ....
I did test this out with MP2 .. but my computer isn't the greatest.. and the entire game was a .03 fps .. and that just took a century; I didn't really have the patience for it.
However what I do know is that, the higher the FOV, the more squished objects will be. I'd try values around the 30 - 40 area.
My dolphin always crashes when I select a character and start the game on SSBM, even I have a good PC
Thanks to Martin for changing my name from "teo95gr" to "Someone!".
40: No. I tried that.
What about 32, 24 or 16? I like these numbers, because, I just like it.
Well, with Sercio's Save File, I can rip so many models, by just select the third menu, then select a first menu. It is in Japanese, so I can't read it . And also, I can skip the intro movie!
What happens at 40? Any noticable changes? If they are too streched, then make the number bigger, if they are still too squished, make the number smaller.
And if you can't seem to get the right numbers than, well it's either the emu, or the gcn aspect that throws things off o.o