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Punch-Out!!
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Category Wii
Models 19
Hits 61,219
Comments 19
Punch-Out!!
Punch-Out!!
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May 25, 2023, 10:55 AM *
[hyperlink blocked] Here's the progress I have on it so far. I have no clue how to even begin with the mouth bruises, or if i should even deal with them at all. I wish i could have it as a toggle, but eh. i think it looks OKAY, but it still doesn't look right no thanks to the pseudo HDR the game lathers on all the characters
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May 25, 2023, 10:47 AM
Every time i try extracting Mac from the .dict files, i end up with an absolute mess of a UV setup. whats worse, the model is fully intact, but those damn UV textures keep messing everything up. tried manually fixing it, which was tedious, and it looks fine. as for other parts like the bruises, i just re-wrapped the UV and they turned out perfect. all thats left now is to figure out how the ever-loving god i can setup the color ramps as textures, map them to a source of light, and add an outline. i wish it could have been the original, de facto model, straight from the game, but i had to edit it. there is no way im doing this for anybody else in the game, especially since the skeletons dont even work properly.

Frankly, i'd rather wait for something to rip it perfectly, skeleton and all than ever have to do manual cleanup on UVs ever again. In fact, some of the gradient textures have holes in them which i either have to take from somewhere else or just fix them the best i can. Until some grand breakthrough happens, i doubt anybody will successfully obtain any of the fighter models for this game.
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Jul 4, 2021, 6:47 PM *
Yeah don't rip with ninja ripper it just doesn't work. I just used the 3d models sent and although they're untextured I just made custom textures of my own and they turned out pretty sweet. Here are some, but they're not rigged. [hyperlink blocked] EaTstu I just used ninja ripper and yes I opened them in blender later on.
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Jul 4, 2021, 6:33 PM
You can use this program to open punch-out dict files but need data file in same folder. https://github.com/KillzXGaming/Switch-Toolbox/releases gives you the models and textures and stuff as well as the code I believe. I haven't used it to much yet.
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Apr 27, 2021, 4:38 PM
I think the skin shaders are having the textures overlayed with the skin tone colors
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Mar 20, 2021, 2:40 PM
I've been a long-time fan of the Good punch-out games. i only was able to find 2 textures for mac baby: the world circuit mac and player 2 mac. I opened up the dae files that @ThatsAnotherJ sent, and i got the texture for player 2 mac to start. and immediately, i was confused. not only were some of the gradients extremely similar, i had no way of knowing what was what. i also know that the damage he take is stored in his head, but i can't scale them individually. the hair only moves both peices, and only on the Z axis, and the bandages only moved on the Z axis. J provided an "armature" with the model, but it really doesn't do anything. so i deleted it. and it fixed nothing. i have yet to solve the problem, and im still looking at references only to see what goes where, but the UV maps are screwed up so much, that they extend over 500% away from where the rest of it is at. pain. i shall continue to bodge it as much as i can, but i learned that the gradient works similar to where the camera is, alsmost like a cubemap sort of? i would like help, but since nobody is making the models, this lanky 13-year old will do.
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Feb 11, 2021, 7:05 AM
I know this might be kinda dumb, but the gradient textures kind of remind me of a material shader from the Left 4 Dead 2 Branch of source. I don't really know how to explain it, but this presentation from one of the VALVE employes should give you an understanding of what I mean: https://steamcdn-a.akamaihd.net/apps/valve/2010/GDC10_ShaderTechniquesL4D2.pdf not sure if it'll help, but I think it could be worth looking into to see if this could be a way of getting the textures to work properly. For the buttons and nipples you could maybe try using the detail portion of the shader?
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Dec 30, 2020, 6:22 AM
And the hard part is trying to find the color shaders of the characters’ skin tone and the outlines, if that’s possible
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Aug 5, 2020, 8:28 AM
ok heres a quirk about the game that makes it very difficult to rip from. Pretty much the game renders models like sprites. No I'm not joking. Each piece of movement is a model. This means theirs about 8 models for glass joe's idle animation. Another thing is it handles textures like palettes. You may think the model has one big texture, but it has a crap ton, and their all just gradients except for a few specifics like signs, some pants, and glove outlines. This makes it very hard to find what gradients go with what thing, and it doesn't even look correct because it uses lighting and or shading code to change the white to something else. If you use dolphins free cam you can tell that the opponents don't look as good from the back.
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Jul 9, 2020, 4:16 PM
@dad34853 Have you tried to load all the parts in Blender, join them [ctrl+J], enter edit mode, and remove doubles [M]? Just make sure you're doing this through .dae or .obj. If you use .fbx most of the parts will reference UV maps that don't exist when you join them.
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Jun 30, 2020, 12:43 PM
So I've tried ripping models with ninja ripper, and lets just say, It's very difficult. I've got the models ripped but each character is about a hundred pieces. Of course I'm using noesis to look at the models, but it may be easier if you use one of those programs that takes all the rips and puts them into one scene.
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Apr 24, 2020, 6:17 AM
King Hippo also has a trophy from SSB4 too.
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Apr 17, 2020, 10:33 AM
Well, at least we have the Bald Bull SSB4 trophy.
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Jun 3, 2019, 3:41 PM
Nope, it didn't work. I tried using a software called meshroom, which has you take a bunch of pictures and it turns it into a model. The problem is there is no way to isolate the model and get the characters to stay still, and yes I did use the free cam in dolphin.

For people that wish to expand upon this idea, here are some key things to keep in mind, as well as some tips and ideas. First of all, expand upon modifying dolphin, stuff like hidding the UI and removing the effect it puts on characters (The cell shading look). Edit: Also try and find a way to pause the characters animations, just so you can get consistent pictures! Second, try to pick a character or scene that has the most consistent lighting, a real-life example would be a cloudy sky. Finally, and probably the most importantly...take tons of pictures from all different angles and distances to ensure it gets all the important details of the characters.

I am no master at this software, at it isn't the best at modeling video games, so I would google some stuff about it or find a better software! If you have made any progress with either this method or ripping punch out models in general, please email me at Superpup19@gmail.com!

I tried ripping Mr.Sandman in the exhibition match character show thing (thats as best as I could describe it sry) due to him being in the middle of the ring, it makes it easier to dodge the ring ropes while taking pictures.

Here are the pictures I used:(https://drive.google.com/file/d/1eVduQUanx7M8MsMDVIML4tYQD3qd-dbh/view).
Feel free to use those as reference or even try and make them work!
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Jun 3, 2019, 1:25 PM
The audience members and a lot of the props used are a different file format completely. Nintendo really did NOT want their characters used! Edit: I've been trying to think outside the box with model ripping, and I think I found a way!
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Nov 13, 2018, 4:29 AM
@ScratchU90 I am working on ripping King Hippo's model, but unfortunately, I can only get the pineapples. Getting the textures to fit on him like his skin, nipples and shoes are going to be difficult for me.
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Nov 11, 2018, 1:48 AM
I can try to with Ninja Ripper. But I’m a bit unsure if they’ll be accepted like the rest of these models though.
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Apr 22, 2018, 9:27 AM
How did these models get ripped out from the game?
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Apr 14, 2018, 3:02 PM
Oh god DK in the audience.
Gotta wait for super macho man!
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