The VG Resource

Full Version: Super Smash Bros. 4 Model Project
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
(11-05-2015, 07:46 PM)ThatTrueStruggle Wrote: [ -> ]
(11-05-2015, 07:24 PM)nobody231 Wrote: [ -> ]
(11-03-2015, 09:25 PM)Rhythm Wrote: [ -> ]Aside from the lip thing already mentioned she looks great! The tips of her hair seems to have that same kind of off coloration that Peach's hair does though. Still wonder what that's about.

Dunno... It never shows up in Smash!
They do, it's just that they're colored by the material I believe

I they

"I they"? Was that something left out on accident?
(11-05-2015, 09:10 PM)nobody231 Wrote: [ -> ]
(11-05-2015, 07:46 PM)ThatTrueStruggle Wrote: [ -> ]
(11-05-2015, 07:24 PM)nobody231 Wrote: [ -> ]Dunno... It never shows up in Smash!
They do, it's just that they're colored by the material I believe

I they

"I they"? Was that something left out on accident?
oh i messed up I they is something i did on accident
I've been following with Smash 4 modding, and for some reason, it seems as though 3DS modding is easier, but on here it's mentioned as harder.

May I request of the original Sonic files from the 3DS (probably .pac, from what I've researched)?
I don't mind if it's fully extracted yet, I just wanted to see what I can do with the file with the existing utilities.
Personally, I've been wanting the 3DS model ever since the game first came out..
3ds models are harder to get mate, cause their bones and and textures are inside bch files, while the mesh is stored in .mbn files, so getting those models are harder to get.
So i'm a complete noob at blender because I downloaded it like a few days ago, and i'm trying to open some smash models (Peach as an example) in them to do renders, and I have no idea how to actually get the textures on them. Can anyone explain this to me because I have absolutely no idea what i'm doing.
(11-08-2015, 03:25 AM)Patwhit01 Wrote: [ -> ]So i'm a complete noob at blender because I downloaded it like a few days ago, and i'm trying to open some smash models (Peach as an example) in them to do renders, and I have no idea how to actually get the textures on them. Can anyone explain this to me because I have absolutely no idea what i'm doing.

It's a very bad idea to try to start Blender without having any idea of how it works. Even people with a good understanding of 3D programs can't figure out Blender, because it's so different in UI from any other program.
https://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro
Start with this, it'll help a lot.
Not sure if this has been asked already, but would it be possible to rip Master Core's various models? I'm most interested in Master Fortress, but I'm also kinda wondering if they'd be rippable like the other character models in general due to how the Swarm works.
(11-14-2015, 10:31 PM)MandL27 Wrote: [ -> ]Not sure if this has been asked already, but would it be possible to rip Master Core's various models? I'm most interested in Master Fortress, but I'm also kinda wondering if they'd be rippable like the other character models in general due to how the Swarm works.

Actually, yes! In previous replies you might have seen me say it's not possible, but due to the changes made in the importing scripts, we can actually match the correct textures to the correct materials. This means that Master Core forms can now be imported!
So today i decided to T-Pose Zero from his Trophy pose today, and results are great. Looks as if he were ripped. Here are some pics. (Not sure if this the right Thread or Topic to be putting this on, but here goes anyway.)

Before the head was placed lolz:
[Image: 6754a098931fcde52dc165d7fa0753f4.png]
Front:
[Image: 62f1f7ba8e010a97cc28af9674935b31.png]
Back:
[Image: e1e75661119eb45e465d505ea295ac42.png]
Left:
[Image: 2787eb0af49d3a2aee4ace21580075f6.png]
Right:
[Image: d4ee3d7c0fe7b44f5eabea8ba352980d.png]
Perspective:
[Image: f46f422ff8f78aa16c9a9dc2440bc007.png]
Close up:
[Image: 2f3ce1f67fa64ac292d6a6f37c5bfa1a.png]

Hopefully you guys will like it. His hair is not here atm, but i will add sooner or later as i rig him.
(06-20-2015, 04:12 AM)Demonslayerx8 Wrote: [ -> ]
(06-19-2015, 01:01 PM)nobody231 Wrote: [ -> ]
(06-19-2015, 12:17 PM)uac9000 Wrote: [ -> ]Colored how? I downloaded the Shulk model in 3dsmax and placed the grey hair texture in the diffuse map, and the black and white hair in the opacity Map. I don't see what makes it blond.

Doesn't have much to do with the textures. Something about multiplying the texture by the material color.

mm nope... within the script, if you press F11 after importing the model, you get a material listing. Pretty much for characters, you need to look for NU_colorGain, like for ZSS hair, it was..

"NU_colorGain = 0.705, 0.60845, 0.178365, 0.0"

pretty much have to multiply those value's by 255 to get the exact color needed, and that would be (R:180 G:155 B:45 A:0)

for stages, you'd have to use NU_diffuseColor for the material color.
I know this is super late, but I've been looking around for the same thing, except for shulk's trophy. I am working in Blender so things might be different. I couldn't find the correct color using the dumped numbers, (only valid numbers it gave me were "0.266667, 0.027451, 0.027451, 0.0" and "1.5, 1.40878, 1.3665, 3.0") so I color-picked the hair from his CSP and set up the modifiers, however only about half of the hair actually becomes colored, the other half stays white. Any help is appreciated
Edit: I found out there was two hair models in the same spot, one colored and one not. My issue still stands as to how the color is found. I can pastebin the maxscript output if you want.
Looking good for the ripping so far, can't wait until everything is ripped from the game! Big Grin
though all the trophies would sure take a long while...
(11-17-2015, 10:48 PM)VirtualTurtle Wrote: [ -> ]
(06-20-2015, 04:12 AM)Demonslayerx8 Wrote: [ -> ]
(06-19-2015, 01:01 PM)nobody231 Wrote: [ -> ]Doesn't have much to do with the textures. Something about multiplying the texture by the material color.

mm nope... within the script, if you press F11 after importing the model, you get a material listing. Pretty much for characters, you need to look for NU_colorGain, like for ZSS hair, it was..

"NU_colorGain = 0.705, 0.60845, 0.178365, 0.0"

pretty much have to multiply those value's by 255 to get the exact color needed, and that would be (R:180 G:155 B:45 A:0)

for stages, you'd have to use NU_diffuseColor for the material color.
I know this is super late, but I've been looking around for the same thing, except for shulk's trophy. I am working in Blender so things might be different. I couldn't find the correct color using the dumped numbers, (only valid numbers it gave me were "0.266667, 0.027451, 0.027451, 0.0" and "1.5, 1.40878, 1.3665, 3.0") so I color-picked the hair from his CSP and set up the modifiers, however only about half of the hair actually becomes colored, the other half stays white. Any help is appreciated
Edit: I found out there was two hair models in the same spot, one colored and one not. My issue still stands as to how the color is found. I can pastebin the maxscript output if you want.

Wait, how did you get the numbers? There's no way to do that in Blender...
(11-20-2015, 09:45 PM)nobody231 Wrote: [ -> ]Wait, how did you get the numbers? There's no way to do that in Blender...

When you import a model in 3DS Max, you can use the listener and copy the values.
(11-20-2015, 10:41 PM)ThatTrueStruggle Wrote: [ -> ]
(11-20-2015, 09:45 PM)nobody231 Wrote: [ -> ]Wait, how did you get the numbers? There's no way to do that in Blender...

When you import a model in 3DS Max, you can use the listener and copy the values.

Don't even know what the listener is, as I'm not a native Max user. I really don't know how to use Max for anything but importing the model and exporting it to Blender.
[Image: JmxGLt6.png]