Users browsing this thread: 4 Guest(s)
Super Smash Bros. 4 Model Project
However, I use a 32bit OS and therefore cannot run it on my PC.
Any 32bit versions I could use?
[Image: 3oEduVuAsde9E8A716.gif][Image: ness_stamp_by_yukidarkfan.png]
3DS Friend Code: 4098-7082-7654
Add me sometime. I've got Smash, Mario Kart, and a few others!
Thanked by:
(07-27-2015, 08:00 PM)supersmashball Wrote: However, I use a 32bit OS and therefore cannot run it on my PC.
Any 32bit versions I could use?

I don't see any, you may have to Google for one.
Thanked by: supersmashball
Wait, you have 64bit computer?
I have the Dedede model currently.
I will PM you about something private.
[Image: 3oEduVuAsde9E8A716.gif][Image: ness_stamp_by_yukidarkfan.png]
3DS Friend Code: 4098-7082-7654
Add me sometime. I've got Smash, Mario Kart, and a few others!
Thanked by:
Does someone know where I can find the RAW models for N3DS version?
Thanked by:
(07-28-2015, 08:09 AM)rick737 Wrote: Does someone know where I can find the RAW models for N3DS version?

I have no clue. Plus, you'd need a xorpad to get the models out of the ROM, so you'd have to have the stock version of N3DS, or else Gateway won't work. Maybe ask RTB, if it's okay with him.

(07-27-2015, 08:00 PM)ThatTrueStruggle Wrote:
(07-27-2015, 07:42 PM)supersmashball Wrote: How about scripts? Does it depend on version?
And how do import? I want to make King Dedede.

I believe it doesn't, I have 2012, but I really don't think it does.

1. Get the files from the MediaFire link
2. Get the texture tool and maxscript
3. Use the BMS script to extract the textures from the NUT file
4. Convert them using the texConv2 tool
5. OPTIONAL: Convert them to PNG using Noesis or Paint.NET
6. Open 3DSMax and go into MaxScript > Run Script
7. Select the model, and have the textures in the same directory (if you have the textures as PNG check the checkbox for using PNG textures)
8. Once imported, export it to a better format, and go from there

2015 and onward don't work... Or at least that's what I know from before. Maybe it's been fixed in the newest version.
Some guy who just lurks this place nowadays.
Thanked by:
How about converting the BCH models from the 3DS version?
Can someone do that for me?
I have it Lucina - http://s000.tinyupload.com/index.php?fil...8468049413
[Image: 3oEduVuAsde9E8A716.gif][Image: ness_stamp_by_yukidarkfan.png]
3DS Friend Code: 4098-7082-7654
Add me sometime. I've got Smash, Mario Kart, and a few others!
Thanked by:
(07-28-2015, 12:54 PM)supersmashball Wrote: How about converting the BCH models from the 3DS version?
Can someone do that for me?
I have it Lucina - http://s000.tinyupload.com/index.php?fil...8468049413

Well, sometimes the ORAS script works, but not in this case. We'll have to wait for RTB to make a reliable script. OR, you can use Ohana3DS, but that won't give bone weights. You'll get the bones themselves, though.
Some guy who just lurks this place nowadays.
Thanked by:
The first post with the model lists is reeeaally out of date. It should be updated.
[Image: ErtTUaIarb.png]
Thanked by: Struggleton!
Is anybody else having trouble exporting the models from 3ds max to collada (.dae). I apply my maps (diffuse, normals, ect) and use the opencollada exporter plugin to save it. It exports just fine and makes the texture folder with everything in it, but when i import it back into 3ds max i get a log of warnings most of which start with (Warning: The unsupported technique element with profile "OpenCOLLADA" in node element ) and the model loads up with none of the maps in place except a very glossy diffuse texture.
Does anyone know how to fix this.
Thanked by:
(07-28-2015, 01:30 PM)MaxiGamer™ Wrote: The first post with the model lists is reeeaally out of date. It should be updated.
It is now up-to-date.
Thanked by:
(07-27-2015, 06:16 PM)Onett Person Wrote: Does any one know a good gtx to png converter?

You have to convert to DDS first. No one has made one to directly go to PNG.

(07-28-2015, 04:38 PM)uac9000 Wrote: Is anybody else having trouble exporting the models from 3ds max to collada (.dae). I apply my maps (diffuse, normals, ect) and use the opencollada exporter plugin to save it. It exports just fine and makes the texture folder with everything in it, but when i import it back into 3ds max i get a log of warnings most of which start with (Warning: The unsupported technique element with profile "OpenCOLLADA" in node element ) and the model loads up with none of the maps in place except a very glossy diffuse texture.
Does anyone know how to fix this.

All DAE versions are very different, and some import differently in different programs. It's best to use FBX.

(07-27-2015, 06:32 PM)OS-PRIME Wrote:
(07-27-2015, 06:16 PM)Onett Person Wrote: Does any one know a good gtx to png converter?

What's .GTX used for again?
Anyways, I'm sure i saw a .bat file for converting .gtx somewhere.

GTX are texture formats for most Nintendo games. And that BAT file was connected to some DLLs and an EXE. It's called Texconv2.
Some guy who just lurks this place nowadays.
Thanked by:
I also have every trophy in the book,
the 3DS book of course.
All in BCH format anyone know of a script to
convert 'em?
[Image: 3oEduVuAsde9E8A716.gif][Image: ness_stamp_by_yukidarkfan.png]
3DS Friend Code: 4098-7082-7654
Add me sometime. I've got Smash, Mario Kart, and a few others!
Thanked by: Ribbon-Kitten
(07-28-2015, 10:01 PM)supersmashball Wrote: I also have every trophy in the book,
the 3DS book of course.
All in BCH format anyone know of a script to
convert 'em?

I fall else fails, code your own script are try to use ohana3ds.
Heavy emphases on try.

Thanked by:
I have absolutely NO idea how to create scripts, dude.
I know I sound like a total idiot but, seriously.
[Image: 3oEduVuAsde9E8A716.gif][Image: ness_stamp_by_yukidarkfan.png]
3DS Friend Code: 4098-7082-7654
Add me sometime. I've got Smash, Mario Kart, and a few others!
Thanked by:
Does any body know what folder Lucas's PK Thunder is in? The folders other than Lucas's main model folder are all written in what I think is Japanese.
Thanked by:


Forum Jump: