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Super Smash Bros. 4 Model Project - Printable Version

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RE: Super Smash Bros. 4 Model Project - supersmashball - 07-27-2015

However, I use a 32bit OS and therefore cannot run it on my PC.
Any 32bit versions I could use?


RE: Super Smash Bros. 4 Model Project - Struggleton! - 07-27-2015

(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.


RE: Super Smash Bros. 4 Model Project - supersmashball - 07-27-2015

Wait, you have 64bit computer?
I have the Dedede model currently.
I will PM you about something private.


RE: Super Smash Bros. 4 Model Project - rick737 - 07-28-2015

Does someone know where I can find the RAW models for N3DS version?


RE: Super Smash Bros. 4 Model Project - nobody231 - 07-28-2015

(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.


RE: Super Smash Bros. 4 Model Project - supersmashball - 07-28-2015

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?file_id=07947638038468049413


RE: Super Smash Bros. 4 Model Project - nobody231 - 07-28-2015

(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?file_id=07947638038468049413

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.


RE: Super Smash Bros. 4 Model Project - MaxiGamer™ - 07-28-2015

The first post with the model lists is reeeaally out of date. It should be updated.


RE: Super Smash Bros. 4 Model Project - uac9000 - 07-28-2015

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.


RE: Super Smash Bros. 4 Model Project - Random Talking Bush - 07-28-2015

(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.


RE: Super Smash Bros. 4 Model Project - nobody231 - 07-28-2015

(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.


RE: Super Smash Bros. 4 Model Project - supersmashball - 07-28-2015

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?


RE: Super Smash Bros. 4 Model Project - OS-PRIME - 07-28-2015

(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.


RE: Super Smash Bros. 4 Model Project - supersmashball - 07-28-2015

I have absolutely NO idea how to create scripts, dude.
I know I sound like a total idiot but, seriously.


RE: Super Smash Bros. 4 Model Project - Onett Person - 07-28-2015

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.