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Super Smash Bros. Ultimate Ripping Project
Finally, I made some effort. My work is located at https://gitlab.com/Worldblender/smash-ul...s-exported, where I will continue updating the repository. I'm kind of at the amateur level in working with 3D models, so while I may export as many models and textures as I can, I actually can only work on a few of the models themselves at a time. So far, I have Blender files for Kirby and Pac-Man. I'm making some progress, but I fear I might get lost in what I need to do next, especially when getting to the textures and rigging.
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(01-04-2019, 05:30 PM)Worldblender Wrote: Finally, I made some effort. My work is located at https://gitlab.com/Worldblender/smash-ul...s-exported, where I will continue updating the repository. I'm kind of at the amateur level in working with 3D models, so while I may export as many models and textures as I can, I actually can only work on a few of the models themselves at a time. So far, I have Blender files for Kirby and Pac-Man. I'm making some progress, but I fear I might get lost in what I need to do next, especially when getting to the textures and rigging.

Why is some textures darkened? Did you adjust them?
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(01-04-2019, 06:09 PM)Essential Wrote: Why is some textures darkened? Did you adjust them?

CrossMod most likely made some of the textures darker. I really didn't have much control over that, unfortunately. It might also be that CrossMod is applying a shader that makes the textures look like they are in-game.
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Hi Guys, I'm having a problem with Roy. I can't get his cape to be the correct colours on both sides. I'm only able to get the same colour on both sides which isn't correct.
https://imgur.com/a/tx3SVSR

Anyone know how to fix this?
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(01-04-2019, 06:30 PM)Worldblender Wrote:
(01-04-2019, 06:09 PM)Essential Wrote: Why is some textures darkened? Did you adjust them?

CrossMod most likely made some of the textures darker. I really didn't have much control over that, unfortunately. It might also be that CrossMod is applying a shader that makes the textures look like they are in-game.

Looks like I tried it myself with a single right click and it did export them as dark hmmm
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I think I found another program that could help with the textures (nutexb), called Switch-Toolbox, found at https://github.com/KillzXGaming/Switch-Toolbox.
The author is nice enough to provide binary releases of this program, at https://github.com/KillzXGaming/Switch-Toolbox/releases. Like I said, it may not help with the models (numdlb), but it helps significantly with the textures. They can be exported without them being turned dark. Smile However, I might have to rename and reorganize the exported textures afterwards.
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(01-05-2019, 01:02 AM)Worldblender Wrote: I think I found another program that could help with the textures (nutexb), called Switch-Toolbox, found at https://github.com/KillzXGaming/Switch-Toolbox.
The author is nice enough to provide binary releases of this program, at https://github.com/KillzXGaming/Switch-Toolbox/releases. Like I said, it may not help with the models (numdlb), but it helps significantly with the textures. They can be exported without them being turned dark. Smile However, I might have to rename and reorganize the exported textures afterwards.
Is it superior to QuickBMS or what?
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(01-05-2019, 01:29 AM)Essential Wrote:
(01-05-2019, 01:02 AM)Worldblender Wrote: I think I found another program that could help with the textures (nutexb), called Switch-Toolbox, found at https://github.com/KillzXGaming/Switch-Toolbox.
The author is nice enough to provide binary releases of this program, at https://github.com/KillzXGaming/Switch-Toolbox/releases. Like I said, it may not help with the models (numdlb), but it helps significantly with the textures. They can be exported without them being turned dark. Smile However, I might have to rename and reorganize the exported textures afterwards.
Is it superior than QuickBMS or what?

I should mention that it has a batch export from nutexb that is a significant time-saver, asides from the renaming that would have to be done. The export feature can export directly to PNG, without going through a middle format first, another time-saving feature. As long as I do by each character or item, I can perform a search for all nutexb files and have them exported in a few steps without having to go through each folder. Eventually, these rexported textures will appear in my repository.
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Note to self and anyone reading, don't make the mistake I did and remove doubles for capes or any mesh that has 2 layers of colours for each side.
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For characters that include assistants in their Final Smash (Mega Man, Shulk, Ness and Lucas, etc) should those be part of the base submissions or separate? I noticed the Ice Climbers and Belmonts include their FS assets, but I was wondering what the extent of that should be.

[Image: 2014-11-19_1823.png]
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(01-03-2019, 11:42 PM)Muigio44 Wrote: Okay, so I actually got my hands on 3ds max, and I followed VirtualTurtle YT tutorial, all the way up to the script in blender. My issue is that some of Sonic's expressions are still on the same layer as the regular model. Same with the spinball. I'm new to all of this stuff, so if anyone knows how to fix this it would be greatly appreciated.

Ah, I guess I haven't added enough keywords. Select anything you want to move and then hit the M key and then you can move them to separate layers
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Finally, I completed the conversion of 25,002 textures to PNG files, to save myself and others of having to go through this process themselves. Here is a 7-Zip archive (It's 5.4 GB big, due to so many HD textures):
https://drive.google.com/open?id=1YrqM9l...LnnTYG_rny
Note that files appear in the same place where the original textures were.

The following textures couldn't be converted, because they turned out to be empty:
  • ./effect/fighter/cloud/model/m_cloudlimitgauge/c00/ef_cloud_limitwindow00.nutexb
  • ./effect/fighter/cloud/model/m_cloudlimitgaugemax/c00/ef_cloud_limitwindow00.nutexb

NEW: Added git repository for those who want to cherry-pick individual textures instead of downloading the whole package:
https://gitlab.com/Worldblender/smash-ultimate-textures
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(01-05-2019, 06:32 PM)Worldblender Wrote: The following textures couldn't be converted, because they turned out to be empty:
  • ./effect/fighter/cloud/model/m_cloudlimitgauge/c00/ef_cloud_limitwindow00.nutexb
  • ./effect/fighter/cloud/model/m_cloudlimitgaugemax/c00/ef_cloud_limitwindow00.nutexb
Download the updated CrossArc, that's already been fixed (it's considered a "regional" texture, so you'll need to extract each language individually):
https://github.com/Ploaj/ArcCross
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(01-05-2019, 07:14 PM)Random Talking Bush Wrote: Download the updated CrossArc, that's already been fixed (it's considered a "regional" texture, so you'll need to extract each language individually):
https://github.com/Ploaj/ArcCross
Damnit, I don't have the data.arc file. Oh well, Just missing two files isn't going to affect me much. However, a file that I attached is the only texture that I know of that seems to have a minor problem (seen near the upper-left corner, where that area is transparent) when exported.

I dealt with almost all the textures, but not yet the models. If possible, there has to be a way that I can batch convert the numdlb files without having to go through them by hand with CrossMod. Then afterwards, I might get stuck on the texturing, especially with figuring out the UV mapping.

New: My exported model repo, at https://gitlab.com/Worldblender/smash-ul...s-exported, contains textures for all fighters except for those of the Mii Fighters. No longer do I have to worry about the textures. I still have the models to deal with, however, and I'm not sure if what I'm doing with them will allow me to complete at least one character, with textures applied and skeleton rigged.
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Has there been any progress regarding ripping animation files? I need to convert them to something readable by Blender for a project, but I haven't seen much information on the subject. I know it's possible to view animations from SSBB, SSB Wii U and SSB 3DS through various programs, has one been developed for Ultimate yet?
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