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Super Smash Bros. Ultimate Ripping Project
(03-11-2019, 08:28 PM)Worldblender Wrote: The stage assets have already been ripped, and they are located in the same location where the rest of the models are. The specific directory for Kraid after extraction is 'stage/metroid_kraid/normal/model/kraid_set'.

In almost 2 weeks, my NUMDLB import script for Blender, at https://gitlab.com/Worldblender/io_scene_numdlb (directly at https://gitlab.com/Worldblender/io_scene..._NUMDLB.py), has finally been declared by me to be stable/ready for general use. I have now freed myself (and possibly more people) from having to use 3DS MAX and Windows in order to import these models.  Wink However, there are a few non-significant limitations in the script:
  • Vertex colors are set, but the alpha channel is not used, as there is no way to set it within the Blender UI.
  • UV maps will import, but without images assigned to them. They must be assigned manually; use the material and texture information for hints on the images to assign to each mesh.
  • Bone roll is not calculated, so animations imported from files may cause meshes to deform incorrectly. although I'm working a NUANMB importer in hopes of solving this problem. It's at https://gitlab.com/Worldblender/io_scene..._NUANMB.py

Do you think you might be able to do the same for Smash Wii U? More Blender tools are always welcome, especially as it relates to animations.
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RE: Super Smash Bros. Ultimate Ripping Project - by Tiberious - 03-18-2019, 04:00 PM

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