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I'm confused on the texture conversion thing. I don't know what I'm supposed to do with QuickBMS. It tells me to save in the output folder but there wasn't one.
(07-03-2015, 10:33 PM)Onett Person Wrote: [ -> ]I'm confused on the texture conversion thing. I don't know what I'm supposed to do with QuickBMS. It tells me to save in the output folder but there wasn't one.

You need to select a folder to put the new files in.
So which folder should it be? I made an output folder in the quickbms folder myself and tried saving it there, but the command prompt gave me an error message.
I have a little question for a thing I will probably plan to implement in a software I'm testing called Unity3D.

I had found out how 2D graphics appears as Particles in some gameplays... I believed it was a kind of factor that would vary depending on the game engine itself. but it was as common and simple that was already implemented on almost EVERY game. Surprise

My question is... if by any chance you manage to rip Master Core... (Like one user suggested several months ago), is it possible to reproduce the same particle effects like it does like ingame?.
if that's so, with the basics I had learned of Unity (even the basics if C/C++) can I do the same thing?

because I am so interested on giving it a shot for the purpose I'm gonna make a kind of VR environment for the Oculus Rift as soon as I can get the info on how to make Assets, making the particle effects and even the necesary materials I may get from here. Thanks in advance.

My project is a kind of pretty interactive storyline, where you can play as a Hero, confronting the Land of Oblivion.
it will a kind of being a part of an anime Shonen. Even I have the project already in my mind, including Dark Eevee G3 (The project I shown on my first post on Texture Resource that I had to delete the photos for many reasons. Tongue)
I learned the basics about instancing particles, but just I need to know how to make the Master Core Aura, more like it does ingame. Tongue
(07-03-2015, 10:42 PM)Onett Person Wrote: [ -> ]So which folder should it be? I made an output folder in the quickbms folder myself and tried saving it there, but the command prompt gave me an error message.
I don't know what your error message is, but you can always try inputting "./" in the save dialog path
The error message looks like that. I can't type any thing in the prompt.
(07-04-2015, 02:11 PM)Onett Person Wrote: [ -> ]The error message looks like that. I can't type any thing in the prompt.
Looks like you're running QuickBMS incorrectly. Do this, in order:

1. Double-click QuickBMS.exe.
2. In the first window that pops up, choose the .BMS script file.
3. In the second window, choose the .NUT file(s) that you want to unpack.
4. Finally, in the third window, choose where you want to unpack the files to (or just click ahead if you want them in the same folder).

It should work properly if you do it that way.
(07-04-2015, 02:18 PM)Random Talking Bush Wrote: [ -> ]
(07-04-2015, 02:11 PM)Onett Person Wrote: [ -> ]The error message looks like that. I can't type any thing in the prompt.
Looks like you're running QuickBMS incorrectly. Do this, in order:

1. Double-click QuickBMS.exe.
2. In the first window that pops up, choose the .BMS script file.
3. In the second window, choose the .NUT file(s) that you want to unpack.
4. Finally, in the third window, choose where you want to unpack the files to (or just click ahead if you want them in the same folder).

It should work properly if you do it that way.

Thanks for correcting my ignorance! I appreciate it Big Grin

Ness' eye models are pretty creepy o.o
(07-04-2015, 07:41 AM)Farlavor Wrote: [ -> ]I have a little question for a thing I will probably plan to implement in a software I'm testing called Unity3D.

I had found out how 2D graphics appears as Particles in some gameplays... I believed it was a kind of factor that would vary depending on the game engine itself. but it was as common and simple that was already implemented on almost EVERY game. Surprise

My question is... if by any chance you manage to rip Master Core... (Like one user suggested several months ago), is it possible to reproduce the same particle effects like it does like ingame?.
if that's so, with the basics I had learned of Unity (even the basics if C/C++) can I do the same thing?

because I am so interested on giving it a shot for the purpose I'm gonna make a kind of VR environment for the Oculus Rift as soon as I can get the info on how to make Assets, making the particle effects and even the necesary materials I may get from here. Thanks in advance.

My project is a kind of pretty interactive storyline, where you can play as a Hero, confronting the Land of Oblivion.
it will a kind of being a part of an anime Shonen. Even I have the project already in my mind, including Dark Eevee G3 (The project I shown on my first post on Texture Resource that I had to delete the photos for many reasons. Tongue)
I learned the basics about instancing particles, but just I need to know how to make the Master Core Aura, more like it does ingame. Tongue

I think it only needs some texture animation to work.
(07-04-2015, 06:36 PM)nobody231 Wrote: [ -> ]
(07-04-2015, 07:41 AM)Farlavor Wrote: [ -> ]I have a little question for a thing I will probably plan to implement in a software I'm testing called Unity3D.

I had found out how 2D graphics appears as Particles in some gameplays... I believed it was a kind of factor that would vary depending on the game engine itself. but it was as common and simple that was already implemented on almost EVERY game. Surprise

My question is... if by any chance you manage to rip Master Core... (Like one user suggested several months ago), is it possible to reproduce the same particle effects like it does like ingame?.
if that's so, with the basics I had learned of Unity (even the basics if C/C++) can I do the same thing?

because I am so interested on giving it a shot for the purpose I'm gonna make a kind of VR environment for the Oculus Rift as soon as I can get the info on how to make Assets, making the particle effects and even the necesary materials I may get from here. Thanks in advance.

My project is a kind of pretty interactive storyline, where you can play as a Hero, confronting the Land of Oblivion.
it will a kind of being a part of an anime Shonen. Even I have the project already in my mind, including Dark Eevee G3 (The project I shown on my first post on Texture Resource that I had to delete the photos for many reasons. Tongue)
I learned the basics about instancing particles, but just I need to know how to make the Master Core Aura, more like it does ingame. Tongue

I think it only needs some texture animation to work.
Oppsies, you're right. It seems that the only particle effects appears when it bleeds, anyway. Would be pretty interesting using it as part of a possible oculus rift game. I didn't grew accustomed to particle effects on my 3d projects until today... Maybe I am a noob at this, I admit it, but still I can learn.  Cool

The only thing I'm worried right now is to find a replacement for my old 3DS... I accidentally updated Sysnand to 9.8 when attempting to update Emunand on gateway... To install a CFW that will help me decrypting roms without those *censored* Xorpads... You know, the projects I had told you to start giving away the model files from 3DS roms, in an attempt to add more models to our collection. Wink

PS: I had found tutorials of C/Python and Java... I dunno if those are enough for reverse engineering, but perhaps to make QuickBMS scripts... Probably, yes.
(07-07-2015, 09:26 PM)Farlavor Wrote: [ -> ]
(07-04-2015, 06:36 PM)nobody231 Wrote: [ -> ]
(07-04-2015, 07:41 AM)Farlavor Wrote: [ -> ]I have a little question for a thing I will probably plan to implement in a software I'm testing called Unity3D.

I had found out how 2D graphics appears as Particles in some gameplays... I believed it was a kind of factor that would vary depending on the game engine itself. but it was as common and simple that was already implemented on almost EVERY game. Surprise

My question is... if by any chance you manage to rip Master Core... (Like one user suggested several months ago), is it possible to reproduce the same particle effects like it does like ingame?.
if that's so, with the basics I had learned of Unity (even the basics if C/C++) can I do the same thing?

because I am so interested on giving it a shot for the purpose I'm gonna make a kind of VR environment for the Oculus Rift as soon as I can get the info on how to make Assets, making the particle effects and even the necesary materials I may get from here. Thanks in advance.

My project is a kind of pretty interactive storyline, where you can play as a Hero, confronting the Land of Oblivion.
it will a kind of being a part of an anime Shonen. Even I have the project already in my mind, including Dark Eevee G3 (The project I shown on my first post on Texture Resource that I had to delete the photos for many reasons. Tongue)
I learned the basics about instancing particles, but just I need to know how to make the Master Core Aura, more like it does ingame. Tongue

I think it only needs some texture animation to work.
Oppsies, you're right. It seems that the only particle effects appears when it bleeds, anyway. Would be pretty interesting using it as part of a possible oculus rift game. I didn't grew accustomed to particle effects on my 3d projects until today... Maybe I am a noob at this, I admit it, but still I can learn.  Cool

The only thing I'm worried right now is to find a replacement for my old 3DS... I accidentally updated Sysnand to 9.8 when attempting to update Emunand on gateway... To install a CFW that will help me decrypting roms without those *censored* Xorpads... You know, the projects I had told you to start giving away the model files from 3DS roms, in an attempt to add more models to our collection. Wink

PS: I had found tutorials of C/Python and Java... I dunno if those are enough for reverse engineering, but perhaps to make QuickBMS scripts... Probably, yes.

Stupid xorpads... I don't have a Gateway and my 3DS is updated so I can't even try to begin 3DS homebrew!
A couple questions. I downloaded the animation files and i want to know how do i use the .mta and .omo files in 3ds max?
Also why are there two different sets of folders for the character models, (i.e c00, c01, ect, and l00, l01, ect).
(07-09-2015, 04:45 PM)uac9000 Wrote: [ -> ]A couple questions. I downloaded the animation files and i want to know how do i use the .mta and .omo files in 3ds max?
Also why are there two different sets of folders for the character models, (i.e c00, c01, ect, and l00, l01, ect).

The c00 ones are for costumes/recolors. Don't know what the |__ sets are yet.
So has any big progress been done on animation files yet? Like, has anyone managed to successfully import them yet?
(07-09-2015, 07:03 PM)nobody231 Wrote: [ -> ]
(07-09-2015, 04:45 PM)uac9000 Wrote: [ -> ]A couple questions. I downloaded the animation files and i want to know how do i use the .mta and .omo files in 3ds max?
Also why are there two different sets of folders for the character models, (i.e c00, c01, ect, and l00, l01, ect).

The c00 ones are for costumes/recolors. Don't know what the |__ sets are yet.
The "l" sets are used for 8-Player Smash, they animate just like the 3DS models do with multiple hand bodygroups instead of finger bones and such (like the ones I showed off for Wii Fit Trainer in one of my older Twitter posts).