07-27-2015, 08:00 PM
However, I use a 32bit OS and therefore cannot run it on my PC.
Any 32bit versions I could use?
Any 32bit versions I could use?
Super Smash Bros. 4 Model Project
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07-27-2015, 08:00 PM
However, I use a 32bit OS and therefore cannot run it on my PC.
Any 32bit versions I could use?
07-27-2015, 08:10 PM
Thanked by: supersmashball
07-27-2015, 08:12 PM
Wait, you have 64bit computer?
I have the Dedede model currently. I will PM you about something private.
Does someone know where I can find the RAW models for N3DS version?
(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? 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.
07-28-2015, 12:54 PM
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
07-28-2015, 01:08 PM
(07-28-2015, 12:54 PM)supersmashball Wrote: How about converting the BCH models from the 3DS version? 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.
07-28-2015, 01:30 PM
(This post was last modified: 07-28-2015, 01:32 PM by MaxiGamer™.)
The first post with the model lists is reeeaally out of date. It should be updated.
Thanked by: Struggleton!
07-28-2015, 04:38 PM
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.
07-28-2015, 05:13 PM
(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. 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? GTX are texture formats for most Nintendo games. And that BAT file was connected to some DLLs and an EXE. It's called Texconv2.
07-28-2015, 10:01 PM
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? Thanked by: Ribbon-Kitten
07-28-2015, 10:09 PM
07-28-2015, 10:23 PM
I have absolutely NO idea how to create scripts, dude.
I know I sound like a total idiot but, seriously.
07-28-2015, 10:55 PM
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.
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