Users browsing this thread: 10 Guest(s)
Super Smash Bros. Ultimate Ripping Project
Last major announcement about my addon karts project: it's finally been made public, after I finished repairing the armatures and reassigning the correct vertex groups for the default costumes of all fighters except the Mii Fighters. The project may now be found at https://gitlab.com/Worldblender/ssbu-karts-for-stk. Over 70 karts are available as of the first public release, with DLC characters coming in later. After this post, I will make a new thread for discussion of that project if necessary.

All fixes are also applied at my model repository, so that they can be reused outside of my addon karts project. I will now show some screenshots showing the fruits of my work:
The STK loading screen should load like this when the instructions at my repository are properly followed (less icons may appear if karts are cherry-picked)...[Image: Screenshot_20190210-163449.png?inline=false]
And here are some screenshots that showcase 3 out of over 70 fighters:
Mario
[Image: candela_city-2019.02.11_05.18.47.png?inline=false]

Donkey Kong
[Image: cocoa_temple-2019.02.11_04.43.06.png?inline=false]

Link
[Image: mines-2019.02.11_04.49.03.png?inline=false]
Reply
Thanked by: Essential
(02-12-2019, 03:29 AM)Worldblender Wrote: Last major announcement about my addon karts project: it's finally been made public, after I finished repairing the armatures and reassigning the correct vertex groups for the default costumes of all fighters except the Mii Fighters. The project may now be found at https://gitlab.com/Worldblender/ssbu-karts-for-stk. Over 70 karts are available as of the first public release, with DLC characters coming in later. After this post, I will make a new thread for discussion of that project if necessary.

All fixes are also applied at my model repository, so that they can be reused outside of my addon karts project. I will now show some screenshots showing the fruits of my work:
The STK loading screen should load like this when the instructions at my repository are properly followed (less icons may appear if karts are cherry-picked)...[Image: Screenshot_20190210-163449.png?inline=false]
And here are some screenshots that showcase 3 out of over 70 fighters:
Mario
[Image: candela_city-2019.02.11_05.18.47.png?inline=false]

Donkey Kong
[Image: cocoa_temple-2019.02.11_04.43.06.png?inline=false]

Link
[Image: mines-2019.02.11_04.49.03.png?inline=false]
I didn't try this yet but is Mr Game & Watch working when it comes to his materials?
Reply
Thanked by:
(02-12-2019, 06:34 PM)Essential Wrote: I didn't try this yet but is Mr Game & Watch working when it comes to his materials?
For that character, I found that there's 4 meshes for every 3D body part he has. I have no material information to tell which texture is used for each layer, so I decided to not texture him in my model repository. The kart version has only one layer of those meshes, as the rest cannot be seen normally. To make it easier to see him (and colorize him as a side effect, making him the only character who can be colorized in soccer mode), I used the following texture below (note that it may remind of the false characters in https://www.ssbwiki.com/False_character#...ros._Brawl):
[Image: stktex_stonePurple_a.png?inline=false]
His entire body uses that one texture, which is already configured in STK to be colorizable. I also used UV map texturing for every character, as I mentioned earlier that Blender or Cycles materials cannot be used in STK, and don't get exported to that game anyways. His body definitely renders fine, but I just chose to use an in-game texture, which also gives him the distinction of being the only character so far to not use external textures, save for the character icons.
Reply
Thanked by:
I'm using the Ultimate models for my own project as well! Complete with a shader that allows perfect animated metal and ink transitions!

[Image: 0DY08lH.png]
I'm an opera-crossover singer undergoing classical voice training and I'm also making Super Smash Bros. Feud.

Discord: kold_virus
Reply
Does anyone have the textures for fire effects such as ridley's neutral b and charizard/bowser's neutral b, i can't seem to find or import those.
Reply
Thanked by:
Added the effect and animation files to the link in the first post, and updated the Final Smash stage files to have their animations to be consistent with the other stage archives.
Reply
Hello there,

I'm just asking If someone has already ripped SSBU maps ?
I need them so ...
Reply
Thanked by:
(02-15-2019, 04:44 AM)KoFFTLY Wrote: Hello there,

I'm just asking If someone has already ripped SSBU maps ?
I need them so ...

(02-09-2019, 04:01 PM)Random Talking Bush Wrote: Stage models have been uploaded now. One issue, though, is the same one I mentioned earlier -- New Donk's stage folder is still missing a filename for one of its models. But I have had no luck finding the correct one so far, so I've left it as-is. Ho hum. Perhaps when I update the archive later with Joker's stage I'll have it by then.

I'll upload the character animations and effects next week-ish.

The stages are already uploaded since a few days ago. With enough time, it is possible that I can a few of them into tracks as a supplement for my addon karts project, but it could be very time-consuming for me for now.
Reply
Thanked by:
Someone can help me how to convert the format of model and stages to blender, or someone can give me a script ?
Reply
Thanked by:
(02-15-2019, 05:38 AM)KoFFTLY Wrote: Someone can help me how to convert the format of model and stages to blender, or someone can give me a script ?

Use Noesis to convert the models to a format that Blender supports. I personally convert to DAE.
You can fine Noesis here: https://bit.ly/2DRv535
Reply
Thanked by:
I have a little question.
Do we get a script to import the animation NUANMB files to 3DS Max? Or is there another way to get them into a more friendly format like FBX or SMD?
I do super basic dark 3D magics just for the heck of it Heart
Don't be afraid to talk to me, chances are I'm more afraid of you than you are of me~

[Image: 76561198129478596.png]
Reply
Thanked by: Kold-Virus
Export in CrossMod as .anim, and import them over the model in Maya. After that, export the boneset (selection) as FBX!
I'm an opera-crossover singer undergoing classical voice training and I'm also making Super Smash Bros. Feud.

Discord: kold_virus
Reply
Thanked by: MsLatiasLlusion
Well, if it's Ploaj's CrossMod on GitHub then I'm screwed. I cannot compile it myself, Visual Studio hates me </3
Is there really no other way?
I do super basic dark 3D magics just for the heck of it Heart
Don't be afraid to talk to me, chances are I'm more afraid of you than you are of me~

[Image: 76561198129478596.png]
Reply
Thanked by:
I have an idea.

PM me and I'll send you my build Genki ^_^
I'm an opera-crossover singer undergoing classical voice training and I'm also making Super Smash Bros. Feud.

Discord: kold_virus
Reply
Thanked by: MsLatiasLlusion
StudioSB can convert the animations as well.
Releases are auto-built
https://github.com/Ploaj/StudioSB/releases

Import the mdl then the animation and export the animation as one of the supported formats (anim, seanim, smd).
Reply


Forum Jump: