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Super Smash Bros. Ultimate Ripping Project
using studio sb, i disabled diffuse and now the face texture looks like as it did in blender. the orange skin seems to be achieved by coloring the texture with color #3f0a00.  (i hope i made sense) any way i can achieve this effect in blender?


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(03-03-2019, 07:09 AM)ninetalescommander Wrote:
(03-03-2019, 05:09 AM)Star Soul Wrote: It seems like a pretty good tool, but I have a few questions.

1. Is it possible to use Blender instead of 3DSMax? I don't have 3DSMax on my computer.

2. Are we gonna get something like this for Kirby Star Allies or is it just for Smash Ultimate?

3. When is stage ripping gonna come about? I'm mainly interested in the Green Greens stage.

4. Can I rip my boy Kraid using this?

1. Yes, I've been using Blender this entire time. All you need is Crossmod to rip the files, Noesis to convert the models to DAE, RTB's Script to rip the textures, and then you're set to use them in Blender.
2. No idea, sorry.
3. It's already there, check the link on the first post.
4. As long as he's in the game, yes you can, again check the links on the first post.
Thanks! I figured out how to rip textures, but do you know how I rip models with Crossmod? I can't find any EXEs anywhere.
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(03-06-2019, 04:33 AM)Star Soul Wrote:
(03-03-2019, 07:09 AM)ninetalescommander Wrote:
(03-03-2019, 05:09 AM)Star Soul Wrote: It seems like a pretty good tool, but I have a few questions.

1. Is it possible to use Blender instead of 3DSMax? I don't have 3DSMax on my computer.

2. Are we gonna get something like this for Kirby Star Allies or is it just for Smash Ultimate?

3. When is stage ripping gonna come about? I'm mainly interested in the Green Greens stage.

4. Can I rip my boy Kraid using this?

1. Yes, I've been using Blender this entire time. All you need is Crossmod to rip the files, Noesis to convert the models to DAE, RTB's Script to rip the textures, and then you're set to use them in Blender.
2. No idea, sorry.
3. It's already there, check the link on the first post.
4. As long as he's in the game, yes you can, again check the links on the first post.
Thanks! I figured out how to rip textures, but do you know how I rip models with Crossmod? I can't find any EXEs anywhere.

I can't remember how I worked around that issue but just to make it quick and simple for you, here's my Dropbox Download. You'll find the .exe in the "Crossmod" folder.
https://www.dropbox.com/sh/sfghmbu26zr6l...HPvGa?dl=0
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(03-06-2019, 10:01 AM)ninetalescommander Wrote: I can't remember how I worked around that issue but just to make it quick and simple for you, here's my Dropbox Download. You'll find the .exe in the "Crossmod" folder.
https://www.dropbox.com/sh/sfghmbu26zr6l...HPvGa?dl=0
Thanks, the Download works but I don't really know how to import models using it, the only thing that comes up under files is Open Model Folder and not any for the actual models (I would post screenshot but it just comes out as gibberish text when I try to post one)
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This has been taking my time for the past few days, but my NUMDLB to Blender script, at https://gitlab.com/Worldblender/io_scene_numdlb, is now in a partially functioning state, with me being the only one who did all the re-writing (I received no help from the original authors whatsoever, relying on help from online documentation and forums). It can now import materials and texture names, and the mesh import function is partially working, but not completely. Certain vertices are not appearing in the correct locations, and the options for importing vertex colors and UV maps should be disabled before import for now. The skeleton import is temporarily disabled, as I have not yet determined the correct way to load transformation matrices to bones in Blender. It's better than nothing, and I will continue to fix all the errors I can. No screenshots are with me ATM, but I can post some on request.
The script is directly located at https://gitlab.com/Worldblender/io_scene..._NUMDLB.py, and is written in Python 3. Come check it out and help me if you can; I could do this on my own, but it will take longer for me to declare the script stable/ready-to-use. With all the effort I did so far, I'm making it by leaps to free myself and possibly other people of having to use proprietary software (Windows and 3DS Max).
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(03-07-2019, 01:01 PM)Star Soul Wrote:
(03-06-2019, 10:01 AM)ninetalescommander Wrote: I can't remember how I worked around that issue but just to make it quick and simple for you, here's my Dropbox Download. You'll find the .exe in the "Crossmod" folder.
https://www.dropbox.com/sh/sfghmbu26zr6l...HPvGa?dl=0
Thanks, the Download works but I don't really know how to import models using it, the only thing that comes up under files is Open Model Folder and not any for the actual models (I would post screenshot but it just comes out as gibberish text when I try to post one)

You move the file viewer to the folder with the files in them and then click "Select Folder". You don't actually select the model file directly.
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Okay, I'm back with some screenshots of my work showing that my script does work in some capacity. Both models are for Piranha Plant, with Mario being the version found in the results screen.
    <- Some meshes are not in the correct location, that's why I don't declare my script to be working ATM.
   
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(03-07-2019, 02:24 PM)ninetalescommander Wrote:
(03-07-2019, 01:01 PM)Star Soul Wrote:
(03-06-2019, 10:01 AM)ninetalescommander Wrote: I can't remember how I worked around that issue but just to make it quick and simple for you, here's my Dropbox Download. You'll find the .exe in the "Crossmod" folder.
https://www.dropbox.com/sh/sfghmbu26zr6l...HPvGa?dl=0
Thanks, the Download works but I don't really know how to import models using it, the only thing that comes up under files is Open Model Folder and not any for the actual models (I would post screenshot but it just comes out as gibberish text when I try to post one)

You move the file viewer to the folder with the files in them and then click "Select Folder". You don't actually select the model file directly.

Thanks for clearing that up for me, I got kinda confused. Anyway I have one more question, does .dae export work or do I need to export the model as something else?
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(03-07-2019, 03:15 PM)Star Soul Wrote:
(03-07-2019, 02:24 PM)ninetalescommander Wrote:
(03-07-2019, 01:01 PM)Star Soul Wrote: Thanks, the Download works but I don't really know how to import models using it, the only thing that comes up under files is Open Model Folder and not any for the actual models (I would post screenshot but it just comes out as gibberish text when I try to post one)

You move the file viewer to the folder with the files in them and then click "Select Folder". You don't actually select the model file directly.

Thanks for clearing that up for me, I got kinda confused. Anyway I have one more question, does .dae export work or do I need to export the model as something else?

You need to export them as SMD and then use Noesis to convert the SMD to DAE. The drawback is this removes all the mesh names so they will need to be renamed accordingly. I tried exporting them as DAE within Crossmod but that creates a load of issues.
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(03-08-2019, 07:17 AM)ninetalescommander Wrote:
(03-07-2019, 03:15 PM)Star Soul Wrote:
(03-07-2019, 02:24 PM)ninetalescommander Wrote: You move the file viewer to the folder with the files in them and then click "Select Folder". You don't actually select the model file directly.

Thanks for clearing that up for me, I got kinda confused. Anyway I have one more question, does .dae export work or do I need to export the model as something else?

You need to export them as SMD and then use Noesis to convert the SMD to DAE. The drawback is this removes all the mesh names so they will need to be renamed accordingly. I tried exporting them as DAE within Crossmod but that creates a load of issues.

I thought about doing that, but renaming all the meshes would take too long for me. To solve this and many more problems, I'm trying to rewrite the MAXScript to Blender Python so that only Blender is needed to import the models. I've made great progress on it, in that it can import materials and texture names, and the mesh import is partially working. But it's still not ready-to-use/stable just yet; I will announce otherwise when it happens.
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(03-08-2019, 07:17 AM)ninetalescommander Wrote:
(03-07-2019, 03:15 PM)Star Soul Wrote:
(03-07-2019, 02:24 PM)ninetalescommander Wrote: You move the file viewer to the folder with the files in them and then click "Select Folder". You don't actually select the model file directly.

Thanks for clearing that up for me, I got kinda confused. Anyway I have one more question, does .dae export work or do I need to export the model as something else?

You need to export them as SMD and then use Noesis to convert the SMD to DAE. The drawback is this removes all the mesh names so they will need to be renamed accordingly. I tried exporting them as DAE within Crossmod but that creates a load of issues.
Thanks, I got it loaded but I don't think the mapping on it is correct, do you know if I can fix that?
https://cdn.discordapp.com/attachments/4...nknown.png
EDIT: It's not just ridley who has this problem, it happens with Marx too https://cdn.discordapp.com/attachments/4...nknown.png
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(03-08-2019, 02:07 PM)Star Soul Wrote:
(03-08-2019, 07:17 AM)ninetalescommander Wrote:
(03-07-2019, 03:15 PM)Star Soul Wrote: Thanks for clearing that up for me, I got kinda confused. Anyway I have one more question, does .dae export work or do I need to export the model as something else?

You need to export them as SMD and then use Noesis to convert the SMD to DAE. The drawback is this removes all the mesh names so they will need to be renamed accordingly. I tried exporting them as DAE within Crossmod but that creates a load of issues.
Thanks, I got it loaded but I don't think the mapping on it is correct, do you know if I can fix that?
https://cdn.discordapp.com/attachments/4...nknown.png
EDIT: It's not just ridley who has this problem, it happens with Marx too https://cdn.discordapp.com/attachments/4...nknown.png

When you export the SMD files to DAE in Noesis, make sure you tick the "Flip UV Maps" box.
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(03-09-2019, 08:12 AM)ninetalescommander Wrote:
(03-08-2019, 02:07 PM)Star Soul Wrote:
(03-08-2019, 07:17 AM)ninetalescommander Wrote: You need to export them as SMD and then use Noesis to convert the SMD to DAE. The drawback is this removes all the mesh names so they will need to be renamed accordingly. I tried exporting them as DAE within Crossmod but that creates a load of issues.
Thanks, I got it loaded but I don't think the mapping on it is correct, do you know if I can fix that?
https://cdn.discordapp.com/attachments/4...nknown.png
EDIT: It's not just ridley who has this problem, it happens with Marx too https://cdn.discordapp.com/attachments/4...nknown.png

When you export the SMD files to DAE in Noesis, make sure you tick the "Flip UV Maps" box.
Ah ok, I think that fixed it. That should be all the questions I have now, although I'll let you know if I find anything else, thanke https://cdn.discordapp.com/attachments/4...nknown.png
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hi all, I've been interested into contributing to this project i just have a couple questions..

1. I'm working on Link right now and successfully ported him into blender with this tutorial: https://www.youtube.com/watch?v=lisp713k38s  and I have noticed Link is very pale, compared to his in-game model. Is this because of how the lighting works in the game, or am i missing something. (Also, how do i make his skin less plastic-like)


Pale Link:[Image: utDjL1U.png]

Node setup: [Image: q4uvdZa.png]

Smash Render: [Image: 6N6WoO1.jpg]


2. When ripping the ancient arrow, everything worked fine except the actual tip of the arrow (the glowing part) is missing. i noticed that there's a  light_model.numatb file in the ancient arrow is that what i need for the arrow head? how do i covert and rip a NUMATB file?

Ancient Arrow: [Image: M7Ds2uO.png]

The file i probably need to export somehow: [Image: BOiKgxE.png]

3. Same sort of thing happening with the bomb (i assume its the bomb, the file is just called 'navy') the textures are just light blue like the bomb so i'm assuming that it.. When i ripped the model its not even remotely close to the bomb.. this one has a light_model.numatb file and dark_model.numatb file i'm guessing those are what i need for the actual bomb... How would i extract them?

Bomb model imported like everything else:  [Image: jYDSNPT.png]

Bomb files that probably need to import: [Image: H3WUlFM.png]

3. I have noticed the spreadsheet document is open for the public to edit, and i don't want to go in like i own the place editing things, so i guess i'm just asking permission to contribute to the project Smile
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(03-09-2019, 04:22 PM)milhouse10000 Wrote: hi all, I've been interested into contributing to this project i just have a couple questions..

1. I'm working on Link right now and successfully ported him into blender with this tutorial: https://www.youtube.com/watch?v=lisp713k38s  and I have noticed Link is very pale, compared to his in-game model. Is this because of how the lighting works in the game, or am i missing something. (Also, how do i make his skin less plastic-like)


Pale Link:[Image: utDjL1U.png]

Node setup: [Image: q4uvdZa.png]

Smash Render: [Image: 6N6WoO1.jpg]


2. When ripping the ancient arrow, everything worked fine except the actual tip of the arrow (the glowing part) is missing. i noticed that there's a  light_model.numatb file in the ancient arrow is that what i need for the arrow head? how do i covert and rip a NUMATB file?

Ancient Arrow: [Image: M7Ds2uO.png]

The file i probably need to export somehow: [Image: BOiKgxE.png]

3. Same sort of thing happening with the bomb (i assume its the bomb, the file is just called 'navy') the textures are just light blue like the bomb so i'm assuming that it.. When i ripped the model its not even remotely close to the bomb.. this one has a light_model.numatb file and dark_model.numatb file i'm guessing those are what i need for the actual bomb... How would i extract them?

Bomb model imported like everything else:  [Image: jYDSNPT.png]

Bomb files that probably need to import: [Image: H3WUlFM.png]

3. I have noticed the spreadsheet document is open for the public to edit, and i don't want to go in like i own the place editing things, so i guess i'm just asking permission to contribute to the project Smile
the skin is set like that, also this is my anchor at this point, I've heard the skin materials aren't fully researched yet. I do it manually but results don't go as expected.
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