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Super Smash Bros. 4 Model Project - Printable Version

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RE: Super Smash Bros. 4 Model Project - Tiberious - 05-27-2016

So... why would you want trophies when there's usable models with rigging in them in Mega Man's directory?

Yep, despite being posed in the Final Smash, they're unposed in the original files... meaning you can have them without having to do your own manual unposing.


RE: Super Smash Bros. 4 Model Project - Random Talking Bush - 05-27-2016

I'll see about getting the other Megas up on The Models Resource within a week, and perhaps some other things if I've got the time.


RE: Super Smash Bros. 4 Model Project - kluck - 05-30-2016

(05-27-2016, 04:04 PM)Tiberious Wrote: So... why would you want trophies when there's usable models with rigging in them in Mega Man's directory?

Honestly didn't dig to deep considering I can't do anything with the .NUD 
The rigged model would be super super nice, but I should be able to do what I need with the Trophys


RE: Super Smash Bros. 4 Model Project - nobody231 - 06-01-2016

(06-01-2016, 04:11 PM)Ecchin Wrote: Hi, i want to request Ike model Smile

I don't think that you're allowed to make requests yet, unless if this thread has different rules.


RE: Super Smash Bros. 4 Model Project - Scrubby_Marth_Main - 06-02-2016

Can you get the numbers that are used for the damage gauge?

(Or do you know where I can find them?)


RE: Super Smash Bros. 4 Model Project - nobody231 - 06-02-2016

(06-02-2016, 10:13 PM)Scrubby_Marth_Main Wrote: Can you get the numbers that are used for the damage gauge?

(Or do you know where I can find them?)

It may or may not be here: http://www.spriters-resource.com/wii_u/supersmashbrosforwiiu/sheet/68366/

I have not checked, but it's likely that the damage percentages are in that zip.


RE: Super Smash Bros. 4 Model Project - Random Talking Bush - 06-05-2016

I've updated my MaxScript to fix up a lot of things, mainly for people modding the game:
  • Added the vertex types seen in the Taiko no Tatsujin Wii U games, so those models will import now. Also fixed the 0x00 type, this fixes the Mario Maker hands.
  • Fixed bone importing so that the structures for things like for ZSS's paralyzer, Mega Lucario's tail and Ryu's cloth in particular are no longer broken.
  • Changed texture names to accommodate "groups". This means you'll have to re-export them using the updated SmashU_NUT.bms to get them to read. Sorry!
  • Fixed Material parsing, it now displays texture numbers used, and additional information accidentally skipped beforehand. (Example here)
  • Changed misleading "Texture Layer" info to "Texture Set" (since it's actually used for things like Final Smash eyes).
  • "Multiply vertex colours" is now defaulted back to "off". It takes a second to re-enable it, don't complain.
  • Also added a "Disable vertex colours" option, even though it's easy enough to remove after importing.
  • Debug script has been added, mainly so modders can get a better idea of where everything is.
  • Still haven't fixed the single-bind polygon group positioning for stages and trophies. Eventually...
The *.NUT extraction script was also updated. If I happened to break anything, lemme know.

http://www.mediafire.com/?5c7ladqsagd7ct1
https://dl.dropboxusercontent.com/u/27874399/SmashU_NUT.bms


RE: Super Smash Bros. 4 Model Project - Struggleton! - 06-05-2016

I guess I'm reripping Ryu and Zero Suit Samus Tongue


RE: Super Smash Bros. 4 Model Project - Struggleton! - 06-06-2016




RE: Super Smash Bros. 4 Model Project - Ploaj - 06-17-2016

Has anyone figured out the bone rotation calculation for the OMO files?
It's the only one that I cannot make sense of.

I'll put all the information here if someone can figure it out. I don't really know how to format and explain this very well, though...


---------------------------------------------------------------------------------------------------------------------------------------------------------------

So here is the values I'm trying to get:
1.093467 -0.7491351 1.719104
These are the rotation values on the hip bone for the first frame of Bayonetta's run cycle (yes I know for a fact these are accurate from in-game research)

---------------------------------------------------------------------------------------------------------------------------------------------------------------

Now here is the information the file has to get those those values.

This is the bone's t-pose rotation values:
1.570796 -0.140513 1.570796

Now, the coordinates for the animation are interpolated between two given values. For this bone, here they are:
X 0.50319177 Y 0.07790809 Z 0.53269935
X 0.26636285 Y 0.3868885 Z 0.23858005

The interpolation values for the first frame are:
0.18551919 0.21870756 0.8119631

So the interpolated values calculated in the same manor as the translation (which is correct) are this:
0.5526072 0.16252354 0.72641754

These values aren't even close to the expected ones, so I'm not sure what to do with them.

---------------------------------------------------------------------------------------------------------------------------------------------------------------

(1st Coordinate Value) + (2nd Coordinate Value) * (Interpolated value)

That is the seemly correct formula for calculating the translation values.

So here is an example of how the translation calculation works for this bone.

Info for translation coordinates:
X -0.081674 Y -1.756892 Z 0.833183
X 0.210284 Y 0.805438 Z 0.769363
0.04893568 0.8805066 0.15428397

So using the above calculation on the X coordinate: (-0.081674) + (0.210284) * (0.04893568) = -0.07138361

---------------------------------------------------------------------------------------------------------------------------------------------------------------

Expected Translation values for this frame:
-0.071381 -1.047687 0.9518849
Calculated values:
-0.07138361 -1.0476985 0.9518834

Works near perfectly with slight rounding errors, and it seems to work for every frame.
So that's where I'm stuck. If given this information you can figure out how to make the rotation values be near the expected ones, then I could make an smd and maybe fbx animation convertor.


RE: Super Smash Bros. 4 Model Project - Larry Koopa Is Awesome - 07-02-2016

(02-04-2015, 12:44 PM)Random Talking Bush Wrote: I was planning on uploading Duck Hunt Duo and Mega Man, though. Sad


(02-04-2015, 12:41 PM)Mystie Wrote: I also hear that stages don't yet rip properly either.
I actually fixed that not too long after I said they weren't working, if you've got the most recent version of the script there shouldn't be any problems with that.

Hey Random Talking Bush, If you can, are you able to do this same Model thing with Super Smash Bros 3Ds?


RE: Super Smash Bros. 4 Model Project - Pingus! - 07-03-2016

Keep it up! Looking great guys!


RE: Super Smash Bros. 4 Model Project - Larry Koopa Is Awesome - 07-08-2016

Is anyone able to do the model file thing with Smash 3ds as well, I'm not sure if running a command prompt thing with the Wii U tools is safe on ubuntu linux, The 3ds tools open just fine on ubuntu linux, so I can easily do things with 3ds, either that, or can someone just make GTX file uploads of all the Smash Wii U fighter models so people who have a hard time with the quickbms crud can skip that step and go ahead and use TexConv2, I really tried here, but I don't know if command prompt opening is safe on ubuntu


RE: Super Smash Bros. 4 Model Project - Larry Koopa Is Awesome - 07-08-2016

I assume that this is when everyone is online, so I need help with this http://imgur.com/nJCnFJn
I got it running in wine command prompt
there is just something wrong that I have yet to fix
Can someone PM me if they know how to help with this, or reply to this comment


RE: Super Smash Bros. 4 Model Project - HeroOfHyuleLink - 07-11-2016

Is anyone going to Extract Link's model? I've been wanting that forever