The VG Resource
Super Smash Bros. 4 Model Project - Printable Version

+- The VG Resource (https://www.vg-resource.com)
+-- Forum: The Resources (https://www.vg-resource.com/forum-109.html)
+--- Forum: The Models Resource (https://www.vg-resource.com/forum-111.html)
+---- Forum: Project Organization (https://www.vg-resource.com/forum-119.html)
+---- Thread: Super Smash Bros. 4 Model Project (/thread-26614.html)



RE: Super Smash Bros. 4 Model Project - TGE - 03-12-2015

pretty sure you can use render to texture for that


RE: Super Smash Bros. 4 Model Project - Demonslayerx8 - 03-12-2015

for people who wants to use the material data from what u get from 3ds max.. for example...


"NU_colorSamplerUV = 1.0, 1.0, 0.0, 0.0"
"NU_fogParams = 0.0, 30000.0, 0.15, 1.0"
"NU_diffuseColor = 1.0, 1.0, 1.0, 0.0"
"NU_fogColor = 0.108, 0.222, 0.393, 0.0"
"NU_reflectionParams = 1.3, 0.0, 0.0, 0.0"
"NU_normalSamplerAUV = 1.0, 1.0, 0.0, 0.0"
"NU_normalSamplerBUV = 1.0, 1.0, 0.0, 0.0"
"NU_finalColorGain = 1.0, 1.0, 1.0, 1.0"
"NU_normalParams = 0.5, 0.0, 0.2, 0.0"
"NU_fresnelParams = 1.0, 0.0, 0.0, 1.0"
"NU_fresnelColor = 0.0, 0.0, 0.0, 0.0"
"NU_lightMapColorOffset = 0.0, 0.0, 0.0, 0.0"


colorSamplerUV = texture scale + translation/position
FogParams = fog start and end point + fog density
diffuseColor = material color/Brightness
fogColor = color for fogParam
reflectionParam = this im still trying to learn
normalSamplerAUV = known as a 2nd uv layer with scale and translation/position value's
normalSamplerBUV = known as a 2nd uv layer with scale and translation/position value's
finalColorGain = Texture Color
normalParams = not sure, could be linked to normal maps?
fresnelParams = shading/rim scale + size
fresnelColor = shading/rim color
lightMapColorOffset = lightmap color hue


i also found something thats also pretty much close to brawl's data, and thats the stage parameter data. in brawl, its named as STPM, while in SmashU, its STPRM, which is located in the param folder under the stage data, along with STDT (brawl) and STDAT (SmashU). they're all pretty close honestly.

stage files that are 00.lvd and 01.lvd seems to be different. there r stages with multiple ##.lvd files, but thats just for different layout options like with Gamer, there's about 3 more .lvd files for stage position data
00.lvd = collision data
01.lvd = stage position data + spawn and entry points


RE: Super Smash Bros. 4 Model Project - TGE - 03-13-2015

fresnel is the silhouette shading you see in games like Super Mario Galaxy
normalParams could be related to the normal maps


RE: Super Smash Bros. 4 Model Project - Demonslayerx8 - 03-13-2015

hmm i see... well these stages dont use normal maps (besides only with water). thanks for that info tho!


RE: Super Smash Bros. 4 Model Project - Fawfulthegreat64 - 03-13-2015

So I'm assuming the trophy problem was resolved?

May I request the Fracktail trophy in that case?


RE: Super Smash Bros. 4 Model Project - Mystie - 03-13-2015

(03-13-2015, 07:36 PM)fawfulthegreat64 Wrote: So I'm assuming the trophy problem was resolved?

May I request the Fracktail trophy in that case?

Yes, and yes. Wink


RE: Super Smash Bros. 4 Model Project - nobody231 - 03-13-2015

(02-21-2015, 01:40 AM)Farlavor Wrote:
(02-20-2015, 06:49 PM)Random Talking Bush Wrote:
(02-20-2015, 06:42 PM)nobody231 Wrote: Oh well, when we can rip material indices we'll get it all figured out!
Not gonna be anytime soon. The game uses hashed filenames for textures (hence why my script doesn't give them any), and I know diddly-squat about decyphering those into proper filenames.

Could be possible to rip Master Core???... I think it's maybe one of the most difficult tasks on model ripping history... just in case, it counts as a model... of course...  Tongue

I'm lucky for not having a bit of interest on it... even knowing that one of it's formes is a beast like.

but even if it's succesfully ripped... who can possibly be able to reproduce it in a render?... it may look glitchy or different than normally looks like ingame. I don't have the knowledge to make that possible. 
and using Cinema 4D I'm not so nOObish.

Maybe with Alpha channel can be done.... but... if it doesn't involve Alpha, then it's too advanced to understand by simple logic.

The particles actually are just textures. Some parts of the body are somewhat high-poly for Master Core, some are ridiculously low-poly. At any rate, with the updated converter, TIME TO RIP MASTER CORE!!!

And about Master Core, should he be submitted in parts, one for each form, or should they be packaged in one great container?


RE: Super Smash Bros. 4 Model Project - Random Talking Bush - 03-13-2015

(03-13-2015, 09:14 PM)nobody231 Wrote: And about Master Core, should he be submitted in parts, one for each form, or should they be packaged in one great container?
I would say since there's a bunch of shared textures (correct me if I'm wrong though), that at least the first main forms should be in one package. If you wanted to get Master Fortress as well, you could either include it in the same zip, or make it its own rip (since it could technically count as a "stage" more than a boss, and should have the enemies included too).


RE: Super Smash Bros. 4 Model Project - Shiku ZG - 03-14-2015

Id like to request the Reaper from Smash Run/Tour, the Orne from Smash Run, and the Wuhu Island stage.


RE: Super Smash Bros. 4 Model Project - nobody231 - 03-14-2015

(03-13-2015, 10:31 PM)Random Talking Bush Wrote:
(03-13-2015, 09:14 PM)nobody231 Wrote: And about Master Core, should he be submitted in parts, one for each form, or should they be packaged in one great container?
I would say since there's a bunch of shared textures (correct me if I'm wrong though), that at least the first main forms should be in one package. If you wanted to get Master Fortress as well, you could either include it in the same zip, or make it its own rip (since it could technically count as a "stage" more than a boss, and should have the enemies included too).

Will do.

(03-14-2015, 05:37 PM)Shiku ZG Wrote: Id like to request the Reaper from Smash Run/Tour, the Orne from Smash Run, and the Wuhu Island stage.

Unfortunately 3DS ripping is currently out of the picture. Sorry!


RE: Super Smash Bros. 4 Model Project - Shiku ZG - 03-15-2015

(03-14-2015, 06:20 PM)nobody231 Wrote: Unfortunately 3DS ripping is currently out of the picture. Sorry!
Didn't someone rip the Mimicutie model from Smash Run? Oh well...
There is still the Reaper model from Smash Tour and the Reaper trophy, so instead of the Orne, could the Daybreak be ripped?


RE: Super Smash Bros. 4 Model Project - Farlavor - 03-15-2015

(03-14-2015, 06:20 PM)nobody231 Wrote:
(03-13-2015, 10:31 PM)Random Talking Bush Wrote:
(03-13-2015, 09:14 PM)nobody231 Wrote: And about Master Core, should he be submitted in parts, one for each form, or should they be packaged in one great container?
I would say since there's a bunch of shared textures (correct me if I'm wrong though), that at least the first main forms should be in one package. If you wanted to get Master Fortress as well, you could either include it in the same zip, or make it its own rip (since it could technically count as a "stage" more than a boss, and should have the enemies included too).

Will do.



(03-14-2015, 05:37 PM)Shiku ZG Wrote: Id like to request the Reaper from Smash Run/Tour, the Orne from Smash Run, and the Wuhu Island stage.

Unfortunately 3DS ripping is currently out of the picture. Sorry!

Wait a little... Maybe someone will try it... (hint, hint...) 

-Pointing to myself-

(sweating a little)

Btw... It seems my logic concerning Master Core is a bit not so accurate... just by knowing how nobody231 said about it... but I didn't paid so much atention to the model itself... Undoubtly I know Master Core is a model by itself... but I never get acustomed by the way how particles does ingame... giving me doubts about it being rippable or not... at least. I am glad I'm wrong at my theory... Big Grin

Anyway... I know that it may have some difficulties concerning how to make it to render properly like it does in the game. concerning the textures, I had little to almost none experience doing so... I know a little, but not enough to make high poly detailed models, and even so... someone might know that I'm not so good at using Photoshop CC.
anyway... just in case I find out how does looks like Master Core (Beast Forme) in the downloading page... perhaps I may download it.

Concerning the 3DS ripping, perhaps you might had it out of the picture... but even if I am a beginner at this... Perhaps I may continue a few 3DS model ripping projects... but only on the ripping from the 3DS/BIN files... The model format, should be done by anyone else. since I tried with Gintama's wii Game with no success at ripping Sadaharu... and it was a different variation of a Brmdl file. so I think that as an epic fail at ripping...

 I think TGE does it a thousand times better than me, even if he failed at helping me... but he tried. it's something...... Shy

I will rip the files the way as they are in their native format... (Let's hope if I succeed at that at least)

but I need time to do some other things... I don't have any reason to break my promise, becuz it helps me getting new models too. so I have no choice but helping you out on that as well.  Wink
besides... I think I should try with some 3DS game roms we didn't tried yet or had been cancelled by inactivity.
My projects are those for now:

Etrian Odissey IV (And it's sequal)
Kingdom Hearts DDD (Temporaily cancelled but if I get the tools, I may try not only to rip, but convert the models too)
Fujiko F. Fujio character (a little unknown game resembling Mario Party but with Doraemon and his friends)
Monster Hunter 4 Ultimate
Dragon Quest monster, Terry Wonderland (And it's sequals)
Toriko Gourmet Monsters (This one I should take charge by myself, since the rom is too hard to find and I managed to get one and two of my most wanted models are included on my rewards signature, Terrycloth on both normal and black versions) 
and apart from those roms, I have a little plenty of 3DS formats to try on, It's just a matter of luck if I can or cannot get the models from any of those roms ... so don't expect quick success. ok?  Shy


RE: Super Smash Bros. 4 Model Project - IndyGo - 03-15-2015

Anyway you can rip Chrom's model?


RE: Super Smash Bros. 4 Model Project - nobody231 - 03-15-2015

(03-15-2015, 05:05 PM)Shiku ZG Wrote:
(03-14-2015, 06:20 PM)nobody231 Wrote: Unfortunately 3DS ripping is currently out of the picture. Sorry!
Didn't someone rip the Mimicutie model from Smash Run? Oh well...
There is still the Reaper model from Smash Tour and the Reaper trophy, so instead of the Orne, could the Daybreak be ripped?

RTB is a genius, but even he has his limits. He had to use a bunch of tricks in order to get models to come out intact. These tricks don't seem to work on most of the models, however.

(03-15-2015, 07:31 PM)IndyGo Wrote: Anyway you can rip Chrom's model?

Yes, he is completely rippable!


RE: Super Smash Bros. 4 Model Project - Random Talking Bush - 03-15-2015

(03-15-2015, 07:54 PM)nobody231 Wrote: RTB is a genius, but even he has his limits. He had to use a bunch of tricks in order to get models to come out intact. These tricks don't seem to work on most of the models, however.
Turns out that after revamping my Pokémon Omega Ruby / Alpha Sapphire script a whole lot that it partially works with the models from Super Smash Bros. for Nintendo 3DS (I had never realized that they were more or less using the same model format). I should just be able to fill in some additional information and then it'd work afterwards... but I'll do so a bit later.