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Super Smash Bros. Ultimate Ripping Project - Printable Version

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+---- Thread: Super Smash Bros. Ultimate Ripping Project (/thread-34836.html)



Super Smash Bros. Ultimate Ripping Project - Random Talking Bush - 12-25-2018

(Looking for the previously-pinned Smash 4 Thread? It's right here.)

Currently-uploaded models

Model, effect and animation files (UPDATED 10/19/21!)
NUMDLB Model MaxScript (UPDATED 05/26/21!)
NUTEXB-to-DDS Texture QuickBMS Script (UPDATED 05/26/21!)
Material information

Kept you waiting, huh? While our Super Smash Bros. for Wii U ripping project didn't get anywhere, here's hoping we can get more volunteers for its successor. Practically all of the game's models are available in the first link.

Current claims:
Check VirtualTurtle's spreadsheet.


RE: Super Smash Bros. Ultimate Ripping Project - The Prawn - 12-25-2018

https://www.youtube.com/watch?v=_JUCfX1P1ik


RE: Super Smash Bros. Ultimate Ripping Project - crueldude100 - 12-25-2018

THANK YOU SOOOO MUCH AAAAAAAA


RE: Super Smash Bros. Ultimate Ripping Project - Brewsterkoopa - 12-25-2018

Good shit


RE: Super Smash Bros. Ultimate Ripping Project - Lilothestitch - 12-25-2018

It's about time. I'll be ripping the Poke Ball Pokémon.


RE: Super Smash Bros. Ultimate Ripping Project - NintendoFan37 - 12-25-2018

You're a godsend RTB! Thank you for your dedication to game models!

Also sorting all the stages seems insane, as there are over 300 of those in the game!


RE: Super Smash Bros. Ultimate Ripping Project - TheImperfectAnimator - 12-25-2018

How would we go about using these scripts?


RE: Super Smash Bros. Ultimate Ripping Project - Random Talking Bush - 12-25-2018

(12-25-2018, 09:52 PM)TheImperfectAnimator Wrote: How would we go about using these scripts?
If you've got 3DS Max, you can use the model-importing script with that. For the textures, you'll need to use the BMS script and the NUTEXB files through QuickBMS to convert them to DDS, and then use Noesis to convert them in PNG for the script's auto-detection to work correctly.

Either that, or compile and use Ploaj's program, CrossMod.


RE: Super Smash Bros. Ultimate Ripping Project - akuago220 - 12-25-2018

Showtime. This will be interesting...


RE: Super Smash Bros. Ultimate Ripping Project - JerseyXS97 - 12-25-2018

Great work RTB, it's much appreciated. I'll be skipping out on ripping these models myself as I currently have no use for them in my own projects, but I look forward to seeing what you guys put out.


RE: Super Smash Bros. Ultimate Ripping Project - slime - 12-25-2018

I have no experience in this stuff but I'd love to try to help. I'm interested in getting Bowser Jr. and the koopalings models as well as their clown cars.

EDIT: This is what I have in 3DSMax atm. Where should I go from here?

https://cdn.discordapp.com/attachments/257904822592864257/527388624564781057/unknown.png (not sure how to add an image lol im a noob. But I want to help)


RE: Super Smash Bros. Ultimate Ripping Project - 8Yaron8 - 12-26-2018

Thanks for the script, but I had a problem. How to fix this error with bad AO in Source Filmmaker, what function should use in 3DS Max to fix it?
[Image: F3Fb6rm.png]


RE: Super Smash Bros. Ultimate Ripping Project - MaxiGamer™ - 12-26-2018

I'm sorry to ask, but would it be possible to upload all of this somewhere else other than MEGA? They have some sort of download limit paywall bullcrap I can't get past.


RE: Super Smash Bros. Ultimate Ripping Project - josephthekp - 12-26-2018

FSUSDIGASG

I NEEDED THIS, TY


RE: Super Smash Bros. Ultimate Ripping Project - Random Talking Bush - 12-26-2018

Updated the script in the first post:
Code:
Fixed models with 0 rigging influences not being bound to anything (e.g. Bomberman's remote bomb).
Fixed models with invalid bones causing the script to error (e.g. Fiora).