Users browsing this thread: 19 Guest(s)
Super Smash Bros. 4 Model Project
I'll make Mario, if you want.
[Image: 3oEduVuAsde9E8A716.gif][Image: ness_stamp_by_yukidarkfan.png]
3DS Friend Code: 4098-7082-7654
Add me sometime. I've got Smash, Mario Kart, and a few others!
Thanked by:
y u do dis unu
Thanked by:
I think I've figured out a lot of the animation data, though I'm still not too sure on everything. I've mainly looked at fighter data (a small subset of it), other model types might have additional data that I haven't looked at yet.

.omo
List of all animType fixed and frame data sizes (calculated by doing size = channel[i+i].offset - channel[i].offset):
.mta
... nice to see some1 else research the omo format besides me.. even tho i dont understand hex much.. gratz to u! Smile

altho i was looking more into stage animation files... and only falcon
Thanked by:
How do you guys prefer to set up your model textures in 3d studio? I put in specular, diffuse, and normal maps, but is it necessary to use displacement or self illumination maps? Also what kind of lighting do you recommend for rendering textures, like skylights or mental ray lights?
Thanked by:
The question I never got the answer to was, how do you EVEN do that? Kinda new to this stuff.
[Image: 3oEduVuAsde9E8A716.gif][Image: ness_stamp_by_yukidarkfan.png]
3DS Friend Code: 4098-7082-7654
Add me sometime. I've got Smash, Mario Kart, and a few others!
Thanked by:
(08-18-2015, 04:02 PM)supersmashball Wrote: The question I never got the answer to was, how do you EVEN do that? Kinda new to this stuff.

Are you referring to my question?
Thanked by:
Kind of...
All I can do is apply the normals.
[Image: 3oEduVuAsde9E8A716.gif][Image: ness_stamp_by_yukidarkfan.png]
3DS Friend Code: 4098-7082-7654
Add me sometime. I've got Smash, Mario Kart, and a few others!
Thanked by:
(08-18-2015, 04:06 PM)supersmashball Wrote: Kind of...
All I can do is apply the normals.

Oh, well i learned everything i know from these videos https://www.youtube.com/watch?v=Xi467BO_-JY    https://www.youtube.com/watch?v=F-e43rUcF8I
Thanked by:
Great, saving them for later...
My headphones are gone. I'll watch them at night, maybe.
[Image: 3oEduVuAsde9E8A716.gif][Image: ness_stamp_by_yukidarkfan.png]
3DS Friend Code: 4098-7082-7654
Add me sometime. I've got Smash, Mario Kart, and a few others!
Thanked by:
(08-18-2015, 03:56 PM)uac9000 Wrote: How do you guys prefer to set up your model textures in 3d studio? I put in specular, diffuse, and normal maps, but is it necessary to use displacement or self illumination maps? Also what kind of lighting do you recommend for rendering textures, like skylights or mental ray lights?

THIS. I'd would like to know the answer too. But wait, does SSB4 use self illumination maps? Because I haven't seen any of them in any fighters' textures...
[Image: loadcard.php?id=5320]
Thanked by:
I believe they do.. which is built inside their normal maps under the Red and Green channels... Blue channel has pretty much nothing, while the Alpha is the spec map
Thanked by:
(08-16-2015, 10:56 PM)Demonslayerx8 Wrote: which trophy do u want from Smash3ds? cause i can get those exported easily.

Well here are the trophies I want from the 3DS version -

- Tanooki Mario and Kitsune Luigi
- Statue Mario
- All of the Fighters' trophies and alts (Except for DLC)
- and Epona

By the way can you also export the actual fighters too?
Thanked by:
(08-19-2015, 02:03 PM)MarioSonicU Wrote:
(08-16-2015, 10:56 PM)Demonslayerx8 Wrote: which trophy do u want from Smash3ds? cause i can get those exported easily.

Well here are the trophies I want from the 3DS version -

- Tanooki Mario and Kitsune Luigi
- Statue Mario
- All of the Fighters' trophies and alts (Except for DLC)
- and Epona

By the way can you also export the actual fighters too?

smash3ds fighters (and some stage models) have their objects stored in .mbn files, while the skeleton and textures r in the .bch file, and those I can't get opened with Ohana, so currently, no cant get fighters.
[Image: I36KOFb.png]

i'll send you the files shortly
Thanked by:
(08-19-2015, 06:35 AM)Demonslayerx8 Wrote: I believe they do.. which is built inside their normal maps under the Red and Green channels... Blue channel has pretty much nothing, while the Alpha is the spec map

OK, I see. But how could I convert those channels into actual self-illumination? I mean...normal maps don't display self-illumination, afaik, so how could I display self-illumination (using the normal maps) in 3DS Max/Blender? Sorry if the question is a bit confusing...
[Image: loadcard.php?id=5320]
Thanked by:


Forum Jump: