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Super Smash Bros. Ultimate Ripping Project
Apologizes if this has been mentioned before, but how do i fix the blocky Cycles shading on the model?

   
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Okay so here's a weird uh...'technical request'. How can I get the model of Kraid from the Brinstar Depths stage? I wanna use it for a project but I dunno if anyone has stage assets.
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(03-11-2019, 07:38 PM)Carpaccio Wrote: Okay so here's a weird uh...'technical request'. How can I get the model of Kraid from the Brinstar Depths stage? I wanna use it for a project but I dunno if anyone has stage assets.

The stage assets have already been ripped, and they are located in the same location where the rest of the models are. The specific directory for Kraid after extraction is 'stage/metroid_kraid/normal/model/kraid_set'.

In almost 2 weeks, my NUMDLB import script for Blender, at https://gitlab.com/Worldblender/io_scene_numdlb (directly at https://gitlab.com/Worldblender/io_scene..._NUMDLB.py), has finally been declared by me to be stable/ready for general use. I have now freed myself (and possibly more people) from having to use 3DS MAX and Windows in order to import these models.  Wink However, there are a few non-significant limitations in the script:
  • Vertex colors are set, but the alpha channel is not used, as there is no way to set it within the Blender UI.
  • UV maps will import, but without images assigned to them. They must be assigned manually; use the material and texture information for hints on the images to assign to each mesh.
  • Bone roll is not calculated, so animations imported from files may cause meshes to deform incorrectly. although I'm working a NUANMB importer in hopes of solving this problem. It's at https://gitlab.com/Worldblender/io_scene..._NUANMB.py
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Check the above post; I opened up an alternative method to importing models to Blender that does not involve the use of any intermediate programs. Again, everything about this is located at https://gitlab.com/Worldblender/io_scene_numdlb
Here, I will maintain a Google Drive mirror of the model files, for those who cannot use MEGA.nz for some reason: https://drive.google.com/open?id=1QucKyF...XiAH5tpTIc
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(03-14-2019, 10:19 PM)Worldblender Wrote: Check the above post; I opened up an alternative method to importing models to Blender that does not involve the use of any intermediate programs. Again, everything about this is located at https://gitlab.com/Worldblender/io_scene_numdlb
Here, I will maintain a Google Drive mirror of the model files, for those who cannot use MEGA.nz for some reason: https://drive.google.com/open?id=1QucKyF...XiAH5tpTIc

Looks fairly promising, can you tell me how do install, use it
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(03-15-2019, 09:29 AM)Star Soul Wrote: Looks fairly promising, can you tell me how do install, use it

I updated the readme with installation, usage, and removal instructions. Here they are, copied from there:
## Installation
This set of two scripts requires Blender 2.70 or later, but only 2.79 has been tested.
1. Clone or download this repository. If downloaded, extract the files after that.
2. Open Blender and select `File -> User Preferences -> Install from File` and select the newly downloaded scripts.
3. In the search bar in the upper left, search for `Super Smash Bros. Ultimate`. If no results are found, try enabling the `Testing` supported level below the search bar.
4. Enable the plugin by clicking the checkbox next to the plugin name.
5. Select `Save User Settings` in the lower left and close the window.

## Removal
1. Open Blender and select `File -> User Preferences -> Add-ons`.
2. In the search bar in the upper left, search for `Super Smash Bros. Ultimate`. If no results are found, try enabling the `Testing` supported level below the search bar.
3. Disable the plugin by clicking the checkbox next to the plugin name - or uninstall the plugin by clicking `Remove`.
4. Select `Save User Settings` in the lower left and close the window.

## Importing NUMDLB or NUANMB data
1. Navigate to `File -> Import -> NUMDLB` or `File -> Import -> NUANMB` and select the file(s) you wish to import. One at a time for NUMDLB files, and multiple at a time for NUANMB animation files.
2. Only if importing NUANMB files, select the armature (skeleton) for the target model before importing them.
3. Select `NUMDLB Import` or `NUANMB Import`, depending on what was selected earlier.
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Does anyone know how to remove these blocky parts on the model? I've tried removing doubles smooth shading, etc. https://imgur.com/nDvIVmn

[Image: nDvIVmn]
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(03-14-2019, 10:19 PM)Worldblender Wrote: Check the above post; I opened up an alternative method to importing models to Blender that does not involve the use of any intermediate programs. Again, everything about this is located at https://gitlab.com/Worldblender/io_scene_numdlb
Here, I will maintain a Google Drive mirror of the model files, for those who cannot use MEGA.nz for some reason: https://drive.google.com/open?id=1QucKyF...XiAH5tpTIc

This is REALLY cool! I'm having a bit of trouble importing the animation. I've selected the bones and there doesn't appear to be any change.

Here is a video of me trying to make it work
https://youtu.be/kw0mQ4TFmWc

Am I skipping a step?
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(03-16-2019, 12:55 PM)rgflake Wrote:
(03-14-2019, 10:19 PM)Worldblender Wrote: Check the above post; I opened up an alternative method to importing models to Blender that does not involve the use of any intermediate programs. Again, everything about this is located at https://gitlab.com/Worldblender/io_scene_numdlb
Here, I will maintain a Google Drive mirror of the model files, for those who cannot use MEGA.nz for some reason: https://drive.google.com/open?id=1QucKyF...XiAH5tpTIc

This is REALLY cool! I'm having a bit of trouble importing the animation. I've selected the bones and there doesn't appear to be any change

I should mention that the NUANMB importer isn't working yet. But models can be imported for sure. For now, don't use the NUANMB importer until I say that it's ready-to-use.
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(03-16-2019, 01:04 PM)Worldblender Wrote:
(03-16-2019, 12:55 PM)rgflake Wrote:
(03-14-2019, 10:19 PM)Worldblender Wrote: Check the above post; I opened up an alternative method to importing models to Blender that does not involve the use of any intermediate programs. Again, everything about this is located at https://gitlab.com/Worldblender/io_scene_numdlb
Here, I will maintain a Google Drive mirror of the model files, for those who cannot use MEGA.nz for some reason: https://drive.google.com/open?id=1QucKyF...XiAH5tpTIc

This is REALLY cool! I'm having a bit of trouble importing the animation. I've selected the bones and there doesn't appear to be any change

I should mention that the NUANMB importer isn't working yet. But models can be imported for sure. For now, don't use the NUANMB importer until I say that it's ready-to-use.

Whoops! I should've guessed! Well thanks for your work so far! Fingers crossed for it working! If I knew anything about creating it I'd offer my help, haha
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(03-11-2019, 08:28 PM)Worldblender Wrote: The stage assets have already been ripped, and they are located in the same location where the rest of the models are. The specific directory for Kraid after extraction is 'stage/metroid_kraid/normal/model/kraid_set'.

In almost 2 weeks, my NUMDLB import script for Blender, at https://gitlab.com/Worldblender/io_scene_numdlb (directly at https://gitlab.com/Worldblender/io_scene..._NUMDLB.py), has finally been declared by me to be stable/ready for general use. I have now freed myself (and possibly more people) from having to use 3DS MAX and Windows in order to import these models.  Wink However, there are a few non-significant limitations in the script:
  • Vertex colors are set, but the alpha channel is not used, as there is no way to set it within the Blender UI.
  • UV maps will import, but without images assigned to them. They must be assigned manually; use the material and texture information for hints on the images to assign to each mesh.
  • Bone roll is not calculated, so animations imported from files may cause meshes to deform incorrectly. although I'm working a NUANMB importer in hopes of solving this problem. It's at https://gitlab.com/Worldblender/io_scene..._NUANMB.py

Do you think you might be able to do the same for Smash Wii U? More Blender tools are always welcome, especially as it relates to animations.
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(03-18-2019, 04:00 PM)Tiberious Wrote: Do you think you might be able to do the same for Smash Wii U? More Blender tools are always welcome, especially as it relates to animations.

It is possible that I can deal with Smash Wii U models, but I have a few personal projects that will use the Smash Ultimate models. Once I finish with at least one of them, or just put up polished models, I will consider rewriting other existing scripts so that Smash Wii U models can be imported with only Blender. Depending on personal circumstances, it may take anywhere between a few hours to a few weeks to get started.
Actually, it is possible I can write Blender importer scripts for the majority of console gamesm provided that I already have sample model files on hand (I only have them for Smash Ultimate and may consider getting the Smash Wii U ones), and I can understand other model formats (I might try my hands at rewriting more of RTB's scripts for sake of completion, but that could put too much on my plate and delay the completion of my projects if I rewrite them now). I might also have to know where I can obtain the original models files, especially if I expand my scope to include non-Smash games.
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Well, as for where to get the model files, they're in the Smash 4 OP (and verified the link still works). Other than that, thank you for any interest shown in importing these.
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Smile 
Hey so I'm able to extract the models and textures and get them into Blender. The issue that I have is that the eyes also appear black around the pupil where normally it would be white. I was wondering how to fix that issue if anyone knows how.
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(03-20-2019, 10:40 PM)ZepicZorua Wrote: Hey so I'm able to extract the models and textures and get them into Blender. The issue that I have is that the eyes also appear black around the pupil where normally it would be white. I was wondering how to fix that issue if anyone knows how.

That's because in most models the pupil texture is transparent, the white part of the eye is a separate texture. If you don't tell Blender that it needs to use the Alpha value as well, it will default to black.
You can use a Mix Shader to combine both textures by setting the white shader to the top input of the Mix Shader, the pupil shader to the bottom input, and the pupil texture node's Alpha output to the Factor input.
I do super basic dark 3D magics just for the heck of it Heart
Don't be afraid to talk to me, chances are I'm more afraid of you than you are of me~

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