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Super Smash Bros. Ultimate Ripping Project
(03-07-2020, 10:28 AM)crafter21 Wrote: awesome work but I which files are kirby?

That would be 06.7z and all the 06_v#.7z files.

The files are numbered based on Nintendo's official numbering system for the fighters, which you can check in the official Super Smash Bros. website. So, file 06 is Kirby, file 24 is Mewtwo, file 37 is Lucas, and so on and so forth.

Some files include _v2/_v3/_v4/etc. in their names, mostly Kirby and the Mii Fighters, because those are additions or changes they received during updates/DLC.
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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So, I'm trying to get the Hero models into MikuMikuDance.
I used StudioSB to open Hero's model and I exported it to .smd to get a model file that I can open in Blender and also as a .fbx file to be able to export the textures as .dds (I know I can open .fbx in Blender, but for some reason when I export .fbx models from Smash MMD just won't work properly). The model works fine, but I'm having trouble with the textures. They seem to be corrupted as .dds in almost every program I've used except for Photoshop. I tried exporting them with Photoshop as .png and here's where the problem starts: it seems that by doing so, the UV mapping just gets deleted or something and when I apply the textures to the model in MMD, the model ends up looking LIKE THISRolleyes

How can I export the textures without them being corruped or having a messed up UV mapping?
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(03-10-2020, 02:32 PM)Chris Redfield Wrote: So, I'm trying to get the Hero models into MikuMikuDance.
I used StudioSB to open Hero's model and I exported it to .smd to get a model file that I can open in Blender and also as a .fbx file to be able to export the textures as .dds (I know I can open .fbx in Blender, but for some reason when I export .fbx models from Smash MMD just won't work properly). The model works fine, but I'm having trouble with the textures. They seem to be corrupted as .dds in almost every program I've used except for Photoshop. I tried exporting them with Photoshop as .png and here's where the problem starts: it seems that by doing so, the UV mapping just gets deleted or something and when I apply the textures to the model in MMD, the model ends up looking LIKE THISRolleyes

How can I export the textures without them being corruped or having a messed up UV mapping?
for textures, u can also try noesis to convert instead. For the model, the fbx gets exported with bones and all right? Try to use https://www.deviantart.com/minmode/art/U...-809252773 this script, it can export from noesis to pmx (you'll still need to rename bones and all)
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Hey, this project still active? I'm down to help if so
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Hi all, 

I'm brand new to this sort of thing so this might look like a stupid question, but for some reason, when I import the model into blender (downloaded the preconverted version), the hair, cape, and tie all have these weird grey outlines. Is there any way to fix this?

example here

https://imgur.com/WUaa5XU
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Alpha errors, I think.
I'm an opera-crossover singer undergoing classical voice training and I'm also making Super Smash Bros. Feud.

Discord: kold_virus
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What version of blender are you using?
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(04-10-2020, 02:46 PM)Bert556 Wrote: What version of blender are you using?
I'm using blender 2.79. When I went down to influence and checked diffuse alpha, the white spots went away but a new problem arose: some of the textures are transparent.


here's an example
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I'm not as familiar with blender 2.79, but ill try to look into it. Is there options such as alpha blend/alpha clip/alpha hashed?
Edit: Roy's hair in particular still looks weird, but generally you have to go to your material properties, then scroll down to settings, then view port alpha and change it to alpha clip.
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(04-10-2020, 02:54 PM)chouxsmash Wrote:
(04-10-2020, 02:46 PM)Bert556 Wrote: What version of blender are you using?
I'm using blender 2.79. When I went down to influence and checked diffuse alpha, the white spots went away but a new problem arose: some of the textures are transparent.


here's an example
i know this is irrelevant, but did u pose roy or is that from his idle anim?
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Uh anybody tried to convert stages yet? Seems like a job and a half, some of the textures don't seem to align correctly.
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Exclamation 
How do I fix the face?There's black around all the eyes & mouths:
https://i.redd.it/k96qkkb0fht41.png

Model is from Models Resource.Using Blender.
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(04-17-2020, 08:52 PM)sum1 Wrote: How do I fix the face?There's black around all the eyes & mouths:
https://i.redd.it/k96qkkb0fht41.png

Model is from Models Resource.Using Blender.

The black areas are the transparent of those textures.

If using Cycles, simply connecting the Alpha value of your image texture to its corresponding socket in Principled BSDF will fix it when rendering. And in the Material Propierties tab, under the Viewport Display section, change the Blend Mode and Shadow Mode to Alpha Clip. This will fix it in the Material Preview shading mode.
If using Eevee, connecting the Alpha value to the Principled is not enough to fix during rendering, and changing the Blend Mode and Shadow Mode to Alpha Clip is an obligatory step.

Image for reference:
https://imgur.com/a/h5b45BX

Note that in Eevee, the Viewport Display section is replaced by the Settings section.

(I'm not very good at explaining, so do forgive me if there is something you don't understand.)
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~

[Image: 76561198129478596.png]
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(04-18-2020, 01:11 PM)MsLatiasLlusion Wrote:
(04-17-2020, 08:52 PM)sum1 Wrote: How do I fix the face?There's black around all the eyes & mouths:
https://i.redd.it/k96qkkb0fht41.png

Model is from Models Resource.Using Blender.

The black areas are the transparent of those textures.

If using Cycles, simply connecting the Alpha value of your image texture to its corresponding socket in Principled BSDF will fix it when rendering. And in the Material Propierties tab, under the Viewport Display section, change the Blend Mode and Shadow Mode to Alpha Clip. This will fix it in the Material Preview shading mode.
If using Eevee, connecting the Alpha value to the Principled is not enough to fix during rendering, and changing the Blend Mode and Shadow Mode to Alpha Clip is an obligatory step.

Image for reference:
https://imgur.com/a/h5b45BX

Note that in Eevee, the Viewport Display section is replaced by the Settings section.

(I'm not very good at explaining, so do forgive me if there is something you don't understand.)
Instead of using alpha clip, try using alpha hashed. It basically does what cycle does to transparent textures.
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Was looking for the effect textures, but it seems that the common effect textures used for all characters (things such as wind/dust, fire/smoke, sparkles/flares, etc) are not present in the mega, just the effect textures for specific characters which seem to be nearly all trail textures. Anyone have any plans to rip the common effect textures? Or am I just missing them in there?
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