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Super Smash Bros. Ultimate Ripping Project
(07-04-2020, 10:03 AM)ninetalescommander Wrote: Does anyone know if there's a "numdlb plugin" for Blender 2.8? Currently I'm having to use Blender 2.79B with "IO_Scene_Numdlb" to import the models and then export as DAE which is fine but I'd like to be able to directly import to 2.8 if I can.
I'm planning on doing that, but I need enough free time to do so (in less than a month or 30 days, as I have summer classes going on). When I can get around to working on it, the 2.79 version of the addon will be moved into its own branch, and the 2.8 version will be what's available in the master branch.

Heads up, I will likely work on porting https://github.com/supertuxkart/stk-blender/ to Blender 2.8x first. All that I learn of porting this add-on will also apply I get around to porting https://gitlab.com/Worldblender/io_scene_numdlb afterwards. I will target Blender 2.83 LTS (and later), in order to not have to chase a moving target for about 2 years. Anyone with sufficient Blender experience can come in to help me port one or both of the add-ons.

(07-07-2020, 06:43 AM)Makoto Wrote: can animations be exported from this game? if so, do they use any interpolation algo?
My io_scene_numdlb Blender add-on (link provided above) also includes a NUANMB importer that can be used in conjunction with the main NUMDLB importer. This eliminates the need to use an external program for working with animations, as the modelling and animation can be done only within Blender.
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@Worldblender: How well is NUANMB importing supported in Blender? I lost my Maya and its license, which is what I was using before and I need a suitable replacement.
I'm an opera-crossover singer undergoing classical voice training and I'm also making Super Smash Bros. Feud.

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(07-08-2020, 07:41 PM)Kold-Virus Wrote: @Worldblender: How well is NUANMB importing supported in Blender? I lost my Maya and its license, which is what I was using before and I need a suitable replacement.
I spent a lot of time making sure that the animations import correctly, as in, they don't cause the models to look distorted. I had to change the way bones are imported for this to happen. Skeletal animation, and the hiding of certain meshes (provided that the imported meshes do not have completely different names from their originals) work. If multiple animations are imported, they will be imported in separate tracks, which can be accessed with the dope sheet. The functionality is enough to make a simple animation player, although without secondary objects present (those found in different files).

It's good that you're considering migrating to Blender, as it could help you reduce your dependency on proprietary software, as it happened for me.
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All right, thanks a lot! My Smash Bros. fan game uses Ultimate files, so I was simply curious. Thanks so much to RTB's model importer too btw!

I still use Max though, for importing and rigging. It'd be nice if I could fully migrate, especially for sculpting for texture map purposes.
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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(07-08-2020, 07:50 PM)Kold-Virus Wrote: All right, thanks a lot! My Smash Bros. fan game uses Ultimate files, so I was simply curious. Thanks so much to RTB's model importer too btw!

I still use Max though, for importing and rigging. It'd be nice if I could fully migrate, especially for sculpting for texture map purposes.
Remember that my add-on set can also import the model files, as that is the main bulk of it. Animations are entirely optional, as it is possible to make original animations for the models instead of reusing the existing ones. You can do almost everything you're doing in 3DS Max in Blender. Better yet, my NUMDLB importer is primarily a rewrite of RTB's importer code to Python 3 (the language used for writing Blender add-ons), and it contains some other functionality found in the original:
  • Assigning the texture names to all meshes, even if they are not present
  • Preserving the original size of the meshes, as well as their XZY orientation
For stuff like sculpting for texture maps, that is something outside of the task my importer scripts, but sculpting can be done within Blender.
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(07-08-2020, 07:57 PM)Worldblender Wrote:
(07-08-2020, 07:50 PM)Kold-Virus Wrote: All right, thanks a lot! My Smash Bros. fan game uses Ultimate files, so I was simply curious. Thanks so much to RTB's model importer too btw!

I still use Max though, for importing and rigging. It'd be nice if I could fully migrate, especially for sculpting for texture map purposes.
Remember that my add-on set can also import the model files, as that is the main bulk of it. Animations are entirely optional, as it is possible to make original animations for the models instead of reusing the existing ones. You can do almost everything you're doing in 3DS Max in Blender. Better yet, my NUMDLB importer is primarily a rewrite of RTB's importer code to Python 3 (the language used for writing Blender add-ons), and it contains some other functionality found in the original:
  • Assigning the texture names to all meshes, even if they are not present
  • Preserving the original size of the meshes, as well as their XZY orientation
For stuff like sculpting for texture maps, that is something outside of the task my importer scripts, but sculpting can be done within Blender.

Yeah, I know it's out of the scope. I meant, for doing it myself, manually.

I have the latest Blender, though, so I don't think your plugin is compatible. (yet)
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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(07-08-2020, 07:59 PM)Kold-Virus Wrote: Yeah, I know it's out of the scope. I meant, for doing it myself, manually.

I have the latest Blender, though, so I don't think your plugin is compatible. (yet)
I'm already aware of my plugin not being compatible with Blender 2.8x, and plan on rewriting it when I find enough free time (in less than a month or 30 days, as I have summer classes going on). When I can get around to working on it, the 2.79 version of the addon will be moved into its own branch, and the 2.8 version will be what's available in the master branch.

Heads up, I will likely work on porting https://github.com/supertuxkart/stk-blender/ to Blender 2.8x first. All that I learn of porting this add-on will also apply I get around to porting https://gitlab.com/Worldblender/io_scene_numdlb afterwards. I will target Blender 2.83 LTS (and later), in order to not have to chase a moving target for about 2 years. Anyone with sufficient Blender experience can come in to help me port one or both of the add-ons.
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Yea, no problem! I can wait, good luck on the courses!
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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(07-08-2020, 08:01 PM)Worldblender Wrote:
(07-08-2020, 07:59 PM)Kold-Virus Wrote: Yeah, I know it's out of the scope. I meant, for doing it myself, manually.

I have the latest Blender, though, so I don't think your plugin is compatible. (yet)
I'm already aware of my plugin not being compatible with Blender 2.8x, and plan on rewriting it when I find enough free time (in less than a month or 30 days, as I have summer classes going on). When I can get around to working on it, the 2.79 version of the addon will be moved into its own branch, and the 2.8 version will be what's available in the master branch.

Heads up, I will likely work on porting https://github.com/supertuxkart/stk-blender/ to Blender 2.8x first. All that I learn of porting this add-on will also apply I get around to porting https://gitlab.com/Worldblender/io_scene_numdlb afterwards. I will target Blender 2.83 LTS (and later), in order to not have to chase a moving target for about 2 years. Anyone with sufficient Blender experience can come in to help me port one or both of the add-ons.

Oh that's right, I forgot it was you that created that addon. Even though I'd like a 2.8 update, I have to say your addon has been a godsend, thanks.
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Okay, so I still can't get root/ui to extract, so I'm beginning to think a part of my dump may be corrupt.

I'll try re-dumping my arc and then I'll see.
I'm an opera-crossover singer undergoing classical voice training and I'm also making Super Smash Bros. Feud.

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(07-11-2020, 09:22 PM)Kold-Virus Wrote: Okay, so I still can't get root/ui to extract, so I'm beginning to think a part of my dump may be corrupt.

I'll try re-dumping my arc and then I'll see.
It's possible. A proper v8.0.0 ARC should have the following filesize/checksums:

Code:
Size: 16150963736 bytes (15.0 GB)
CRC32: 1B3F2CDD
CRC64: 1AE3B9194D7E037B
SHA256: 07C95AF61C44F47C9C5A67F9D827D982A8F3797996DA944A549BC66D4A96EBC5
SHA1: 51F82975B83454B8C35D23B5877BD69B4FD8D3F7
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Yeah I think something's up. nxdumptool no longer works on Smash, only Ultimate Mod Manager's ripper works now.

I'll check those values.

EDIT: Redumped, checked my MD5, it all checks out, even the filesize. I will retry extraction after it's finished cut-pasting to my drive.

EDIT #2: Okay, it's working! Thanks Bush, I owe ya one.
I'm an opera-crossover singer undergoing classical voice training and I'm also making Super Smash Bros. Feud.

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Gonna double post here, sorry 'bout that!

RTB, is something funny going on with the skinning on Zero Suit Samus' c06 and c07 models? Unity absolutely will not import them when exported as FBX. I'm using the latest version of your NUMDLB script.
I'm an opera-crossover singer undergoing classical voice training and I'm also making Super Smash Bros. Feud.

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I'm done with my summer class as of a few hours ago. Depending on other projects that I have not mentioned here, I should be able to reach either porting https://gitlab.com/Worldblender/io_scene_numdlb or porting https://github.com/supertuxkart/stk-blender/ afterwards. Again, I will target Blender 2.83 LTS (and later), in order to not have to chase a moving target for about 2 years. Anyone with sufficient Blender experience can come in to help me port one or both of the add-ons.
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Well, there is a new update 8.1.0 out now. According to the release notes from https://www.ssbwiki.com/List_of_updates_(SSBU)#8.1.0 (most significant changes in bold):

Quote:
  • Stage
    • The Small Battlefield stage has been added. Players can also set Small Battlefield as a Preferred rule in Online battles.
    • Players can now select any stage-specific music for the Battlefield, Small Battlefield, Big Battlefield, and Final Destination stages.
    • The "Random" option on the Stage Select screen has been split into individual icons for Random, Random Battlefield, and Random Omega.
      • Random Custom Stages also has its own unique icon now as well.
  • Online
    • The online user experience has been adjusted, with changes focused specifically on 1-on-1 battles.
    • The way matching is determined when using Preferred Rules has been adjusted.
    • Following a look at the current number of players eligible for Elite Smash, the threshold for entry has been recalculated to allow more players. Additionally, the way initial values for Global Smash Power are calculated has also been adjusted.
Further investigations and adjustments to Online mode are expected.
  • General
    • Several issues have been fixed to improve the gameplay experience.
  • Misc
    • The display for Spring Man on Spring Stadium's billboard now properly shows his "S" logo instead of Springtron's "T" logo.
Here is what Small Battlefield looks like (more information at https://www.ssbwiki.com/Small_Battlefield):
[Image: SSBU-Small-Battlefield.jpg]
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