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1  Super Smash Bros. 4 Hacking / Help / Re: Possible Import Help (Cloud) on: October 04, 2016, 08:43:00 PM
Go onto the toolbar in the middle to the right ?
2  Super Smash Bros. 4 Hacking / Discussion / Re: [Tutorial] Making rigged character imports in smash 4 on: October 04, 2016, 04:54:36 PM
There is a video tutorial but it isn't exactly very good, but you can try it out. (Not mine btw.)
https://www.youtube.com/watch?v=TgaZ7pjjlr8&feature=youtu.be
3  Super Smash Bros. 4 Hacking / Help / Re: Possible Import Help (Cloud) on: October 04, 2016, 04:53:09 PM
They don't seem to be bones, you have to use this thing called the "re-order" script.
https://cdn.discordapp.com/attachments/210116996199612416/218937197368180736/reorder_objects.ms

Download that, and pull up this

https://images-ext-1.discordapp.net/eyJ1cmwiOiJodHRwOi8vaS5pbWd1ci5jb20vZ1oxbjBpbS5wbmcifQ.hoqUQ-A4YYp-Dh2VypTmyjegpI4?width=83&height=250

4  Super Smash Bros. 4 Hacking / Discussion / Re: [Tutorial] Making rigged character imports in smash 4 on: October 02, 2016, 05:38:58 PM
Hmmm.....................................I still don't know if I want to get into Smash 4 or not, might be able to replace that ugly looking SM64 Mario model, but then again, still haven't released the update for the Brawl version.........................I think I'll wait some more, besides I haven't bothered to look into how to get hacks for Wii U yet. :-
2017 is the latest version, but I too would like to know why 2014 isn't compatible and whether or not 2015 and later are compatible.
I told you to read the first two tutorials for a reason Smiley
They teach you how to hack smash 4 so you can do this ^^
I really liked your rigs back in brawl, so I hope you can join in here too


Post Merge: October 02, 2016, 05:40:54 PM
subs
is 2014 the latest 3ds max and is that why its not compatible?
also do we need normal maps?
I'm not sure how to get normal maps working but they aint required
2014 doesnt work but the latest version is 2017, and it works on that
2010 - 2017 all work except for 2014
I dunno why
5  Super Smash Bros. 4 Hacking / Help / Re: Help with making .nud and .nut on: October 02, 2016, 12:54:26 AM
hmm.. try NUD_CreateBone dope.csv instead

Post Merge: October 02, 2016, 12:55:42 AM
if all hope is lost pm me the dope.csv and the dds files
6  Super Smash Bros. 4 Hacking / Smash 4 (Wii U) Hacking / Re: DSX8 SmashU Mods!! UMvC3 Nova Released + Shadow Moses Island - 09/24 on: October 01, 2016, 06:10:21 PM
sorry he was asking about it didnt know
ill pm next time
7  Super Smash Bros. 4 Hacking / Help / Re: Simple SSB 4 Mod Question on: October 01, 2016, 06:06:33 PM
Custom animations are here, except our tools for movesets are...limited, as seg said
8  Super Smash Bros. 4 Hacking / Help / Re: Help with making .nud and .nut on: October 01, 2016, 06:04:44 PM
most likely you do not have Python 2.7 installed
9  Super Smash Bros. 4 Hacking / Smash 4 (Wii U) Hacking / Re: DSX8 SmashU Mods!! UMvC3 Nova Released + Shadow Moses Island - 09/24 on: September 30, 2016, 10:52:46 PM
Will there be tutorials on how to rig characters, changing textures, etc?
EDIT: sorry  Sad
10  Super Smash Bros. 4 Hacking / Smash 4 (Wii U) Hacking / Re: [A]Kit's Reanimation Station on: September 30, 2016, 10:47:01 PM
Animation edits can be done now. Issue is.. We don't have the best moveset editing tools atm.
11  Super Smash Bros. 4 Hacking / Discussion / [Tutorial] Making rigged character imports in smash 4 on: September 30, 2016, 10:38:40 PM
Finally, it's here.  Grin
Before starting this tut, please follow these guides in this order

1. http://forums.kc-mm.com/index.php?topic=77595.0
2. http://forums.kc-mm.com/index.php?topic=77597.0

If you already have, continue reading

How to make rigged imports with 3DS max for smash 4 wii u

------
Requirements
1. 3DS Max 2010 - 2017 (no 2014 tho, dunno why  Oh shi~)
2. Knowing how to rig (there are many tutorials on this here)
3. Python 2.7

First off, download the fighterCreator script here:
https://gbatemp.net/attachments/fightercreator-zip.60049/

Extract it wherever you like in a folder.

Now its time to find our model. To find other models from other games, go ahead and search on http://www.models-resource.com/ for video game models, or search on the internet elsewhere for a model, or even make your own

After you find a model, download it and extract it somewhere. Now, open up 3DS max. Drag the fbx/dae/obj/whatever it is over the current 3DS Max scene.

For example purposes, I will be using spongebob as a rig test. Drag it into max, now your object/s will be in the scene.

Drag the textures over each model and make sure they are applied right and show up properly.

If you see bones that the model already has, (for example, attempting to port a brawl mod) you want to remove those bones so you can re-rig onto the smash 4 skeleton.

Now, in the sm4shexplorer tool, goto data > fighter > fighter you are importing over > model > body > c00
(or any costume, doesnt matter unless the other costumes have different bonesets.)
Then right click on the costume folder (c00) and hit Extract.

Now, in the fighterCreator folder you downloaded, this should show up in the folder


Drag this also over the 3DS max scene.



Hit the import model button and locate to your sm4shexplorer folder > extract > data > fighter > fighter you want to import over > c00 >
Open the model.nud file (this is the object.)

Delete all the models that were just imported into the scene except for your model that you will be rigging over the skeleton of the fighter.


Eventually it should end up with your custom models with textures applied and the bones in the scene. You cannot touch or modify these bonesets (yet.)

Now, move your custom model around and rotate it and scale and move it up to match with the skeleton of your fighter.

Rig it as you would rig for brawl or any other game, add a skin modifier, mess with weights, etc, etc. If you don't know how, as I stated above, many tutorials for skinning and weighting exists.

Make sure your models all have a skin modifier applied and are rigged properly before exporting and testing. Errors you may get may happen due to improper weighting, dead vertices, too high quality of a model, etc.

Onwards to the next step. In the fighterCreator folder, drag this script file over the 3DS max interface.



It will ask you to save as dope.csv. Save in the fighterCreator folder.

After that, go to your smash explorer folder, then extract, then data, then fighter, then the name of the fighter you want to import over, then model, body, c00. Copy the model.vbn inside of the folder over there into the fighterCreator folder.

Now, open up the textures for your import in paint.net or your preferred photo editing program, and save them as DTX5 and DDS with generated mipmaps. Make sure to rescale all of your textures to be at least 128 x 128 if they aren't already. If for example, one of them is 128 x 64, you want to rescale it by the power of two to make it 256 x 128.

Place them all in the fighterCreator folder.

Now, hold shift in the fighterCreator folder and hit open command window here.



Now type
NUD_CreateBone.py dope.csv
and hit enter.

If there seems to be nothing unusual, you did it! Grab the model.nud and the model.nut and test it by installing it in sm4shexplorer.

-----

FAQ

"It won't create my model.nut! I have several textures, what is the problem?"

Edit the dope.csv with a program such as Notepad, and near the texture list, remove spaces between the texture names. If it says
mytexturename, myothertexture, texture3
You have to remove spaces after the comma to be like this:
mytexturename,myothertexture,texture3
Save and try again, it should create your model.nut just fine.

"My textures don't show up in the right places in the game, its all weird and screwy!"

If ingame the textures seem to bug, you have to export the model to a .DAE in 3DS max (there are many guides on this) and put it in this program here.

http://www.richwhitehouse.com/filemirror/noesisv417.zip

Open it with it and select the directory where your .DAE is. Open the model in the viewer, and then tick the "Flip UVs" option and set export to the FBX format. A new file should be created (you have to re-rig with this model, sorry. I havent gotten bones noesis exports to not break, but if you find a way, please tell me.)

Have fun, and please comment if you need further help.

If you are planning on releasing a rigged import use this tool to fix texture id's.
http://files.gamebanana.com/gamefiles/mass_texidfix_9-1-2016.rar
(Place it in the sm4shexplorer folder and run it from there, when its done fixing check the workspace folder for the fixed model.nud and model.nut)

Thank you!

A tutorial for making texture hacks and CSPs and UI will come very soon, I promise.

Post Merge: September 30, 2016, 10:49:33 PM
Material editing? I'll link the tool and a page of what what materials do.
As for now, have fun making the main rig.
12  Super Smash Bros. 4 Hacking / Discussion / [Tutorial] Installing skins and running the skin mods ingame on: September 19, 2016, 10:41:43 PM
Need to know how to install the mods and running them ingame? This should help out!
---
REQUIREMENTS:
1. Wii U
2. Internet
3. Gamepad
4. Sm4shExplorer and a Dump

INSTALLING SKINS

If something turns green in sm4shexplorer, it means it has been changed. You can right click on the folder and hit remove mod files if you make a mistake. (It will remove all modded files inside of the folder.) You can remove indivual files as well.

First off, from my previous tutorial (if you havent seen it go check it out):
http://forums.kc-mm.com/index.php?topic=77595.0
You should have Sm4shExplorer ready. You'll see the data folder inside of sm4shexplorer.



Hit the plus to the side of it.

Do the same for the fighter folder inside of it, and you should come across many fighters.

Some of these fighters have different names (if you modded brawl you probably already know that.)
For example,
Murabito = Villager
Rosetta = Rosalina and Luma
Gekkouga = Greninja

Let's say i'm installing a kirby skin.


I'd enter the model folder where all the models for kirby are used and seen. This goes with every character in the game.

You'd then goto model > body >
The body folder is the main player model, while the others are self-explanatory by the names.


You will see 8 different folders. If you see l00, l01, and etc, those are used for 8 player smash (lower-poly) for some characters. There is a quick fix I will explain in a second.

c00 = Alt #1/Normal Costume
c01 = Alt #2
c02 = Alt #3
c03 = Alt #4
c04 = Alt #5

And onwards and onwards. You can also add over 200+ alternate costumes without replacing the normal ones!
 Grin
I will go over that in a seperate tutorial, later.
As for now, to install a skin in the body folder (some skins include other objects in the model folder because of obvious reasons,)
Find a skin and download it, from gamebanana.com, or from here, whenever the sm4sh section is added.
It should include all the necessary files. Search for a folder named cXX or one of the costumes in body, or the name
of the fighter the skin belongs to inside of the download. Once you find that, rename the costume folder to the slot you want and then drag the cXX/c00/c01/whatever folder over the body folder.

I repeat, drag the folder over the BODY folder, so it can override the folder, and not drag it over the actual costume folder.  not impressed This goes with all mods, you have to drag the files over the folder it belongs to.

If you see any l00, or l01, and etc, just copy your normal costume folder and put a "l" at the start of it, NOT in caps (like L.) Drag it over the body folder like so. If the mod download already includes this stuff, then you are good.

You have just replaced one of the costumes. Bravo! If you wanna do extra slots now, here is a tutorial that is not mine and is by SonicBrawler.

https://www.youtube.com/watch?v=BCCRu0AR6kc

INSTALLING CSP/RSP/ETC FOR SKINS

Now, you may be wondering: How do you get the CSP's in there? If you don't know what a CSP or a RSP is, they are the elements used on the CSS screen when you select a alternate color.

Usually in the download, they should have a UI folder that contains all the UI elements. The CSP's are located in data > ui > replace > chr >
If it is a DLC character you are doing UI for, it goes in data > ui > replace > append > chr.

Textures are .NUT files in smash 4.

Once you find the UI, you should rename the files. You want to rename all the UI files to match one of these depending on what slot you put it on:

c00 = fightersname_01
c01 = fightersname_02
c02 = fightersname_03
c03 = fightersname_04
and etc and etc

I am using c03 for this kirby slot, so I would put 04 at the end of all the UI files. In result it would be like this:

chr_13_Kirby_04.nut
chr_11_Kirby_04.nut
chr_00_Kirby_04.nut
stock_90_Kirby_04.nut

Here is a list of what these mean:

CSP = Character Selection Portrait (chr_13)
RSP = Results Portrait/8 Player Smash Portrait (chr_11)
Stock Icon = Icons below the battle portrait. (stock_90)
BP = Battle Portrait (chr_00)

Most mods have these. If they dont have all of them, it's okay. It won't mess up anything.
Once the files are renamed. please drag each file over the correct spot (for example, chr_13_Kirby_04.nut would go over data > ui > replace > chr > chr_13

Once you are done with that, put in your SD card in your computer.



Hit build the mod, and wait for a message to popup saying "Would you like to send to SD card?"
Say yes, and wait a bit, until at the bottom left of the sm4shexplorer window says Operation completed
Take out your SD card, and then launch up your Wii U.

Go onto the internet browser on the Wii U and enter the link loadiine.ovh
If you see a box reading Homebrew Launcher, tap it and select SDCaffine + Kernel  from the list and hit the submit button (as mentioned in my previous tutorial for setting up the mods.)
Wait until your gamepad kicks you back to the wii u menu, and go back to the internet browser, and goto loadiine.ovh. Wait until a coffee mug shows up on your gamepad and hit A. Now load smash and make sure the SD card is in with the mods on it.

If you have any issues or need help, just ask me!  Wink
Please tell me if something doesn't work in this tutorial.
13  Super Smash Bros. 4 Hacking / Smash 4 (Wii U) Hacking / Re: DSX8 stuff! SmashU Mods!! Not sure what to put here atm - 09/19/16 on: September 19, 2016, 09:33:32 PM
Look, I'm sorry, I was upset, or rather, annoyed at the fact everyone seems to be all over this and I eating their dusts, figuratively speaking. But now I have a guide, I can dump the game (which will take forever lol), and install mods. Making them however....yeah.
Soon I'll make making mods as a guide, for texturing, rigging, and vertexing (maybe.) Smiley
14  Super Smash Bros. 4 Hacking / Help / Re: Simple SSB 4 Mod Question on: September 19, 2016, 09:30:52 PM
PSA and custom animation are not here yet but rigging and voices and stuff are possible, along with basic moveset edits. I made a tutorial in the discussion section for setting up sm4sh mods and installing Sm4shExplorer. I will make a rig tutorial and texture hacking tutorial very soon!
15  Super Smash Bros. 4 Hacking / Smash 4 (Wii U) Hacking / Re: DSX8 stuff! SmashU Mods!! Not sure what to put here atm - 09/19/16 on: September 19, 2016, 09:24:10 PM
Ew...
eheh..hi.
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