ROM Hack Smash 3DS Modding Centre

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EmulatorLover

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I dont know why but for some reason my 3dsmax is giving me this now when trying to export
Capture.PNG
 

gryz

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I'm still very excited for young Link. Is a custom final smash available (turning him into fierce deity, roaming around like charizard or warriors final smash)? Also, can we change affects? Seeing him do toon links effects (spin attack, boomerang, bomb, etc) felt really offputting to me
...I told you, nowhere near possible yet. :T
 

EmulatorLover

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I'm still very excited for young Link. Is a custom final smash available (turning him into fierce deity, roaming around like charizard or warriors final smash)? Also, can we change affects? Seeing him do toon links effects (spin attack, boomerang, bomb, etc) felt really offputting to me
thats not even possible on the wii u

--------------------- MERGED ---------------------------

Click a mesh group, go to the modifier tab, literally just click on the Skin modifier and then try exporting.
its giving me this now
Capture.PNG


--------------------- MERGED ---------------------------

I dont get it it was fine
 

Caseyfam

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thats not even possible on the wii u

--------------------- MERGED ---------------------------


its giving me this nowView attachment 77294

--------------------- MERGED ---------------------------

I dont get it it was fine
If you get the skin error, you need to re-open the file completely. Basically, 3DS Max tried writing to the file but the skin error caused the whole system to freak out. It still thinks it's writing to dope.csv
 

EmulatorLover

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it feels like ssb3ds is so dry right now..... :(

--------------------- MERGED ---------------------------

how do I use the non rigged version there is a file for no bones
 

Miguel Gomez

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it feels like ssb3ds is so dry right now..... :(

--------------------- MERGED ---------------------------

how do I use the non rigged version there is a file for no bones
From what I found on Youtube, import the character model of the original fighter(let's say Sonic), delete the entire models except for transN(which is the bone), then align the bone and the non-rigged model, and something about editing. I followed the Wii U Model Import guide except using FighterCreator or other files that can import the character model.

But it's time consuming and I have assignments to pass for my Majors.
 

masterspike52

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thats not even possible on the wii u

--------------------- MERGED ---------------------------


its giving me this nowView attachment 77294

--------------------- MERGED ---------------------------

I dont get it it was fine
the fix for both of these issues your having

issue 1: in the modify tab drag skin to the top
issue 2: reopen 3ds max for some reason if dope fails then you have to restart it
 

Thirty3Three

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Will the custom models ever be fixed? (Talking about ganondorf and his Oot skin someone made) - his arm clips through his chest when pausing and viewing from different angles, there are black areas that come out in odd ways, depending on the angle when paused. Any way to clean this up?
 

masterspike52

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Will the custom models ever be fixed? (Talking about ganondorf and his Oot skin someone made) - his arm clips through his chest when pausing and viewing from different angles, there are black areas that come out in odd ways, depending on the angle when paused. Any way to clean this up?
you'd have to ask smb123w64gb since he's the one that made it
 

masterspike52

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im gonna place some steps here (as to help you get somewhere close, but since im not even there yet cause i have 1 issue to fix that i have to find at a later time itll at least help those of you having problems)

step1: use ohana to extract the smash 4 model your importing over as a dae file

step2: download the model your replacing the smash 4 one with from model resource (or collect it from your own dump i dont judge)

step2a: (for the models that are obj from model resource) in ohana go to tools then click sm4sh model creator and where it asks for an obj pick the model and where it asks for output just pick somewhere you'll remember

step2b: (same thing applies as of the 2a) in ohana open the mbn file you made out of the obj and extract it as a dae like you did smash

step3: open the model that you extracted as a dae in 3dsmax (you should now have the model with its meshes also dont forget to apply textures) combine meshes that make sense till the model your going to have in the end has the same number of meshes as the smash 4 model then rescale to the same size (or rescale then combine meshes) to combine meshes pick a mesh go to the modifier tab and click attach

step4: once your meshes are equal to the smash 4 models export the model that your using over the smash 4 one as an obj and click export (through 3dsmax of course)

step5: open the obj and the smash 4 dae files in 3ds max (if you didnt rescale you can do it now as well also to make things easier you can select the obj then the dae and move their cordinates to 0 0 0 which is the center of the grid)

step6: delete everything from the DAE smash 4 model till only the bones remain (usually labled transN)

step7: rig the model you're replacing the smash 4 one with with the bones you have from the smash 4 model (to do this place the bones in the proper areas and go to the modifier tab, in the drop down go to skin then while in the skin tab go to add labled next to the bones section)

step8: once your done with this drag and drop cvsexport.ms to 3dsmax so it makes dope.csv (if you get the errors that that emulator lover got do the following ssue 1: in the modify tab drag skin to the top
issue 2: reopen 3ds max for some reason if dope fails then you have to restart it )

step9: in the folder with all the stuff that smb made as well as the original textures for the model your replacing do the following Shift+rightclick on the window (not any programs just the window) click open command window here and in the cmd type mbnmaker20xx_bone.py dope.csv

step9a: if you get an error like this one C:\Users\herp\Desktop\model thing>mbnmaker20xx_bone.py dope.csv Traceback (most recent call last): File "C:\Users\herp\Desktop\model thing\mbnMaker20XX_Bone.py", line 308, in <m odule> writeS16(f,int(float(vp)/0.000089))
File "C:\Users\herp\Desktop\model thing\mbnMaker20XX_Bone.py", line 38, in wri teS16 file.write(struct.pack("<h", val)) struct.error: short format requires SHRT_MIN <= number <= SHRT_MAX do the following open the model your using to replace the smash 4 one. in the modify tab in the drop down go to unwrap uvw then go to the vertex editor and move all the things outside the box that shows up in the next window into the box for this error means the uv's are out of range (in other words there are textures being put on nothingness)

step10: this is the fun part. in a hex editor (hxd is suggested) open the mbn files for both models (the smash 4 one and the one your replacing it with) and find what is in this picture https://puu.sh/tOpjJ/2c185dbe33.png this offset is the objects offset and the 2 must be the same (in case some of you are confused the offset is i think, 00x0c)

step10a: if the offset values are different theres a reason the thing smb made came with a dummy.txt file. open it and copy the contents of it then paste it onto dope.csv till your offsets match(its really easy if you know how to count in hex)

step10b: for those of you who dont know how to count in hex (i learned today myself) it goes 1-9 then a-f then 10-19 then 1a-1f then 20-29 and so on (so if your smash 4 model has 23 for the offset value and your model is default to 1 then you paste dummy.txt's stuff into dope.csv counting in hex in your head till you hit 23) then redo step9 after flipping your model on its back (just select everything including all the bones and at the bottom where you have your x y and z boxes put 0 in x)

if your meshes are equal to each other and your objects are equal then your supposedly good (me on the other hand have just a freeze which in my opinion is closer than a crash) and this concludes the subject to change tutorial
 
Last edited by masterspike52,

gryz

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im gonna place some steps here (as to help you get somewhere close, but since im not even there yet cause i have 1 issue to fix that i have to find at a later time itll at least help those of you having problems)

step1: use ohana to extract the smash 4 model your importing over as a dae file

step2: download the model your replacing the smash 4 one with from model resource (or collect it from your own dump i dont judge)

step2a: (for the models that are obj from model resource) in ohana go to tools then click sm4sh model creator and where it asks for an obj pick the model and where it asks for output just pick somewhere you'll remember

step2b: (same thing applies as of the 2a) in ohana open the mbn file you made out of the obj and extract it as a dae like you did smash

step3: open the model that you extracted as a dae in 3dsmax (you should now have the model with its meshes also dont forget to apply textures) combine meshes that make sense till the model your going to have in the end has the same number of meshes as the smash 4 model then rescale to the same size (or rescale then combine meshes) to combine meshes pick a mesh go to the modifier tab and click attach

step4: once your meshes are equal to the smash 4 models export the model that your using over the smash 4 one as an obj and click export (through 3dsmax of course)

step5: open the obj and the smash 4 dae files in 3ds max (if you didnt rescale you can do it now as well also to make things easier you can select the obj and move its cordinates to 0 0 0 which is the center of the grid)

step6: delete everything from the DAE smash 4 model till only the bones remain (usually labled transN)

step7: rig the model you're replacing the smash 4 one with with the bones you have from the smash 4 model (to do this place the bones in the proper areas and go to the modifier tab, in the drop down go to skin then while in the skin tab go to add labled next to the bones section)

step8: once your done with this drag and drop cvsexport.ms to 3dsmax so it makes dope.csv (if you get the errors that that emulator lover got do the following ssue 1: in the modify tab drag skin to the top
issue 2: reopen 3ds max for some reason if dope fails then you have to restart it )

step9: in the folder with all the stuff that smb made as well as the original textures for the model your replacing do the following Shift+rightclick on the window (not any programs just the window) click open command window here and in the cmd type mbnmaker20xx_bone.py dope.csv

step9a: if you get an error like this one C:\Users\herp\Desktop\model thing>mbnmaker20xx_bone.py dope.csv Traceback (most recent call last): File "C:\Users\herp\Desktop\model thing\mbnMaker20XX_Bone.py", line 308, in <m odule> writeS16(f,int(float(vp)/0.000089))
File "C:\Users\herp\Desktop\model thing\mbnMaker20XX_Bone.py", line 38, in wri teS16 file.write(struct.pack("<h", val)) struct.error: short format requires SHRT_MIN <= number <= SHRT_MAX do the following open the model your using to replace the smash 4 one. in the modify tab in the drop down go to unwrap uvw then go to the vertex editor and move all the things outside the box that shows up in the next window into the box for this error means the uv's are out of range (in other words there are textures being put on nothingness)

step10: this is the fun part. in a hex editor (hxd is suggested) open the mbn files for both models (the smash 4 one and the one your replacing it with) and find what is in this picture https://puu.sh/tOpjJ/2c185dbe33.png this offset is the objects offset and the 2 must be the same (in case some of you are confused the offset is i think, 00x0c)

step10a: if the offset values are different theres a reason the thing smb made came with a dummy.txt file. open it and copy the contents of it then paste it onto dope.csv till your offsets match(its really easy if you know how to count in hex)

step10b: for those of you who dont know how to count in hex (i learned today myself) it goes 1-9 then a-f then 10-19 then 1a-1f then 20-29 and so on (so if your smash 4 model has 23 for the offset value and your model is default to 1 then you paste dummy.txt's stuff into dope.csv counting in hex in your head till you hit 23) then redo step9

if your meshes are equal to each other and your objects are equal then your supposedly good (me on the other hand have just a freeze which in my opinion is closer than a crash) and this concludes the subject to change tutorial
Damn.
 

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