ROM Hack Smash 3DS Modding Centre

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Model import findings: this shit's hard.

I'm going to post a really awful method of getting a model in game. I take no responsibility for groans from the more experienced. Also this is more of an "off the cuff" sort of thing, I'm just gonna post some quick stuff here.

First, open up the normal.mbn of the character you want to edit with Ohana3DS and export the model to the DAE format. Export some textures to the same direction too if you want.

Import your DAE into 3DS Max. This will give you the model, all of the mesh objects, and the bone structure.

Import your model and line it up with existing character. Find the object group on the left that corresponds to the part of your model (so like, if you've got a glove, line it up with Mario's right glove or something).

In the modifier tab, you'll see that each mesh group of the original character has the Skin property and the Editable Mesh property. Unlike my stage importing tutorial, you'll want to be attaching your object WITHOUT converting the Editable Mesh into an Editable Poly. Basically, we're frankensteining our model onto the existing rig for a quick and shitty import. You basically attach the same way (Click on the original group, click on Editable Mesh, click Attach, click on your object, keep material IDs). The two objects should be one now with the original name. Click Editable Mesh and delete any faces you don't want.

Now rotate a few bones and test your rig. Most stuff should move correctly since the goal was to attach new geometry onto existing geometry. Thus, we avoided the rigging process, though you should really go back and fine tune it, as you'll see with my first model import.

Here is where we enter unknown territory. I'm not sure if this is from SMB's custom Ohana3DS build or my 3DS Max settings, so just listen to what I have to say and follow it if you need to. When I exported my character, even though he was standing up vertically and was sized correctly, I found that in Ohana and Smash Forge, my character was rotated forwards and was shrunken. To fix this, I rotate the bone structure backwards 90 degrees so it was lying on its back (rotate the bone structure, the mesh should follow) and I then resized the bone structure so that X = 250.

Run the script, get your dope.csv, run the python script from the command line, drag and drop into Salty SD.

vuguvLf.jpg


It looks like butt since it's not rigged correctly in the slightest and I didn't texture it, but it's in game and it doesn't crash.

You might have also noticed that there's a weird "Mario outline" that looks like the vanilla Mario. This is from the "edge.mbn" file which probably "gives the character and edge." I haven't been able to open it with my build of Ohana, so someone let me know how we edit that one. Fun fact, SMB's Ganondorf import also has this issue, as his edge.mbn is the same as vanilla Ganondorf's. The Gordon Freeman model import doesn't have this issue since it has a custom edge.mbn file.
042DwG4.jpg
 
Model Imports is now a thing for Smash 3DS. The first one is N64 Ganondorf.
But the guide is too complex and confused at the same time. There's no option to import models from Smash 3DS to 3DSMax which is impossible to obtain a model's bone and there is no clear tutorial of it yet.

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

I give up on Smash 64 Kirby since the models aren't separated.
So, I decided to use Mario 64 models and Dr. Mario's Bones(that I got from Model Resource) to try it out.
View attachment 77049
what do you meant here is no way to import it just extract the models from ohana and put it in 3ds max
 
what do you meant here is no way to import it just extract the models from ohana and put it in 3ds max
Got my answer by CaseyFam though. :P

To fix this, I rotate the bone structure backwards 90 degrees so it was lying on its back (rotate the bone structure, the mesh should follow) and I then resized the bone structure so that X = 250.
It got me an error. I'll try again and see if I can fix that with no issues.

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



I tried.
 
How are you rigging your textures are you editing the BCH or appying through 3ds max?
Textures are drag and drop to the model parts. The Mario64 textures are included there in the zip file. If you got a white model or textureless, just drag and drop the specific texture to the model.
 
Textures are drag and drop to the model parts. The Mario64 textures are included there in the zip file. If you got a white model or textureless, just drag and drop the specific texture to the model.

I know how to do it in 3DS max I was wondering which program you're using.

Edit: Ohana or 3dsmax?
 
Importing textures? 3DSMax.
The Smash Bros 3DS Mario Model that I export from Ohana3DS will be textureless.

Ok thanks, Because I decided I would work on the Goku model import regardless of how long it will take. Unfortunately that's how I'm importing all of my textures too so I'll have to solve this issue…
 
Ok thanks, Because I decided I would work on the Goku model import regardless of how long it will take. Unfortunately that's how I'm importing all of my textures too so I'll have to solve this issue…
Sorry for the complete randomness of this reply, but I just wanted to chime in that I think it'd be really cool to have Goku over Captain Falcon instead of Ryu. It'd be fun to see Goku falcon pawnching haha
 
Model import findings: this shit's hard.

I'm going to post a really awful method of getting a model in game. I take no responsibility for groans from the more experienced. Also this is more of an "off the cuff" sort of thing, I'm just gonna post some quick stuff here.

First, open up the normal.mbn of the character you want to edit with Ohana3DS and export the model to the DAE format. Export some textures to the same direction too if you want.

Import your DAE into 3DS Max. This will give you the model, all of the mesh objects, and the bone structure.

Import your model and line it up with existing character. Find the object group on the left that corresponds to the part of your model (so like, if you've got a glove, line it up with Mario's right glove or something).

In the modifier tab, you'll see that each mesh group of the original character has the Skin property and the Editable Mesh property. Unlike my stage importing tutorial, you'll want to be attaching your object WITHOUT converting the Editable Mesh into an Editable Poly. Basically, we're frankensteining our model onto the existing rig for a quick and shitty import. You basically attach the same way (Click on the original group, click on Editable Mesh, click Attach, click on your object, keep material IDs). The two objects should be one now with the original name. Click Editable Mesh and delete any faces you don't want.

Now rotate a few bones and test your rig. Most stuff should move correctly since the goal was to attach new geometry onto existing geometry. Thus, we avoided the rigging process, though you should really go back and fine tune it, as you'll see with my first model import.

Here is where we enter unknown territory. I'm not sure if this is from SMB's custom Ohana3DS build or my 3DS Max settings, so just listen to what I have to say and follow it if you need to. When I exported my character, even though he was standing up vertically and was sized correctly, I found that in Ohana and Smash Forge, my character was rotated forwards and was shrunken. To fix this, I rotate the bone structure backwards 90 degrees so it was lying on its back (rotate the bone structure, the mesh should follow) and I then resized the bone structure so that X = 250.

Run the script, get your dope.csv, run the python script from the command line, drag and drop into Salty SD.

vuguvLf.jpg


It looks like butt since it's not rigged correctly in the slightest and I didn't texture it, but it's in game and it doesn't crash.

You might have also noticed that there's a weird "Mario outline" that looks like the vanilla Mario. This is from the "edge.mbn" file which probably "gives the character and edge." I haven't been able to open it with my build of Ohana, so someone let me know how we edit that one. Fun fact, SMB's Ganondorf import also has this issue, as his edge.mbn is the same as vanilla Ganondorf's. The Gordon Freeman model import doesn't have this issue since it has a custom edge.mbn file.
042DwG4.jpg
Isn't an easy fix just to turn off edges?
 
Isn't an easy fix just to turn off edges?
Tried it, didn't work. It still left a subtle outline.

However, I've since gotten help on editing edge.mbn files. There's a portion of them that you can just fill with 0's basically via hex editing. Talked to SMB about it and he said he's thinking about making an edge.mbn killer app, so maybe we'll see that in the future to streamline the process.
 
Tried it, didn't work. It still left a subtle outline.

However, I've since gotten help on editing edge.mbn files. There's a portion of them that you can just fill with 0's basically via hex editing. Talked to SMB about it and he said he's thinking about making an edge.mbn killer app, so maybe we'll see that in the future to streamline the process.
Okay. Thanks for responding
 
Sorry for the complete randomness of this reply, but I just wanted to chime in that I think it'd be really cool to have Goku over Captain Falcon instead of Ryu. It'd be fun to see Goku falcon pawnching haha

Sorry but I feel Ryu fits better, I don't mean to be rude in saying this but if you want it over captain falcon do it yourself.
 

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