06-30-2017, 04:36 PM
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06-30-2017, 04:36 PM
07-04-2017, 01:57 PM
Quote: animations should work in blender now
Thanks! They seem to be working fine in Blender now.
SuMo Eevee is the only one I've found with issues; it's animations just made it twitch oddly. After experimenting with Blender's import options, I've noticed that:
Selecting "Find Bone Chains" & "Auto Connect" made an improvement, but the tail bones were missing.
Selecting "Fix leaf bones", in addition to the above, brought back the tail but made the ear bones disappear.
Other models seem fine, not sure what's up with 'Vee.
07-05-2017, 09:53 PM
(06-10-2017, 02:10 AM)Charmaleizard Wrote: [ -> ](06-06-2017, 12:22 PM)Cilerba Wrote: [ -> ]Has anyone found where the battle background models are in the S/M romfs? I've looked around but can't seem to find anything.
I found them in the demo romfs, but no luck on the full romfs. However, the demo holds all the BG (as far as I am aware). It is in the demo romfs @ a/0/8/0.
Maybe this answer comes 4 weeks late, but they're in /0/8/1.
Consider for several battle scenes (but not all) the background and the battlefield are in separate models, I haven't caught which one goes with each yet.
07-08-2017, 05:53 AM
I have been able to get into a/0/8/6 and find the map models, but all of them appear without textures. Could someone tell me where to find the textures for these / how to get them?
07-11-2017, 11:13 PM
(07-04-2017, 01:57 PM)sum1 Wrote: [ -> ]In which file is the Eevee model located?Quote: animations should work in blender now
Thanks! They seem to be working fine in Blender now.
SuMo Eevee is the only one I've found with issues; it's animations just made it twitch oddly. After experimenting with Blender's import options, I've noticed that:
Selecting "Find Bone Chains" & "Auto Connect" made an improvement, but the tail bones were missing.
Selecting "Fix leaf bones", in addition to the above, brought back the tail but made the ear bones disappear.
Other models seem fine, not sure what's up with 'Vee.
------
I've been investigating issues with the models, and one of the broken Pokémon models on OR/AS/X/Y was Koffing. It looked like this:
The Pokémon looks OK actually but the smoke effect is all messed up. The same problem also affects other Pokémon like Cosmog on Sun/Moon. At some point I decided that adding "hacks" on the shader to make specific effects for different Pokémon work was not feasible, so I just decided to translate the original game shaders (they are compiled into PICA GPU machine code) to GLSL (OpenGL Shading Language). Writing the translator was not too complicated, but took a few days, and theres still a lot of work to be done, but with the original shader translated to GLSL, I got way better results:
As a bonus, projected shadows started to show up correctly with the shaders aswell. By analysing the shader code, we can solve the mistery:
- On the messed up geometry on the model, each triangle going trough the Pokémon needs to have all its 3 vertices treated as individual points. The geometry shader will use the position of each point to create a square sprite quad. So, basically they are point sprites.
- The vertex shader calculates the position of each point on the quad, and they are also "billboarded", which means that they will always face the camera.
- Each PC Pokémon model contains 2 meshes. One is the normal, high poly Pokémon. The other is a low poly version without textures, that are projected on the ground with some shader aswell to create the shadow effect.
Now the work continues to clean up the mess I just made on the code after the new shader implementation and fixing possible regressions, and after that supporting shaders on Sun/Moon aswell (finding them on all those nameless files will be reaaaally boring). For those using the models to create fan games or just playing around, I think the shaders may be of some help, so I'll try exposing a option to export them as GLSL shaders later. I also hope that this is of some help to someone ripping this Pokémon model.
07-14-2017, 05:49 AM
(07-11-2017, 11:13 PM)gdkchan Wrote: [ -> ]In which file is the Eevee model located?
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I've been investigating issues with the models, and one of the broken Pokémon models on OR/AS/X/Y was Koffing. It looked like this:
The Pokémon looks OK actually but the smoke effect is all messed up. The same problem also affects other Pokémon like Cosmog on Sun/Moon. At some point I decided that adding "hacks" on the shader to make specific effects for different Pokémon work was not feasible, so I just decided to translate the original game shaders (they are compiled into PICA GPU machine code) to GLSL (OpenGL Shading Language). Writing the translator was not too complicated, but took a few days, and theres still a lot of work to be done, but with the original shader translated to GLSL, I got way better results:
As a bonus, projected shadows started to show up correctly with the shaders aswell. By analysing the shader code, we can solve the mistery:
- On the messed up geometry on the model, each triangle going trough the Pokémon needs to have all its 3 vertices treated as individual points. The geometry shader will use the position of each point to create a square sprite quad. So, basically they are point sprites.
- The vertex shader calculates the position of each point on the quad, and they are also "billboarded", which means that they will always face the camera.
- Each PC Pokémon model contains 2 meshes. One is the normal, high poly Pokémon. The other is a low poly version without textures, that are projected on the ground with some shader aswell to create the shadow effect.
Now the work continues to clean up the mess I just made on the code after the new shader implementation and fixing possible regressions, and after that supporting shaders on Sun/Moon aswell (finding them on all those nameless files will be reaaaally boring). For those using the models to create fan games or just playing around, I think the shaders may be of some help, so I'll try exposing a option to export them as GLSL shaders later. I also hope that this is of some help to someone ripping this Pokémon model.
That is sooo awesome! Thanks for your hard work! Hopefully I can use GLSL shaders in 3dsmax (I heard vray support rendering them)
07-18-2017, 04:17 AM
Does anyone know where the Alolan models are? Maybe I can try to rip them!
07-19-2017, 09:03 PM
(07-14-2017, 05:49 AM)TehSe7en Wrote: [ -> ]That is sooo awesome! Thanks for your hard work! Hopefully I can use GLSL shaders in 3dsmax (I heard vray support rendering them)
Thank you. I don't think that GLSL is widely supported through, mainly because it's tied to OpenGL, and I think that most engines supports both DirectX and OpenGL, so they use something else that supports both and compiles as needed.
At this point I kind of regret working on this, since it probably won't find much use, but anyway since I already started this, I just decided to make the changes also work on Sun/Moon models, where some had the same problems affecting the Koffing model. One example is Cosmog:
Same problem Koffing had. Point sprites being treated as triangles.
The first thing I did was search for the shaders on Sun/Moon files. This was easy, they are located inside the same PC model file of the Pokémon model (so, each Pokémon also have theirs shaders inside). They are not using he SHBIN format like OR/AS shaders however, instead it stores a buffer with commands to the GPU, and the shader code is inside one of those commands. Loading the shader was not very complicated actually, and I managed to make it work more or less. The main problem is the ID of the uniform registers, their mapping is totally different from OR/AS, so to make it totally work I would need to implement two maps on the renderer, one for OR/AS (which also applies to most BCH models since OR/AS shaders are based on the default BCH shader), and one for Sun/Moon, and choose the correct one as appropriate. I really didn't wanted to go this way, so I just used OR/AS shaders instead.
Also, another annoying thing. Sun/Moon uses -1 (0xff) value for unused bones. Shader will try to access value on the bone transform matrix array at this position, and this is an illegal memory access since the array is not this big. On my GPU, this makes the model randomly disappear, so I had to add checks on the shader to prevent this sort of thing from happening, and I think that it made the shader a bit slower.
So, luckely, Sun/Moon models uses (mostly...) the same shader names that OR/AS uses, and the shaders are also pretty much the same, so just loading OR/AS shaders actually works!
Also, another annoying thing. Sun/Moon uses -1 (0xff) value for unused bones. Shader will try to access value on the bone transform matrix array at this position, and this is an illegal memory access since the array is not this big. On my GPU, this makes the model randomly disappear, so I had to add checks on the shader to prevent this sort of thing from happening, and I think that it made the shader a bit slower.
So, luckely, Sun/Moon models uses (mostly...) the same shader names that OR/AS uses, and the shaders are also pretty much the same, so just loading OR/AS shaders actually works!
- Sun/Moon shaders are mostly the same compared to OR/AS ones, main change is shader uniform ids, some code related to matrix transform, and when the point sprite size is calculated, it multiplies the color by 3 (!), and OR/AS doesn't have such multiplication.
- Shader have a uniform called "PressDir" that controls the direction of the projected shadow. This direction is stored inside the model file, on OR/AS as a uniform command and meta data, on Sun/Moon directly inside the material section.
- The name of the shader used to project shadow is called "PressShadow". The shader used for billboarded effects like Cosmog stars and Koffing smoke is "PokeFire", and the one for projected shadows is called "PokeFireShadow". The "normal" shader for Pokémon is called "PokePack" on OR/AS, and just "Poke" on Sun/Moon.
- Like on OR/AS, the low res Pokémon model is ALSO used on the projected shadow. I also suspect that the projected shadow model is using the stencil buffer to render the entire model as a single plain color, but I didn't made any analysis on this yet.
It's probably worth noting that the above fix only works when using the original shaders from Pokémon OR/AS, because the default shader supplied with SPICA isn't capable of rendering those effects.
07-21-2017, 02:25 AM
That being said, are you two saying that we're close to getting the exact shaders used in the games? because sign me up! I've been looking for ways to replicate the shaders in both Blender AND Unity, so this is gonna be absolutely revolutionary!
07-21-2017, 03:54 PM
Hi There
Mattpub here again to ask 3 silly questions...
The first is about how to import the eyes texture correctly of the models in 3DS Max, for example just to name a few, Bulbasaur, Charmander, Charmeleon, Blastoise, Rattata, Poliwag, Poliwhirl, Poliwrath, Politoed, Mew, Mewtwo...
My second question is about how to import the textures so that for example Charizard's flame display's correctly ?
And my third and last question concerns a texture problem in Unreal Engine. Have any of you had anything similar and how did you solve it ?
-> Image <-
Also, sometimes, on Raticate for example, I get smoothing issues between the eyes and the body texture when the smoothing clearly appears fine under 3DS Max. Has it to do with the way my .fbx is exported ?
Ok, so I just checked, the Jirachi issues actually do occur in 3DS Max, so that's my fault I have no idea how to correct it, has anybody succeeded ? However the Raticate smoothing issue is a real problem
So if you have any solution, please share
Thank You Guys !
Mattpub here again to ask 3 silly questions...
The first is about how to import the eyes texture correctly of the models in 3DS Max, for example just to name a few, Bulbasaur, Charmander, Charmeleon, Blastoise, Rattata, Poliwag, Poliwhirl, Poliwrath, Politoed, Mew, Mewtwo...
My second question is about how to import the textures so that for example Charizard's flame display's correctly ?
And my third and last question concerns a texture problem in Unreal Engine. Have any of you had anything similar and how did you solve it ?
-> Image <-
Also, sometimes, on Raticate for example, I get smoothing issues between the eyes and the body texture when the smoothing clearly appears fine under 3DS Max. Has it to do with the way my .fbx is exported ?
Ok, so I just checked, the Jirachi issues actually do occur in 3DS Max, so that's my fault I have no idea how to correct it, has anybody succeeded ? However the Raticate smoothing issue is a real problem
So if you have any solution, please share
Thank You Guys !
07-21-2017, 04:12 PM
I'm having trouble importing the Machoke and Machamp SMD files from X/Y into Blender. The models get imported okay, but not the animations.
07-21-2017, 11:28 PM
I'm currently experimenting with Source Filmmaker, but I lack any experience with the program or 3D modeling software in general. What's the quickest way to get an animation into SFM from a S/M humanoid battle model in SPICA or Ohana?
(Still hoping someone's cracked my previous question, too.)
How would you grab the shaders? And does this work with S/M?
(Still hoping someone's cracked my previous question, too.)
gdkchan Wrote:It's probably worth noting that the above fix only works when using the original shaders from Pokémon OR/AS, because the default shader supplied with SPICA isn't capable of rendering those effects.
How would you grab the shaders? And does this work with S/M?
07-22-2017, 06:01 PM
(07-21-2017, 11:28 PM)Queen Fiona Wrote: [ -> ]I'm currently experimenting with Source Filmmaker, but I lack any experience with the program or 3D modeling software in general. What's the quickest way to get an animation into SFM from a S/M humanoid battle model in SPICA or Ohana?
(Still hoping someone's cracked my previous question, too.)
gdkchan Wrote:It's probably worth noting that the above fix only works when using the original shaders from Pokémon OR/AS, because the default shader supplied with SPICA isn't capable of rendering those effects.
How would you grab the shaders? And does this work with S/M?
Source Filmmaker has 2 different versions, one based on Team Fortress 2, uses smd format, doesn't allow scaling of models, it's already supported in Ohana3ds for both models and animations, the other one is based on Dota 2, uses fbx, allows scaling and this format supported by Ohana3ds, SPICA has .dae which can easily be converted to fbx using a program like Noesis.
To answer your previous question, the overworld models have very simple shaders, the textures already have what we call "painted lighting", so there's very little to add there, easily fixed in a 3d program like blender
(07-21-2017, 04:12 PM)LDEJRuff Wrote: [ -> ]I'm having trouble importing the Machoke and Machamp SMD files from X/Y into Blender. The models get imported okay, but not the animations.
I would suggest using SPICA to export both models and animations, they export as .dae which you can convert to a more convenient format like .fbx, can be done with any software like Noesis, models and animations exported from SPICA are not compatible with those exported from Ohana3ds (the models up on models-resource were exported using Ohana)
07-30-2017, 06:37 AM
Noones answered my question about where the Alolan form models are. I can't find them anywhere, does anyone know?
07-31-2017, 11:32 AM
(07-30-2017, 06:37 AM)ThePastTimeline Wrote: [ -> ]Noones answered my question about where the Alolan form models are. I can't find them anywhere, does anyone know?
They're in the same folder with the normal pokemon models. They should be the ones right after their normal counter parts. If not should be towards the end.
Also you can just download all the pokemon models on the front page of this tread. Or this link here
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