(11-17-2018, 11:37 AM)jugol Wrote: [ -> ]EDIT2: I figured out, most textures use a new version of DDS. This Photoshop plugin can read them
Or
Noesis, which has been my go-to program for texture conversion.
(11-17-2018, 12:56 PM)Lady Ariel Wrote: [ -> ]How do we open the models for Let's GO in blender?
Currently, there isn't a method besides importing it in 3DS Max and then exporting it to DAE/FBX, sorry. If someone wants my research notes to try to create a Blender script (or just a converter / previewer in general), then you can PM me for 'em.
(11-17-2018, 04:20 PM)Demothene Wrote: [ -> ]Hello Random Talking Bush and thanks for your work ! It was fast...
I'm actually using it in 3dsmax but i have a probleme with the iris, the eyes are empty and the iris texture does not appear...
Do i have to add a iris material for the eyes ?
(srry i'm a bit new to this :p)
Contrary to how the 3DS games were (an extra layer for the pupils with a secondary transparency mask), the game uses what are known as "Composite" textures for showing both the eyes and pupils, which consist of two separate textures occupying the same UV mapping set. There are two ways you could go about fixing that -- either make a copy the eyelid polygons and move them backward a bit, apply the pupil texture to those, then change the UVW XForm to tile the texture accordingly (U = 2.0 and V = 4.0, to match the canvas size for the eyelids), or change the eye material directly into a "Composite", layer the textures so the eyelid's on top and pupils are beneath, and make sure the texture tiling for the latter is set up accordingly (in this case, setting it to Offset -0.25 and -0.125, Tiling = 2.0 and 4.0 for U and V respectively). If you need me to explain it a bit better, I'll do what I can.
im so disappointed the starters are shiny locked....they didnt even bother including shiny textures for consistency. guess if i want a shiny version of that nice eevee model ill have to edit the textures myself
(11-17-2018, 07:18 PM)Random Talking Bush Wrote: [ -> ]Currently, there isn't a method besides importing it in 3DS Max and then exporting it to DAE/FBX, sorry. If someone wants my research notes to try to create a Blender script (or just a converter / previewer in general), then you can PM me for 'em.
I downloaded a trial of
3DS Max, and when I go to the folders with the files it won't display the .bcmdl files. Is there something I have to do or am I not using the right version of 3DS Max?
EDIT: I figured out I need that script and how to run it. However, how do I properly convert these files to .dae to open in blender? When I try it, it opens nothing in blender so there must be something I am doing wrong.
(11-17-2018, 04:20 PM)Random Talking Bush Wrote: [ -> ]Contrary to how the 3DS games were (an extra layer for the pupils with a secondary transparency mask), the game uses what are known as "Composite" textures for showing both the eyes and pupils, which consist of two separate textures occupying the same UV mapping set. There are two ways you could go about fixing that -- either make a copy the eyelid polygons and move them backward a bit, apply the pupil texture to those, then change the UVW XForm to tile the texture accordingly (U = 2.0 and V = 4.0, to match the canvas size for the eyelids), or change the eye material directly into a "Composite", layer the textures so the eyelid's on top and pupils are beneath, and make sure the texture tiling for the latter is set up accordingly (in this case, setting it to Offset -0.25 and -0.125, Tiling = 2.0 and 4.0 for U and V respectively). If you need me to explain it a bit better, I'll do what I can.
Thanks ! i'm going to try this at home.
I have another question (srry :p). Its about the pokemons with animated materials like charmander's flame and gastly's smoke etc...
is it possible to make it work with 3dsmax and export them in a game engine like unity/unreal ?
(i still don't know how to do it with the usum's models).
Thanks again ! Oh! Do you plan to export the follow/battle animations ?
(11-17-2018, 11:32 PM)Lady Ariel Wrote: [ -> ] (11-17-2018, 07:18 PM)Random Talking Bush Wrote: [ -> ]Currently, there isn't a method besides importing it in 3DS Max and then exporting it to DAE/FBX, sorry. If someone wants my research notes to try to create a Blender script (or just a converter / previewer in general), then you can PM me for 'em.
I downloaded a trial of 3DS Max, and when I go to the folders with the files it won't display the .bcmdl files. Is there something I have to do or am I not using the right version of 3DS Max?
EDIT: I figured out I need that script and how to run it. However, how do I properly convert these files to .dae to open in blender? When I try it, it opens nothing in blender so there must be something I am doing wrong.
I would convert it into .fbx format instead.
Are the animations for the trainers and Pokemon supported for Let's GO? Those are needed to properly use the models.
I don't know if it can be helpful to some of you, but here are textures from the game LGE in
PNG format:
- ALL (all of the above, and each and every texture I've been able to find and convert in the game)
Edit: new
link for the Field textures (
no alpha in the old ones)
Hi, VG Resource Community! I'm a mod author from the Bethesda modding scene, shared retextures for Skyrim, and I recently ported models from Halo 5 into F3, NV, and F4. Super interested in helping out the awesome website with model extraction. Is there online documentation somewhere, public software to assist, or previously posted directions to start the process?
Currently have latest and past versions of 3DS Max, Maya, Photoshop, Substance Painter, and Zbrush. Along with basic knowledge for coding if it's any use. Thanks for reading
What exactly do we do with the "AMB" and "SDW" Textures? I'm using Blender.
(11-19-2018, 09:56 AM)FabDelb Wrote: [ -> ]I don't know if it can be helpful to some of you, but here are textures from the game LGE in PNG format:
- ALL (all of the above, and each and every texture I've been able to find and convert in the game)
Thankyou very much!
are there any news about the compatibility of the models with SPICA, or Ohana (or other minor programs, just for viewing the models)?
That would be so interesting! I saw that for now you can only open them with Max, is that true?
(11-20-2018, 04:24 AM)fadetm Wrote: [ -> ]Thankyou very much!
are there any news about the compatibility of the models with SPICA, or Ohana (or other minor programs, just for viewing the models)?
That would be so interesting! I saw that for now you can only open them with Max, is that true?
You're welcome!
Here's the new
link for the Field textures, the old one didn't have alpha channels.
The environments ripping is progressing slowly : )
Full Resolution Link
When I try to import larger field maps from PMLG (area06/town007_00, area02/town001_00 for example) some texture fails to load. According to 3DS Max "null.png" is missing, it works with the room map models but I always experience this issue when I try to import a larger field map model, any idea why this happens?
It seems that most of the ground models use several textures and vertex colors to blend them together.
I use a totally different method and I'm facing the same problem.
I suppose amb texture of the Pokemon and trainer models should be divided to different channels in order to create maps. But when divided what type of map is each channel?
anyone know what these sdw textures are for?
theyre just like darker versions of the normal textures and i cant really figure out what use they have