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How do I bake the .lym file onto the Albedo texture so that the Pokemon has it's original color? The 3DS MAX script works fine for me when I import models, just that I don't know how to work with .lym files, I want to merge the .lym with the Albedo texture for using the model and textures in other programs.
Also, how can I even obtain the original color values from the files RTB provided?
d45a0b22df530dfb757f753b18058987.png
How to fix this broken texture?

Blender
Also when I exported as fbx and load into blender, bone is broken.

So much appreciate for helping this noob...
(02-05-2022, 05:10 AM)Sneakyerz Wrote: [ -> ]How do I bake the .lym file onto the Albedo texture so that the Pokemon has it's original color? The 3DS MAX script works fine for me when I import models, just that I don't know how to work with .lym files, I want to merge the .lym with the Albedo texture for using the model and textures in other programs.
Also, how can I even obtain the original color values from the files RTB provided?

the LYM texture is a color assignment texture.
I explained how it worked in blender in this post: https://www.vg-resource.com/thread-25872...#pid671598
and you'll have to assign the color values manually, rather than it being decided for you.
I suggest getting references from online, or using the textures ripped from other games, and using the color picker/eyedropper tool to assign color.


(02-05-2022, 05:16 AM)cardue Wrote: [ -> ]d45a0b22df530dfb757f753b18058987.png
How to fix this broken texture?

Blender
Also when I exported as fbx and load into blender, bone is broken.

So much appreciate for helping this noob...

The broken texture is because of a problem called 'half a texture'
https://imgur.com/a/SFl55by

as you can see in the image, the color assignment is all whack because the UVs cover the entirety of the texture. to fix this in blender, all you'll need to do is:

https://imgur.com/a/dTd6OwS

add another UV map in the menu i showed in the pic, and once you done that, in the UV Editing tab/menu, you can freely edit the UVs.
https://imgur.com/a/2BFxVUT

however, before you start doing that, i want you to change the pivot to 3D Cursor, as shown in the image above.

now that you've done that, you can edit the UVs.
https://imgur.com/a/L61AEGO

Select all the UVs, and click your keyboard keys in the following order to resize them: [S] to activate scale, [X] to lock the scale to the X axis, and then [2] to scale the texture by 2.
once you've done that, it should look like the image above.

now, you'll still see that it has the broken texture problem on the model, this is fine because we're not done yet.

https://imgur.com/a/lH1rhAL

I want you to move the 3d cursor as close to the bottom right corner as possible. zooming in and clicking on the corner itself will also help in doing that.

once you've done that, you can select the entire half of the UVs that are not on the texture.
https://imgur.com/a/VoZN0at

now, since the UV cursor is in the bottom right corner, all you need to do is Right-click>Mirror X
https://imgur.com/a/AVhZbvF

once that's done, it should look like the second image above.

https://imgur.com/a/KXk38a3

however, the texture is still broken. this is because it's using the original UVs. and to fix this, you can do this:
https://imgur.com/a/vBi4ekO

Add in a UV Map node in the shader editor screen, connect the UV Map output into the Texture's input, and then change the value in the UV Map node to UVMap that was created earlier.


and now that you've done that, the model should be fixed!
https://imgur.com/a/kMsWxjm

Something i should note: you'll have to do this every time there's half a LYM texture in there


(02-05-2022, 05:16 AM)cardue Wrote: [ -> ]Blender
Also when I exported as fbx and load into blender, bone is broken.

So much appreciate for helping this noob...

and to answer the second part of your question: it always looks like this in blender.
https://imgur.com/a/fkjvh1M

i hate it a lot, and the only way to fix it is to manually move the bones into the right spots, and i just don't wanna bother with that. otherwise, the model is completely fine.
(02-04-2022, 05:46 PM)FreohrWeohnataKausta Wrote: [ -> ]
(02-04-2022, 05:10 PM)SaturnUmbreon Wrote: [ -> ]Ah brilliant thank you! Do you know how I should go about extracting the HKX files out of interest? I tried a few methods and none of them worked, so if you have a good method I'd be grateful to hear it

Np! And I have absolutely no idea. I don't even try with ripping that stuff; I leave it to the professionals. I just concern myself with setting the models up to work.

Ah okay then, sorry to be a bother but do you know where I could find the trainer model files?
(02-05-2022, 11:15 AM)SaturnUmbreon Wrote: [ -> ]
(02-04-2022, 05:46 PM)FreohrWeohnataKausta Wrote: [ -> ]
(02-04-2022, 05:10 PM)SaturnUmbreon Wrote: [ -> ]Ah brilliant thank you! Do you know how I should go about extracting the HKX files out of interest? I tried a few methods and none of them worked, so if you have a good method I'd be grateful to hear it

Np! And I have absolutely no idea. I don't even try with ripping that stuff; I leave it to the professionals. I just concern myself with setting the models up to work.

Ah okay then, sorry to be a bother but do you know where I could find the trainer model files?

not a bother at all! I'm happy to help! And the trainer files can be found in the PLA-Trainers file. for the exact path: \PLA-Trainers\chara\data\ and for the player characters, it's \PLA-Trainers\chara\data\pc\ with P1 being Rei, and P2 being Akari. For Important characters, it's \PLA-Trainers\chara\data\tr\ and for just random characters strewn about: \PLA-Trainers\chara\data\cc
(02-05-2022, 11:23 AM)FreohrWeohnataKausta Wrote: [ -> ]
(02-05-2022, 11:15 AM)SaturnUmbreon Wrote: [ -> ]
(02-04-2022, 05:46 PM)FreohrWeohnataKausta Wrote: [ -> ]Np! And I have absolutely no idea. I don't even try with ripping that stuff; I leave it to the professionals. I just concern myself with setting the models up to work.

Ah okay then, sorry to be a bother but do you know where I could find the trainer model files?

not a bother at all! I'm happy to help! And the trainer files can be found in the PLA-Trainers file. for the exact path: \PLA-Trainers\chara\data\ and for the player characters, it's \PLA-Trainers\chara\data\pc\ with P1 being Rei, and P2 being Akari. For Important characters, it's \PLA-Trainers\chara\data\tr\ and for just random characters strewn about: \PLA-Trainers\chara\data\cc
I'm really sorry, this is gonna make me sound like a complete idiot, but where can I find the PLA-Trainers file? I'm sorry if that's like a really dumb question, I'm very new here ?
Thank you so much for the help everyone! I have only 2 more questions....
first of all how do I apply the textures to the models? And secondly, how do I position the models / use animation (or find animation) files for them?
(02-05-2022, 11:56 AM)SaturnUmbreon Wrote: [ -> ]Thank you so much for the help everyone! I have only 2 more questions....
first of all how do I apply the textures to the models? And secondly, how do I position the models / use animation (or find animation) files for them?

Agh, I applied halved typhlosion texture on 3ds max but My brain forgot how did I... (someone teach me how to do in blender..!)
I didn't test, But maybe You can dump animation with Switch-Toolbox.
(02-05-2022, 11:56 AM)SaturnUmbreon Wrote: [ -> ]Thank you so much for the help everyone! I have only 2 more questions....
first of all how do I apply the textures to the models? And secondly, how do I position the models / use animation (or find animation) files for them?

well, since you're getting the raw files, you'll have to convert the BNTX files to DDS and use Noesis to convert those into a useable PNG file.

And for animation stuff, in Blender you'll see the bones poking out of the model, and going into Pose mode when the skeleton is selected will enable you to move them to your liking. and as for animation files, RTB has said previously that they haven't gotten the animation files due to LA using a different format than what was used in previous games, so no luck there until they figure it out.

(02-05-2022, 11:59 AM)cardue Wrote: [ -> ]
(02-05-2022, 11:56 AM)SaturnUmbreon Wrote: [ -> ]Thank you so much for the help everyone! I have only 2 more questions....
first of all how do I apply the textures to the models? And secondly, how do I position the models / use animation (or find animation) files for them?

Agh, I applied halved typhlosion texture on 3ds max but My brain forgot how did I... (someone teach me how to do in blender..!)
I didn't test, But maybe You can dump animation with Switch-Toolbox.

most textures for certain pokemon are halved, and either editing it in Photoshop or GIMP to be a full texture will allow you to use it without editing the UVs.
And not really, since the animation files are in a different format, like i said before.

Might make a video tutorial on how to convert stuff from BNTX to DDS and then to PNG and then importing everything into Blender and setting that up. I'm guessing it'd help a lot of new people here
Ripping some player character gear and outfits, and i get this error:

https://imgur.com/a/WzmcMmf

whenever i import the p2_drs0001_00_default.trmdl model. i've tried twice, and this is all it does.
And all it imports are hands+neck and a weird looking bone structure. Will try to do this in a new 3ds max project, but seems unlikely to work.

Note: this also breaks the importer script so i can't import anything else

EDIT: so i just found out that if i import the Base file first, then the drs file will work. welp. okay.
I kinda feel like an idiot for not noticing it, but hey. that's what i get when i don't pay attention.
(02-05-2022, 09:11 PM)FreohrWeohnataKausta Wrote: [ -> ]EDIT: so i just found out that if i import the Base file first, then the drs file will work. welp. okay.
I kinda feel like an idiot for not noticing it, but hey. that's what i get when i don't pay attention.
That's strange, because I specifically added a check to my script for that to print a reminder message to the Listener window instead of throwing an error. Thinking

Either way, you don't have to feel like an idiot for not knowing, it's way different than the way things were done regarding player models before. But yeah, it needs to be base -> face -> anything else in no specific order because of the way things are set up (model parts only have bones exclusive to said model, and rely on their parent mesh's bone structures to function).

(EDIT: Okay, I see what happened. 3DS Max 2010 works as intended, but anything newer treats "undefined" bones differently so I'll just need to adjust that part of the script so it won't error.)
(02-05-2022, 09:17 PM)Random Talking Bush Wrote: [ -> ]
(02-05-2022, 09:11 PM)FreohrWeohnataKausta Wrote: [ -> ]EDIT: so i just found out that if i import the Base file first, then the drs file will work. welp. okay.
I kinda feel like an idiot for not noticing it, but hey. that's what i get when i don't pay attention.
That's strange, because I specifically added a check to my script for that to print a reminder message to the Listener window instead of throwing an error. Thinking

Either way, you don't have to feel like an idiot for not knowing, it's way different than the way things were done regarding player models before. But yeah, it needs to be base -> face -> anything else in no specific order because of the way things are set up (model parts only have bones exclusive to said model, and rely on their parent mesh's bone structures to function).

(EDIT: Okay, I see what happened. 3DS Max 2010 works as intended, but anything newer treats "undefined" bones differently so I'll just need to adjust that part of the script so it won't error.)

Yeah, I noticed some of those reminder messages in the script when it popped up, so i was wondering why they weren't.

I know that now, though! trial and error is like my bread and cheese. i do it all the time.

Yeah, i'm using 2022- unlike the 2019 i wanted- so that makes sense. Good to have found a bug found and fixed!
the bntx extraction is making a corrupted dds file here, can anyone help me please!?
Have you tried extracting the BNTX file with Switch Toolbox? It seems to work fine for me.