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I've been having some issues with the ScarVie eye textures. To my understanding, they're locked behind a security measure that Nintendo took to prevent them from being ripped. What would I need to do to get these eye textures situated? I'm just trying to export Riolu's SV model from Blender into SFM, and I don't want to make any of the necessary texture files involving the eyes until I know how to unwrap it or whatever that DeviantArt post said. I'll link it down below. Perhaps the 3DSMax scripts that RTB linked? If so, where would I put that script?

Pokemon S/V Model Ripping has started by VTF14 on DeviantArt
Are there any new updates on the Pokémon home model ripping?
(03-31-2024, 12:10 AM)ForfeitRaptor Wrote: [ -> ]I've been having some issues with the ScarVie eye textures. To my understanding, they're locked behind a security measure that Nintendo took to prevent them from being ripped. What would I need to do to get these eye textures situated? I'm just trying to export Riolu's SV model from Blender into SFM, and I don't want to make any of the necessary texture files involving the eyes until I know how to unwrap it or whatever that DeviantArt post said. I'll link it down below. Perhaps the 3DSMax scripts that RTB linked? If so, where would I put that script?

Pokemon S/V Model Ripping has started by VTF14 on DeviantArt

Managed to use GIMP to reconstruct Riolu's eye texture. Basically, there are different layer masks, which have the eye_lym suffix. I take the colours (provided in the included txt file, they're under [x]_eye and BaseColorLayer[x], doesn't matter which eye shader you pick, however the layer numbers should match up), convert them from 0-1 float to 0-255 integers, and then I use the Decompose and Compose filters to remap one of the RGB channels to the alpha channel. At this point I also set the RGB components to 'Mask Value' so I can put the converted values back in. It sounds a bit complicated, but is quite simple when you know how it's done. Here's the finished composite:
[attachment=16059]
(12-05-2018, 03:19 PM)FabDelb Wrote: [ -> ]Here are the said icons: By the way, I wanted to share the progress that has been made on the town maps, hopefully most of the blending techniques used in the game will be understood soon!

[Image: GxMjoqY.png]
Link

Hello, i want to know if have a tutorial for how to make this ^^^, i can texture the buildings but the ground and cliffs i can't because of the shaders, or someone that have the models map with texture allready can send to me, sorry for my english
Gliscor would be a good scarlet and violet model to be added next. I need it so I can make something for my friend.
Hello ! Nice a freaking great work, my god !
Would it be possible to get Squirtle and Bulbisaur from S/V ?

Also, would it be possible to know-how to rip these ? Big Grin
great project made me spin, I want to know how to extract mesh from pokemon scarlet/violet. After unpacking the trpfs/trpfd file, I only get some graphic data, but no model
I cannot find Charmander on the data of SV DLC2 zip, where is it? He should be pmd0004, Only reason I want his raw model is because I want to import the animations onto his model and the dae submitted on the models resource always results in broken bone orientations :/
(07-08-2024, 11:05 PM)CharmanDrigo Wrote: [ -> ]I cannot find Charmander on the data of SV DLC2 zip, where is it? He should be pmd0004, Only reason I want his raw model is because I want to import the animations onto his model and the dae submitted on the models resource always results in broken bone orientations :/
It's a base-game Pokémon so it's in the original archive, not in either of the DLC archives.
Heyo, first time commentor here. I was wondering if anyone had the map files for Scarlet & Violet + the DLC. Been trying to find those to get the Blueberry Academy entrance, but can't find any rips of it.
Hello!

I too am a first-time forum user, but have been using these Resource websites for a while. Being new, I apologise in advance if this is the wrong place to ask this.

As part of a project, I have obtained the models and animations to Gimmighoul (both formes) and Gholdengo, but don't know how to get them to work on Switch Toolbox. Many files, including the models themselves won't load when double-clicked; pretty much only the textures do.

How do I get around this, either in Switch Toolbox or using another program?

Thanks a bunch in advance!
Still WIP but im working on a script to get the lym textures to bake in ScVi Pokémon Models

[Image: image.png?ex=668ffa35&is=668ea8b5&hm=976...e68b48036&]

Also i wanted to say there's a lil bug with some models per example pm1130_11 = Terapagos Base Form, where the Normal its not being imported correctly? (you can see on the video the eyelids)

Certainly setting from Face the normals around eyelids seems to "fix" it a bit but in theory in game this dosnt happens so most likely there's a import problem in the middle? I tried both 3ds max and blender plugin and seems same issue
[Image: image.png?ex=668fbed6&is=668e6d56&hm=2ed...450f1f2de&]

According to a friend should be like this

[Image: image.png?ex=668fe588&is=668e9408&hm=831...ae3792cd0&]
[Image: image.png?ex=668fe501&is=668e9381&hm=8e5...aa70b7911&]
(07-10-2024, 10:33 AM)YeraySL Wrote: [ -> ]Still WIP but im working on a script to get the lym textures to bake in ScVi Pokémon Models

[Image: image.png?ex=668ffa35&is=668ea8b5&hm=976...e68b48036&]

Also i wanted to say there's a lil bug with some models per example pm1130_11 = Terapagos Base Form, where the Normal its not being imported correctly? (you can see on the video the eyelids)

Certainly setting from Face the normals around eyelids seems to "fix" it a bit but in theory in game this dosnt happens so most likely there's a import problem in the middle? I tried both 3ds max and blender plugin and seems same issue
[Image: image.png?ex=668fbed6&is=668e6d56&hm=2ed...450f1f2de&]

According to a friend should be like this

[Image: image.png?ex=668fe588&is=668e9408&hm=831...ae3792cd0&]
[Image: image.png?ex=668fe501&is=668e9381&hm=8e5...aa70b7911&]

Will this work with Pokémon Legends Arceus as well?
(07-10-2024, 02:27 PM)Lilothestitch Wrote: [ -> ]
(07-10-2024, 10:33 AM)YeraySL Wrote: [ -> ]Still WIP but im working on a script to get the lym textures to bake in ScVi Pokémon Models

[Image: image.png?ex=668ffa35&is=668ea8b5&hm=976...e68b48036&]

Also i wanted to say there's a lil bug with some models per example pm1130_11 = Terapagos Base Form, where the Normal its not being imported correctly? (you can see on the video the eyelids)

Certainly setting from Face the normals around eyelids seems to "fix" it a bit but in theory in game this dosnt happens so most likely there's a import problem in the middle? I tried both 3ds max and blender plugin and seems same issue
[Image: image.png?ex=668fbed6&is=668e6d56&hm=2ed...450f1f2de&]

According to a friend should be like this

[Image: image.png?ex=668fe588&is=668e9408&hm=831...ae3792cd0&]
[Image: image.png?ex=668fe501&is=668e9381&hm=8e5...aa70b7911&]

Will this work with Pokémon Legends Arceus as well?
yes and no, for bake really dark textures i dont recommend it~
I was hoping that I could get some assistance. I have been working on extracting a variety of models and animations from SwSh, LGPE, and BDSP. Now I've been working on Scarlet and Violet. (To clarify, I've been exporting models to DAE files and animations to SMD files in Toolbox)
I dumped my RomFS from my Switch and used the "SCVI_Extract" tool by FullLifeGames on GitHub, but I've now found myself stuck.
In Switch Toolbox I can view textures, but the models and animations are not viewable.
I'm looking particularly to get the models and animations for trainers implemented in Teal Mask and Indigo Disk (if anyone has already extracted those). Otherwise, I'd like some assistance in how I could access these files.
Thanks in advance!

[Image: screenshot-2024-07-10-183027.png]