Question! How do I get bch/bin files for the Pokemon models? I'm looking to use your fancy script thingy for the rigging, but I only have .pc/.pt formats, from using Ohana3DS. I'm using the xy games if that makes any difference.
(05-18-2015, 04:56 PM)Loveabelle Wrote: [ -> ]Question! How do I get bch/bin files for the Pokemon models? I'm looking to use your fancy script thingy for the rigging, but I only have .pc/.pt formats, from using Ohana3DS. I'm using the xy games if that makes any difference.
Simple... by importing the BCH formats to 3DS Max with the script... you may get them fully rigged and weighted... but doing the converting of the files in OhanaXY indeed you get the rigged files... but not weighted... it means when you move the bones, it doesn't affect the mesh itself...
anyway. wait a little, I will give you the link to get all the BCH files you need from all pokemon games... it was posted months ago... BTW I need them too. becuz I lost the material from my HD that got damaged.
(05-16-2015, 12:25 AM)Carpaccio Wrote: [ -> ]I didn't say it WAS an actual Pokemon. I said it was an easter egg type thing in the model architecture of a building and nothing more.
Anyway, here's two of the Codename S.T.E.A.M. files. Hope you can figure them out.
Dropbox Link
Well, they kinda... work I guess... Looks like who made those models was pretty lazy and used a lot of transparent textures. So will be tricky to render it correctly, cause it needs proper depth sorting.
This is what I got so far:
I couldnt zoom the second one much, cause like I said, my GPU died and I need to software render everything, and it painfully slow. So it may even take 2~3 seconds just to zoom the model. Since you probably already played the game, are those models right?
Also...
Still have UV problems I think... This one was a bit tricky, I discovered that BCH can store the vertice as Byte//Short or Float. It also have a Scale value to dequantize it back to the approximated float value, and a position offset to make the meshes fall into place. Also it have a UInt value where each nibble indicates which corresponding vector value the nibble in the vertex flags belong to, and the vectors order on each entry of the vertex data. Each nibble on the vertex flags uses 2 bits for the vector type (none/vector2/vector3/vector4) and 2 bits for quantization (ubyte/byte/short/float).
Also if someone can help me that would be nice
This format is a beast, and REing some stuff is really tiring...
Here's the models in BIN format... I thought it had also the BCH... but I was wrong... it's okay.
http://www.mediafire.com/?o74ge46bfb4nj
it is a folder. so you can get the different files... I hope you may find what you want...
It has the trainers, items and Pokemon... from Pokemon X/Y/OR/AS each in different rar files...
I thought this was a Pokémon XYORAS Ripping community. Not an Everything ripping community…
(05-18-2015, 11:23 PM)Chirz Wrote: [ -> ]I thought this was a Pokémon XYORAS Ripping community. Not an Everything ripping community…
and It's indeed a Pokemon ripping community... not the forum itself... but anyway... I think the post was done in the wrong place.
PS: Gotta go to bed... see you.
(05-18-2015, 11:23 PM)Chirz Wrote: [ -> ]I thought this was a Pokémon XYORAS Ripping community. Not an Everything ripping community…
don't worry, you'll not see any more posts from me.
(05-18-2015, 11:23 PM)Chirz Wrote: [ -> ]I thought this was a Pokémon XYORAS Ripping community. Not an Everything ripping community…
To be fair, the model format used for the game (BCH) is used for a few other 3DS games as well (as mentioned, Smash Bros. for 3DS and Codename S.T.E.A.M.), so it's fine to discuss that here.
(05-18-2015, 09:48 PM)gdkchan Wrote: [ -> ]Still have UV problems I think... This one was a bit tricky, I discovered that BCH can store the vertice as Byte//Short or Float. It also have a Scale value to dequantize it back to the approximated float value, and a position offset to make the meshes fall into place. Also it have a UInt value where each nibble indicates which corresponding vector value the nibble in the vertex flags belong to, and the vectors order on each entry of the vertex data. Each nibble on the vertex flags uses 2 bits for the vector type (none/vector2/vector3/vector4) and 2 bits for quantization (ubyte/byte/short/float).
Also if someone can help me that would be nice This format is a beast, and REing some stuff is really tiring...
The stuff you mentioned seems to be part of the cgfx format as well. I think it's just a general 3ds sdk thing
Are these models UV mapped because I'm using 3DS Max 2012 and the models have all screwed up textures. I unwrapped the uvs and they look well done but do not fit the texture at all, Can someone please help me with this problem. Thank you.
(05-29-2015, 12:15 AM)Mauro8342 Wrote: [ -> ]Are these models UV mapped because I'm using 3DS Max 2012 and the models have all screwed up textures. I unwrapped the uvs and they look well done but do not fit the texture at all, Can someone please help me with this problem. Thank you.
You'll need to edit the textures to have an extra, mirrored half on the right sides, almost all of the Pokémon models are like that.
Well, there goes my avenue of acquiring the models from Codename S.T.E.A.M...
I'd appreciate it if someone could help me with this, just send me a PM if you have the files from it or are willing to work on them.
I was really hoping to get the aliens and such from it for a collection of mine.
(05-29-2015, 12:59 AM)Random Talking Bush Wrote: [ -> ]You'll need to edit the textures to have an extra, mirrored half on the right sides, almost all of the Pokémon models are like that.
So this helpful hint plus the awesome fact that I managed to finally get Max 2012, means that I'm starting to rip and texture some models now. I've got Mega Rayquaza (shiny) textured but I'm having some troubles with the tendrils' meshes interacting with the skeleton rig, I've polished up Mega Garchomp and Mega Steelix, and textured Primal Kyogre (though this one's only in Unity 3D so I could get the transparent materials done easily).
I'll upload some models this weekend (Mega Garchomp and Mega Steelix for sure, plus maybe Dragalge and Avalugg if I texture them properly). Here's a sneakpeek for now: