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Pokémon Model Ripping Project
(08-19-2015, 06:24 PM)Theben Wrote: I've just put some new models on submission, they will be avaiable soon.

Rattata, Raticate, Spearow, Fearow, Arbok, Clefable, Vulpix, Ninetales, Jigglypuff and Wigglytyff

Alright
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(08-18-2015, 06:29 PM)Random Talking Bush Wrote: Sent the PM now. It seems like the problems were mainly from the physics model, and the new model attempt not matching the size of the previously-ported files. I've sent you everything that you'll need, should work just fine now.
First, I will like to thank you for replying and helping out. I sent you another PM regarding about that mesh split problem. However, it turns that problem is a lot worse than I anticipated.
Want to know why only the Buneary model with no curls has no mesh split in the eyes and mouth and the other Buneary models do have the mesh split?
It because the bodygroups only has the same bone structure for the Buneary model with no curls.
http://i.imgur.com/JZVgxwH.png
Notice how the bone structure for this bodygroup only matches the bone structure for the Buneary model with no curls.
http://i.imgur.com/Sbct5hC.png
If you combine that with this,
http://i.imgur.com/Mj9ucsF.png
It will end up not just messing the model.
http://i.imgur.com/kXaXyuL.png
But it also causes the mesh split that I described earlier in the PM I sent you.
http://i.imgur.com/qhdN4D3.png

Also, how do you align those ear tuffs? I can't seem to replicate how you did that. Because whenever I try do that using the align tool, the tuff always ends up being lower than how you align the tuff for some reason.
http://i.imgur.com/FsgQb9e.jpg
http://i.imgur.com/147MYp1.png

And also for some reason I can't seem to align the right tuff properly even when using all of the settings in the align tool interface.
http://i.imgur.com/mzWVcaW.png
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New Pokemon Avaiable!

#019 Rattata
#019 Rattata
#020 Raticate
#020 Raticate
#021 Spearow
#021 Spearow
#022 Fearow
#022 Fearow
#024 Arbok
#024 Arbok
#036 Clefable
#036 Clefable
#037 Vulpix
#037 Vulpix
#038 Ninetales
#038 Ninetales
#039 Jigglypuff
#039 Jigglypuff
#040 Wigglytuff
#040 Wigglytuff
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Could I request Sentret and Ledyba, please?

Great job you all have done so far! I'd love to pitch in and upload a few models, but I'm not really sure where to start, if I even have the right programs. :/
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Since one of my requests has filled, I would like to request another one if it is allowed. If not ignore this. I would like to request the secret base snorlax plushie.
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(08-23-2015, 10:23 PM)Ribbon-Kitten Wrote: Since one of my requests has filled, I would like to request another one if it is allowed. If not ignore this. I would like to request the secret base snorlax plushie.

I have a few secret base objects that have been waiting for approval since the beginning of July, Snorlax plush is one of them.

if you want it early, not sure when it'll be approved if it even will be.
Snorlax Plush
[Image: 5014.png]
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Thank you! Smile

(08-24-2015, 05:06 AM)Hallowpape Wrote: I have a few secret base objects that have been waiting for approval since the beginning of July, Snorlax plush is one of them.

if you want it early, not sure when it'll be approved if it even will be.
Snorlax Plush
[Image: 5014.png]
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Would anyone happen to have ripped the Poképuffs from Pokémon-Amie yet?
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I've been waiting for the first post to update with my current requests.

While waiting, I've been trying to get some models converted, but every time I open a .bch file, Ohana3DS always gives me the same error:
Quote:Unhandled exception has occurred in your application. If you click Continue, the application will ignore this error and attempt to continue. If you click Quit, the application will close immediately.

Could not load file or assembly 'Microsoft.DirectX, Version=1.0.2902.0, Culture=neutral, PublicKey Token=31bf3856ad364e35' or one of its dependencies. The system cannot find the file specified.

I think I need some help with this one.
The future of things to come...
NID - LDEJRuff
3DS FC - 1349-9258-6921
Switch FC - SW-6321-5752-9422
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(08-28-2015, 01:05 PM)LDEJRuff Wrote: I've been waiting for the first post to update with my current requests.

While waiting, I've been trying to get some models converted, but every time I open a .bch file, Ohana3DS always gives me the same error:
Quote:Unhandled exception has occurred in your application. If you click Continue, the application will ignore this error and attempt to continue. If you click Quit, the application will close immediately.

Could not load file or assembly 'Microsoft.DirectX, Version=1.0.2902.0, Culture=neutral, PublicKey Token=31bf3856ad364e35' or one of its dependencies. The system cannot find the file specified.

I think I need some help with this one.

http://www.microsoft.com/en-us/download/...x?id=10368

Installing the Direct X SDK should fix that.
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just xored my copy of Y, and have a pretty confusing list for GARC locations. the new ohana seems to support animations but all i can find are references to everything BUT the animations for pokeon/NPCs/PC/s (and maybe even pokeballs)

Anyone know the location?
Supposedly they are BCH format. Assuming the number of pokemon models, I presume that the container would hold quite a bunch as well, especially if each attack anim is a different bch.


my luck, its a garc that I couldn't extract.

Quick Edit: a/0/3/4 - 976 SESD (battle animations; similar script format) seems to be what i need in the oras garc, but I want to keep Y and AS separate when ripping.
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as far as i was told by gdkchan, animation files r stored in .pb files for material animations, while .pk files have visibility animations stored, along with bone animations, but its in a custom format from what he said, so bone animations most likely arnt in bch format...
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I get a weird missing texture error whenever I try and import the Dragonite model.
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(09-08-2015, 05:30 AM)Demonslayerx8 Wrote: as far as i was told by gdkchan, animation files r stored in .pb files for material animations, while .pk files have visibility animations stored, along with bone animations, but its in a custom format from what he said, so bone animations most likely arnt in bch format...

Is anyone working on REing the format? What about ORAS? Same format?
I'm honestly not looking forward to having to remake the animations by hand in blender for my project.

Edit: Posted this on git an an issue, Stated that ohana should temporarily support the bch files inside these files as a container format until bone struct is RE'd. Might add more support for ripping in the meantime.
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right now, i believe gdkchan is taking a break from Ohana Rebirth to work on other, simpler formats, like MES (Bayonetta Text Data) and CEG (Texture Ripper/Importer for The Punisher) programs, and a DOA5 tool that can also edit texts.. but for the time being, no1 else is working on Ohana since the 5th of August.
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