Pokémon Model Ripping Project - Printable Version +- The VG Resource (https://www.vg-resource.com) +-- Forum: The Resources (https://www.vg-resource.com/forum-109.html) +--- Forum: The Models Resource (https://www.vg-resource.com/forum-111.html) +---- Forum: Project Organization (https://www.vg-resource.com/forum-119.html) +---- Thread: Pokémon Model Ripping Project (/thread-25872.html) Pages:
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RE: Pokémon X/Y/OR/AS Model Ripping Project - Chaze - 11-12-2016 (11-12-2016, 03:34 PM)Fallenleader Wrote:(11-12-2016, 03:19 PM)Makoto Wrote:(11-12-2016, 10:07 AM)Chaze Wrote: If someboy interested in, here are some (maybe all) Overworld NPC models. I uploaded too a few posts ago By the way anybody found the player animations? Because I can't RE: Pokémon X/Y/OR/AS Model Ripping Project - Carpaccio - 11-12-2016 Is there some way to combine the Pokemon files for each pokemon into one archive to read in Ohana? I really am stumped on why the Ultra Beasts and some of the other Pokemon are failing to load UV's on export... RE: Pokémon X/Y/OR/AS Model Ripping Project - fridge225 - 11-12-2016 (11-12-2016, 07:01 PM)Carpaccio Wrote: Is there some way to combine the Pokemon files for each pokemon into one archive to read in Ohana? I really am stumped on why the Ultra Beasts and some of the other Pokemon are failing to load UV's on export... Are you sure you unpacked the Garc properly? Which pokemon in particular aren't working. What number after Dec_ is the file so I can find it easily and try it? Are you sure it isn't the importer of you 3D program that isn't the problem? RE: Pokémon X/Y/OR/AS Model Ripping Project - Chaze - 11-12-2016 (11-12-2016, 07:01 PM)Carpaccio Wrote: Is there some way to combine the Pokemon files for each pokemon into one archive to read in Ohana? I really am stumped on why the Ultra Beasts and some of the other Pokemon are failing to load UV's on export... What 3d software you use? What format you use? For me all the pokemon UV-s are messed fridge Don't say your UV-s are not messed.. Still searching player character animations/skeletions RE: Pokémon X/Y/OR/AS Model Ripping Project - gdkchan - 11-12-2016 (11-01-2016, 02:26 PM)HEXX5 Wrote:Material animations have the same format but are not yet supported.(11-01-2016, 12:54 PM)gdkchan Wrote: I managed to RE the new Sun/Moon animation format, and made some duct tape code to get it (kind of) working. (11-12-2016, 08:52 PM)Chaze Wrote:Hmm... I remember seeing the player animation on the two box models (first two files) inside the (overworld NPCs?) GARC, dunno if it works with the player model or its just a testing leftover through.(11-12-2016, 07:01 PM)Carpaccio Wrote: Is there some way to combine the Pokemon files for each pokemon into one archive to read in Ohana? I really am stumped on why the Ultra Beasts and some of the other Pokemon are failing to load UV's on export... RE: Pokémon X/Y/OR/AS Model Ripping Project - fridge225 - 11-12-2016 (11-12-2016, 08:52 PM)Chaze Wrote:(11-12-2016, 07:01 PM)Carpaccio Wrote: Is there some way to combine the Pokemon files for each pokemon into one archive to read in Ohana? I really am stumped on why the Ultra Beasts and some of the other Pokemon are failing to load UV's on export... I haven't had a problem with any UV's at all. I use Blender and both DAE and SMD have all UV's working okay. I don't know why you all are, I am sure I am using the same Ohana so it can't be that. I am not quite to sure where the player models are. I found that some maps are in A/0/9/8. Some others are in a/1/6/2. There are probably more around. Some other Map parts like signs are in a/1/1/2 The actual map pictures/textures are in a/1/5/9 I am finding hair and clothes all over the place some on a/1/ some in a/2 Also why do maps and NPC's have the textures and animations in one file but Pokemon are separate? I can't seem to find the players either. RE: Pokémon X/Y/OR/AS Model Ripping Project - Kawasuzu - 11-12-2016 I compiled the latest Ohana3DS build, and I have UV mapping issues in exported SU/MO models. RE: Pokémon X/Y/OR/AS Model Ripping Project - Lilothestitch - 11-13-2016 If the Pokémon Sun and Moon doesn't use .bch then what do they use? RE: Pokémon X/Y/OR/AS Model Ripping Project - Demonslayerx8 - 11-13-2016 (11-13-2016, 12:00 AM)Lilothestitch Wrote: If the Pokémon Sun and Moon doesn't use .bch then what do they use? they use .gf format, so pretty much gfmdl RE: Pokémon X/Y/OR/AS Model Ripping Project - JerseyXS97 - 11-13-2016 Okay so i have the UV issues too, but I figured out the problem, I just don't know how to fix it. So each Pokemon has the normal textures, of course, but both halves of the Pokemon are UV mapped to the same side. When viewing in Ohana it looks fine. https://puu.sh/sgJge/66422aa18f.jpg But on export I think it splits up the halves so that they're not UV mapped to a single side anymore, if that makes sense. Here is Wimpod with the single texture: https://puu.sh/sgJnm/4dddbcfc0b.jpg Then, when I copy the texture, flip it, and make it a single image, like so: https://puu.sh/sgJpV/6a065c1560.png https://puu.sh/sgJsH/a10f3ac1e9.png This is the result: https://puu.sh/sgJtB/cb1c908467.jpg Not sure if that made sense buuuuut w/e. Does anyone know how to fix this without the textures being modified or the UVs being remapped? UV mapping before modifying the texture: https://puu.sh/sgJJD/4264a055fb.png and after: https://puu.sh/sgJM6/03e482e7cb.png RE: Pokémon X/Y/OR/AS Model Ripping Project - fridge225 - 11-13-2016 (11-13-2016, 07:35 AM)MidnightXS Wrote: Okay so i have the UV issues too, but I figured out the problem, I just don't know how to fix it. Oh this is the issue people are talking about? I always fixed this easily so I never thought it was a problem. The UV's are not on the same side in Ohana or the games, the texture is mirrored on the X axis once inside Ohana/Pokemon. Its like this so the game only needs half the texture and saves space. So the only solutions are to either;
To not have to do anything you could try and get gdkchan to set up an option to mirror the texture as it exports from Ohana, but I don't know easy or hard that would be, or if he even has the time to do that. RE: Pokémon X/Y/OR/AS Model Ripping Project - JerseyXS97 - 11-13-2016 Welp, you explained it much better than I did. Thank you. It's a bit tedious to have to do this with every Pokemon so I'll try for your 4th option. RE: Pokémon X/Y/OR/AS Model Ripping Project - gdkchan - 11-13-2016 (11-13-2016, 09:00 AM)fridge225 Wrote: The UV's are not on the same side in Ohana or the games, the texture is mirrored on the X axis once inside Ohana/Pokemon. Its like this so the game only needs half the texture and saves space.Not exactly how the game or the tool does through. It just sets the U component scale on the UV transform to 2 (effectively doubling the U value) and the texture U wrapping mode to Mirrored Repeat. This way a U value of... let's say, 0.7 is first doubled, so 0.7 * 2 = 1.4. Since we are using the mirrored wrap, and the value is > 1, it will pick the pixel at the position 0.4 from right to left (mirrored!), or 0.6 from left to right. All without needing to touch on the texture. As for the reason they do it this way, I believe that they originally use a texture with the two halves when modelling the mons on maya, then they halve the texture after exported and setup the UV transform and wrap to compensate for the change. RE: Pokémon X/Y/OR/AS Model Ripping Project - fridge225 - 11-13-2016 (11-13-2016, 09:35 AM)gdkchan Wrote: Not exactly how the game or the tool does through. It just sets the U component scale on the UV transform to 2 (effectively doubling the U value) and the texture U wrapping mode to Mirrored Repeat. This way a U value of... let's say, 0.7 is first doubled, so 0.7 * 2 = 1.4. Since we are using the mirrored wrap, and the value is > 1, it will pick the pixel at the position 0.4 from right to left (mirrored!), or 0.6 from left to right. All without needing to touch on the texture. I see. I know it involved mirroring something inside the game. I sort of reverse that effect when I use Pokemon models. I double the U value and then scale the right side along the center of all the UV's by -1 so thee right side is on top of the left side and they all fit in the half texture. Is it something you think you could get Ohana to automatically solve? I only use a handful of models, but it can be pretty tiresome fixing them all up for each material. RE: Pokémon X/Y/OR/AS Model Ripping Project - Chaze - 11-13-2016 By the way I wanna ask everybody what project are you working on? |