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Pokémon Model Ripping Project - Printable Version

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+---- Thread: Pokémon Model Ripping Project (/thread-25872.html)



RE: Pokémon Model Ripping Project - RetroMB - 12-27-2022

(12-27-2022, 05:30 AM)YeraySL Wrote: 27/12/2022 UPDATE FOR BLENDER ADDON: SHAPE KEYS SUPPORT ADDED!!! (Thanks to Terasol for the help!!)
https://github.com/ChicoEevee/Pokemon-Switch-V2-Model-Importer-Blender/blob/master/PokemonSwitch.py

Wow! The shape keys actually worked!

Seriously. I can't thank you guys enough for this!

https://files.catbox.moe/45vm3y.webm

[Image: 4if5cr.jpg]


RE: Pokémon Model Ripping Project - DoubleSpinningEdge! - 12-27-2022

(12-27-2022, 12:45 AM)DoubleSpinningEdge! Wrote: I should probably bring up that I solved the Ceruledge issue on my own and everything went well. But I wanted to bring up somethin else that went Awry shortly after installing the latest update to the blender add on. None of the textures are working, even if I set the model up like everything else. It happens to both trainers and Pokemon rn and I have no Idea what I'm doing wrong right now. Here's some screenshots of the Gible I used as an example and my folder in case anybody else can spot where I messed up-

Hassel is a whole other kind of messed up, fully transparent and not visible. Ill upload pictures of him as well. If anybody can help or point out where I messed up I would greatly appreciate it

Woke up late at night and realized I should probably point out that loading Hassel using the DDS textures leads to all pink as seen here. His Hair texture is nowhere to be seen either but neither was Ceruledge's eyes so Im not sure if thats gonna prove an issue. Same thing happened with Gible


RE: Pokémon Model Ripping Project - RetroMB - 12-27-2022

(12-27-2022, 09:23 AM)DoubleSpinningEdge! Wrote:
(12-27-2022, 12:45 AM)DoubleSpinningEdge! Wrote: I should probably bring up that I solved the Ceruledge issue on my own and everything went well. But I wanted to bring up somethin else that went Awry shortly after installing the latest update to the blender add on. None of the textures are working, even if I set the model up like everything else. It happens to both trainers and Pokemon rn and I have no Idea what I'm doing wrong right now. Here's some screenshots of the Gible I used as an example and my folder in case anybody else can spot where I messed up-

Hassel is a whole other kind of messed up, fully transparent and not visible. Ill upload pictures of him as well. If anybody can help or point out where I messed up I would greatly appreciate it

Woke up late at night and realized I should probably point out that loading Hassel using the DDS textures leads to all pink as seen here. His Hair texture is nowhere to be seen either but neither was Ceruledge's eyes so Im not sure if thats gonna prove an issue. Same thing happened with Gible

I been reading forums on this Blender/DDS issue and watching videos such as this: https://youtu.be/VioHrAMlM3M

And apparently, Blender's viewport has troubles with displaying DDS textures, since it's not one of the supported graphics format. If you want to view them in Blender, you should probably convert those DDS textures into a supported format, like PNG or TGA. (png worked for me, and that's what i personally use)
Here is what Blender 3.4 currently supports: https://docs.blender.org/manual/en/latest/files/media/image_formats.html

I'm not really sure what the blender python script's "Use DDS Textures" import option actually does (i don't really use it myself), but when I tried using this option and importing a model with DDS textures, I ran into the same Pink model issues that you did. As I checked the materials to see if any textures were missing, I noticed it was indeed using the DDS textures and that everything was properly connected. I guess it's just a matter of Blender's viewport not being particularly fond of displaying the unsupported DDS format.


RE: Pokémon Model Ripping Project - skywalker75 - 12-27-2022

could somebody please upload the trainer and npc models?


RE: Pokémon Model Ripping Project - YeraySL - 12-27-2022

Another Small update for Materials in Blender

Here's a Comparison
[Image: image.png]
[Image: image.png]


RE: Pokémon Model Ripping Project - DoubleSpinningEdge! - 12-27-2022

(12-27-2022, 10:21 AM)RetroMB Wrote:
(12-27-2022, 09:23 AM)DoubleSpinningEdge! Wrote:
(12-27-2022, 12:45 AM)DoubleSpinningEdge! Wrote: I should probably bring up that I solved the Ceruledge issue on my own and everything went well. But I wanted to bring up somethin else that went Awry shortly after installing the latest update to the blender add on. None of the textures are working, even if I set the model up like everything else. It happens to both trainers and Pokemon rn and I have no Idea what I'm doing wrong right now. Here's some screenshots of the Gible I used as an example and my folder in case anybody else can spot where I messed up-

Hassel is a whole other kind of messed up, fully transparent and not visible. Ill upload pictures of him as well. If anybody can help or point out where I messed up I would greatly appreciate it

Woke up late at night and realized I should probably point out that loading Hassel using the DDS textures leads to all pink as seen here. His Hair texture is nowhere to be seen either but neither was Ceruledge's eyes so Im not sure if thats gonna prove an issue. Same thing happened with Gible

I been reading forums on this Blender/DDS issue and watching videos such as this: https://youtu.be/VioHrAMlM3M

And apparently, Blender's viewport has troubles with displaying DDS textures, since it's not one of the supported graphics format. If you want to view them in Blender, you should probably convert those DDS textures into a supported format, like PNG or TGA. (png worked for me, and that's what i personally use)
Here is what Blender 3.4 currently supports: https://docs.blender.org/manual/en/latest/files/media/image_formats.html

I'm not really sure what the blender python script's "Use DDS Textures" import option actually does (i don't really use it myself), but when I tried using this option and importing a model with DDS textures, I ran into the same Pink model issues that you did. As I checked the materials to see if any textures were missing, I noticed it was indeed using the DDS textures and that everything was properly connected. I guess it's just a matter of Blender's viewport not being particularly fond of displaying the unsupported DDS format.
Thank you, but unfortunately converting the textures to png files leads to the first issue as seen above, where even when I place the texture images correctly they still refuse to show. Mind you I'm pretty sure I followed your tutorial to the letter so I'm not sure if I missed a detail or not.


RE: Pokémon Model Ripping Project - RetroMB - 12-27-2022

(12-27-2022, 12:45 AM)DoubleSpinningEdge! Wrote: I should probably bring up that I solved the Ceruledge issue on my own and everything went well. But I wanted to bring up somethin else that went Awry shortly after installing the latest update to the blender add on. None of the textures are working, even if I set the model up like everything else. It happens to both trainers and Pokemon rn and I have no Idea what I'm doing wrong right now. Here's some screenshots of the Gible I used as an example and my folder in case anybody else can spot where I messed up-

Hassel is a whole other kind of messed up, fully transparent and not visible. Ill upload pictures of him as well. If anybody can help or point out where I messed up I would greatly appreciate it

After looking at your attached pics again, I think I see what your problem is. Look at your filenames. ( such as tr0160_00_body_00_albout )
Did you notice that all your filenames end with the word "out"? They shouldn't say "out". I think when you converted them from Noesis, you probably wrote the output path as

$inpath$\$inname$out.$outext$

The problem with this is that it adds the an extra word ("out") to the end of your filenames. That's why the blender script had trouble locating your png textures when you imported the model. Instead, the output path should have been

$inpath$\$inname$.$outext$

Try renaming your filenames and deleting the word out. I'm not sure if this will work on your DDS textures, but I'm sure it'll work on the PNGs.


RE: Pokémon Model Ripping Project - DoubleSpinningEdge! - 12-27-2022

(12-27-2022, 06:32 PM)RetroMB Wrote:
(12-27-2022, 12:45 AM)DoubleSpinningEdge! Wrote: I should probably bring up that I solved the Ceruledge issue on my own and everything went well. But I wanted to bring up somethin else that went Awry shortly after installing the latest update to the blender add on. None of the textures are working, even if I set the model up like everything else. It happens to both trainers and Pokemon rn and I have no Idea what I'm doing wrong right now. Here's some screenshots of the Gible I used as an example and my folder in case anybody else can spot where I messed up-

Hassel is a whole other kind of messed up, fully transparent and not visible. Ill upload pictures of him as well. If anybody can help or point out where I messed up I would greatly appreciate it

After looking at your attached pics again, I think I see what your problem is. Look at your filenames. ( such as tr0160_00_body_00_albout )
Did you notice that all your filenames end with the word "out"? They shouldn't say "out". I think when you converted them from Noesis, you probably wrote the output path as

$inpath$\$inname$out.$outext$

The problem with this is that it adds the an extra word ("out") to the end of your filenames. That's why the blender script had trouble locating your png textures when you imported the model. Instead, the output path should have been

$inpath$\$inname$.$outext$

Try renaming your filenames and deleting the word out. I'm not sure if this will work on your DDS textures, but I'm sure it'll work on the PNGs.
Bingo, that did the trick! Thank you very much!

But Hassel is still missing the hair, it seems. I dont think this is an error I can fix because his folder doesn't have any textures labeled for hairstyle. But for everything else this should be all I need. Once again, thank you!


RE: Pokémon Model Ripping Project - Random Talking Bush - 12-27-2022

(12-27-2022, 07:39 PM)DoubleSpinningEdge! Wrote: But Hassel is still missing the hair, it seems. I dont think this is an error I can fix because his folder doesn't have any textures labeled for hairstyle. But for everything else this should be all I need. Once again, thank you!
Hassel's one of the many NPCs which uses shared textures. Here's a list of all of the textures from the "share" folder that his model requires:
Code:
cm_eye_common00_lym
cm_eye_eyebrow00_alb
cm_eye_lens00_alb
cm_eye_lens00_ao
cm_eye_lens00_lym
cm_eye_lens00_nrm
cm_hr_hairstyle00_alb
cm_hr_hairstyle00_flw
cm_hr_hairstyle00_nrm
cm_hr_hairstyle00_rgn
cm_hr_hairup02_alb
cm_league_glove00_alb
cm_league_glove00_ao
cm_league_glove00_lym
cm_league_glove00_mtl
cm_league_glove00_nrm
cm_league_glove00_rgn
cm_md_fab02_nrm
cm_md_fab02_rgn
cm_md_fab04_nrm
cm_md_fab04_rgn
cm_md_fab06_nrm
cm_md_fab06_rgn
cm_md_leather03_nrm
cm_md_leather03_rgn



RE: Pokémon Model Ripping Project - DoubleSpinningEdge! - 12-27-2022

(12-27-2022, 07:45 PM)Random Talking Bush Wrote:
(12-27-2022, 07:39 PM)DoubleSpinningEdge! Wrote: But Hassel is still missing the hair, it seems. I dont think this is an error I can fix because his folder doesn't have any textures labeled for hairstyle. But for everything else this should be all I need. Once again, thank you!
Hassel's one of the many NPCs which uses shared textures. Here's a list of all of the textures from the "share" folder that his model requires:
Code:
cm_eye_common00_lym
cm_eye_eyebrow00_alb
cm_eye_lens00_alb
cm_eye_lens00_ao
cm_eye_lens00_lym
cm_eye_lens00_nrm
cm_hr_hairstyle00_alb
cm_hr_hairstyle00_flw
cm_hr_hairstyle00_nrm
cm_hr_hairstyle00_rgn
cm_hr_hairup02_alb
cm_league_glove00_alb
cm_league_glove00_ao
cm_league_glove00_lym
cm_league_glove00_mtl
cm_league_glove00_nrm
cm_league_glove00_rgn
cm_md_fab02_nrm
cm_md_fab02_rgn
cm_md_fab04_nrm
cm_md_fab04_rgn
cm_md_fab06_nrm
cm_md_fab06_rgn
cm_md_leather03_nrm
cm_md_leather03_rgn
Look at me skimming that folder and thinking "...yea I probably wont need this I'll just ignore it."
Thank you so so very much, one last question and I should be good, do I need to rename the image files to line up with whatever character? Like should I replace "cm" with "tr0160_00"?


RE: Pokémon Model Ripping Project - Random Talking Bush - 12-27-2022

(12-27-2022, 08:11 PM)DoubleSpinningEdge! Wrote: Thank you so so very much, one last question and I should be good, do I need to rename the image files to line up with whatever character? Like should I replace "cm" with "tr0160_00"?
Nah, there's no harm in keeping the filenames as they are already, especially since the importer will be looking for those names specifically.


RE: Pokémon Model Ripping Project - DoubleSpinningEdge! - 12-27-2022

(12-27-2022, 08:18 PM)Random Talking Bush Wrote:
(12-27-2022, 08:11 PM)DoubleSpinningEdge! Wrote: Thank you so so very much, one last question and I should be good, do I need to rename the image files to line up with whatever character? Like should I replace "cm" with "tr0160_00"?
Nah, there's no harm in keeping the filenames as they are already, especially since the importer will be looking for those names specifically.
Alright thanks. That's one issue out of the way but another popped up. The hair (and even the gloves of which I never noticed) show up in the viewport now but the color is still missing. I'll show the folder in case I messed up there again-

Thank you for being patient with me-


RE: Pokémon Model Ripping Project - RetroMB - 12-27-2022

(12-27-2022, 08:29 PM)DoubleSpinningEdge! Wrote:
(12-27-2022, 08:18 PM)Random Talking Bush Wrote:
(12-27-2022, 08:11 PM)DoubleSpinningEdge! Wrote: Thank you so so very much, one last question and I should be good, do I need to rename the image files to line up with whatever character? Like should I replace "cm" with "tr0160_00"?
Nah, there's no harm in keeping the filenames as they are already, especially since the importer will be looking for those names specifically.
Alright thanks. That's one issue out of the way but another popped up. The hair (and even the gloves of which I never noticed) show up in the viewport now but the color is still missing. I'll show the folder in case I messed up there again-

Thank you for being patient with me-

I personally don't put the shared textures in the same folder as the trmdl model. Mainly because I think the blender script is looking for a very specific folder path when it comes to shared textures.

chara/share/[the texture's folder]/[texture.png]

I'm actually rather lazy about the shared textures. It's a pain to look for them. After I finished converting/replacing all of the Share folder's 298 bntx textures with PNG ones, I simply threw the entire "share" folder and the "model_uq" folder in the same Chara folder. That way, I never have to bother looking for these textures ever again.

https://files.catbox.moe/qjs3st.webm

[Image: 2kb8yi.jpg]


RE: Pokémon Model Ripping Project - DoubleSpinningEdge! - 12-27-2022

(12-27-2022, 09:47 PM)RetroMB Wrote:
(12-27-2022, 08:29 PM)DoubleSpinningEdge! Wrote:
(12-27-2022, 08:18 PM)Random Talking Bush Wrote: Nah, there's no harm in keeping the filenames as they are already, especially since the importer will be looking for those names specifically.
Alright thanks. That's one issue out of the way but another popped up. The hair (and even the gloves of which I never noticed) show up in the viewport now but the color is still missing. I'll show the folder in case I messed up there again-

Thank you for being patient with me-

I personally don't put the shared textures in the same folder as the trmdl model. Mainly because I think the blender script is looking for a very specific folder path when it comes to shared textures.

chara/share/[the texture's folder]/[texture.png]

I'm actually rather lazy about the shared textures. It's a pain to look for them. After I finished converting/replacing all of the Share folder's 298 bntx textures with PNG ones, I simply threw the entire "share" folder and the "model_uq" folder in the same Chara folder. That way, I never have to bother looking for these textures ever again.

https://files.catbox.moe/qjs3st.webm

[Image: 2kb8yi.jpg]

Alright, Ill redo everything from the ground up tomorrow and let you know. Once again thanks a million

(12-27-2022, 10:17 PM)DoubleSpinningEdge! Wrote:
(12-27-2022, 09:47 PM)RetroMB Wrote:
(12-27-2022, 08:29 PM)DoubleSpinningEdge! Wrote: Alright thanks. That's one issue out of the way but another popped up. The hair (and even the gloves of which I never noticed) show up in the viewport now but the color is still missing. I'll show the folder in case I messed up there again-

Thank you for being patient with me-

I personally don't put the shared textures in the same folder as the trmdl model. Mainly because I think the blender script is looking for a very specific folder path when it comes to shared textures.

chara/share/[the texture's folder]/[texture.png]

I'm actually rather lazy about the shared textures. It's a pain to look for them. After I finished converting/replacing all of the Share folder's 298 bntx textures with PNG ones, I simply threw the entire "share" folder and the "model_uq" folder in the same Chara folder. That way, I never have to bother looking for these textures ever again.

https://files.catbox.moe/qjs3st.webm

[Image: 2kb8yi.jpg]

Alright, Ill redo everything from the ground up tomorrow and let you know. Once again thanks a million

Got impatient and did it today. Happy to say it worked! He's so normal now Smile


RE: Pokémon Model Ripping Project - Lady Ariel - 12-29-2022

(12-13-2022, 08:59 AM)Grounder Wrote:
(12-12-2022, 09:10 AM)Lady Ariel Wrote: Does anyone know how to make the textures wrap around the character models for Brilliant Diamond and Pearl? I extracted them straight from the game files, and this is what I get when I apply the textures. Any ideas what is going on? And when I do another texture she is all white. Any ideas what is going on?

in the first pic, the uvs are probably inverted

for both, try setting the emission strength on the material to 0

Apoligies for a very late replay I got super busy. How do you do that? I'm not familiar with that at all.