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Pokémon Model Ripping Project
(01-27-2022, 08:16 PM)New3DsSuchti Wrote: The new models are great, but have fun with the textures tho since they are all white and you most likely have to paint them by hand...
Thankfully my script sets up the material colours for those automatically.
[Image: Wg1UqiZ.png]
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(01-27-2022, 08:38 PM)Random Talking Bush Wrote:
(01-27-2022, 08:16 PM)New3DsSuchti Wrote: The new models are great, but have fun with the textures tho since they are all white and you most likely have to paint them by hand...
Thankfully my script sets up the material colours for those automatically.
[Image: Wg1UqiZ.png]

Oh that's awesome!
I do got the values for the colors from the .trmtr file I think it was called, but the colors where all way too dark and sometimes not even right, so i used the lym to color it myself.

What about the gfpak's tho?
Did ya got a script for those too or do you used toolbox without the hashes?
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(01-27-2022, 08:38 PM)Random Talking Bush Wrote:
(01-27-2022, 08:16 PM)New3DsSuchti Wrote: The new models are great, but have fun with the textures tho since they are all white and you most likely have to paint them by hand...
Thankfully my script sets up the material colours for those automatically.
[Image: Wg1UqiZ.png]

Cool. How did you get the material colors for the models?
[Image: 33426ca52b.png]
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(01-27-2022, 08:52 PM)New3DsSuchti Wrote: Oh that's awesome!
I do got the values for the colors from the .trmtr file I think it was called, but the colors where all way too dark and sometimes not even right, so i used the lym to color it myself.

What about the gfpak's tho?
Did ya got a script for those too or do you used toolbox without the hashes?
Right now I just set up 3DS Max to use the suggested default gamma value of 2.2 for the example above, and that seemed to do the trick for the most part (because without it, yeah, I've noticed they're very dark by default and even parts that are supposed to be pure white have values of around 0.439088 instead). But since you brought it up, it shouldn't be too difficult to add in a color multiplier option (even if it might cause side-effects with certain models), so I'll go do that right now.

And for the GFPAKs, I just extracted those using a modified version of the script I originally wrote for Let's Go (only needed to change the compression format) and I've gone through the process of manually checking and naming them all. I'll upload the characters, Pokémon and the unpackaged miscellaneous models tomorrow (at the same time as the script update) to save others the hassle of doing so themselves. Trying to get all the map models named would definitely be a nightmare in its current state.

(01-27-2022, 08:57 PM)Lilothestitch Wrote: Cool. How did you get the material colors for the models?
There are four sets of material parameters per model, named "BaseColorLayer1", "BaseColorLayer2", "BaseColorLayer3" and "BaseColorLayer4", which are color values assigned to the respective _lym texture's red, green, blue and alpha channels respectively.
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(01-27-2022, 09:36 PM)Random Talking Bush Wrote:
(01-27-2022, 08:52 PM)New3DsSuchti Wrote: Oh that's awesome!
I do got the values for the colors from the .trmtr file I think it was called, but the colors where all way too dark and sometimes not even right, so i used the lym to color it myself.

What about the gfpak's tho?
Did ya got a script for those too or do you used toolbox without the hashes?
Right now I just set up 3DS Max to use the suggested default gamma value of 2.2 for the example above, and that seemed to do the trick for the most part (because without it, yeah, I've noticed they're very dark by default and even parts that are supposed to be pure white have values of around 0.439088 instead). But since you brought it up, it shouldn't be too difficult to add in a color multiplier option (even if it might cause side-effects with certain models), so I'll go do that right now.

And for the GFPAKs, I just extracted those using a modified version of the script I originally wrote for Let's Go (only needed to change the compression format) and I've gone through the process of manually checking and naming them all. I'll upload the characters, Pokémon and the unpackaged miscellaneous models tomorrow (at the same time as the script update) to save others the hassle of doing so themselves. Trying to get all the map models named would definitely be a nightmare in its current state.

(01-27-2022, 08:57 PM)Lilothestitch Wrote: Cool. How did you get the material colors for the models?
There are four sets of material parameters per model, named "BaseColorLayer1", "BaseColorLayer2", "BaseColorLayer3" and "BaseColorLayer4", which are color values assigned to the respective _lym texture's red, green, blue and alpha channels respectively.

Thanks a lot for the lots of info!
About the gfpak's, i can actually help with that i think, i have a tool that extracts them with the right hashes, at least for the model and texture files, animations not tho, i would send it over in DM's if you don't mind, it would be just too much of a pain to name ALL the file yourself...
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(01-27-2022, 09:41 PM)New3DsSuchti Wrote: Thanks a lot for the lots of info!
About the gfpak's, i can actually help with that i think, i have a tool that extracts them with the right hashes, at least for the model and texture files, animations not tho, i would send it over in DM's if you don't mind, it would be just too much of a pain to name ALL the file yourself...
I've actually got all the model and texture files for the ones I'll be uploading renamed already. Thanks either way! Tongue
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(01-27-2022, 08:21 PM)Lilothestitch Wrote: Nice. I will be working on Dialga, Palkia, Giratina, Uxie, Mesprit, Azelf, Cresselia, Darkrai, Shaymin and Arceus when the game comes out tomorrow. I also plan to import them for Super Smash Bros. Brawl. Have fun with those textures for Zorua and Zoroark.

Thanks, and good luck!
If you can't handle the heat.
You can't handle the Neutron Style.
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(01-27-2022, 10:33 PM)DogToon64 Wrote:
(01-27-2022, 08:21 PM)Lilothestitch Wrote: Nice. I will be working on Dialga, Palkia, Giratina, Uxie, Mesprit, Azelf, Cresselia, Darkrai, Shaymin and Arceus when the game comes out tomorrow. I also plan to import them for Super Smash Bros. Brawl. Have fun with those textures for Zorua and Zoroark.

Thanks, and good luck!

You’re welcome and same to you.
[Image: 33426ca52b.png]
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I am curious, what are the chances that the let's go partner pikachu and eevee model's animations will be made available? I have tried messing with the eevee but it's model is rigged just differently enough that the regular eevee animations don't work.
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(01-27-2022, 09:36 PM)Random Talking Bush Wrote:
(01-27-2022, 08:52 PM)New3DsSuchti Wrote: Oh that's awesome!
I do got the values for the colors from the .trmtr file I think it was called, but the colors where all way too dark and sometimes not even right, so i used the lym to color it myself.

What about the gfpak's tho?
Did ya got a script for those too or do you used toolbox without the hashes?
Right now I just set up 3DS Max to use the suggested default gamma value of 2.2 for the example above, and that seemed to do the trick for the most part (because without it, yeah, I've noticed they're very dark by default and even parts that are supposed to be pure white have values of around 0.439088 instead). But since you brought it up, it shouldn't be too difficult to add in a color multiplier option (even if it might cause side-effects with certain models), so I'll go do that right now.

And for the GFPAKs, I just extracted those using a modified version of the script I originally wrote for Let's Go (only needed to change the compression format) and I've gone through the process of manually checking and naming them all. I'll upload the characters, Pokémon and the unpackaged miscellaneous models tomorrow (at the same time as the script update) to save others the hassle of doing so themselves. Trying to get all the map models named would definitely be a nightmare in its current state.

(01-27-2022, 08:57 PM)Lilothestitch Wrote: Cool. How did you get the material colors for the models?
There are four sets of material parameters per model, named "BaseColorLayer1", "BaseColorLayer2", "BaseColorLayer3" and "BaseColorLayer4", which are color values assigned to the respective _lym texture's red, green, blue and alpha channels respectively.
Is there a way that we can merge those textures with the _lym textures?
[Image: 33426ca52b.png]
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Now that Pokemon Legends Arceus finally released, it would be cool to see the models on the site.

(01-27-2022, 08:16 PM)New3DsSuchti Wrote:
(01-27-2022, 08:05 PM)DogToon64 Wrote: I've currently been working on ripping Hisuian Zorua and Zoroark. I've almost got their textures ready, but can't extract their models at the moment. Can't wait for tomorrow! Tongue

The new models are great, but have fun with the textures tho since they are all white and you most likely have to paint them by hand...

Do the textures have some sort of Anti-Ripping piracy or something?
Dillon's Rolling Western/Dead-Heat Breakers Model Ripper

[Image: tumblr-0486036877ff6cde981b07b257d601a0-...87-540.gif]
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Script's been updated now!
https://mega.nz/file/GkwF1QiK#VuNPb2qIQ-...o6ijdTK24c

Models folder's also been updated, go check the link in the first post. Also, important things to note -- the majority of the game's models (including all of the Pokémon themselves) all use colour masks (which you probably saw a few posts back), so don't be surprised if you convert textures only to find out that they're pure white. The layer mask ("lym") textures do all of the heavy lifting, and I've set up my script to automatically colourize the models if you've batch-converted the BNTX files directly to PNG. Also, player trainer models have to be imported in a specific order -- p2_base0001_00_default first, and then either p1_face0001_00_default for Rei, or p2_face0001_00_default for Akari. Afterwards, the other model parts can be imported in any order. Common NPCs (the "cc" folder) require you to import cc_base0001_00_young_m before any outfit or head models, and, uh... They all use the exact same bone structure. Enjoy seeing cursed proportions for a bunch of 'em!

(EDIT: Applied a hotfix to the script to address the "twoSided" material error I forgot to fix.)
(EDIT 2: Did a *better* hotfix, now it should work as intended in 3DS Max 2017+.)

(01-28-2022, 07:46 AM)Zangoose Wrote: Do the textures have some sort of Anti-Ripping piracy or something?
No, that'd be silly. The models are set up in such a manner so that they have a cleaner cel-shaded appearance and for optimization purposes (why duplicate a Pokémon's model and textures when you can just swap out a material file?).
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Hi Random Talking Bush
The Script is error when i use it on 3ds Max 2022


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(01-28-2022, 08:41 AM)Random Talking Bush Wrote: Script's been updated now!
https://mega.nz/file/Hs4Q2DCI#ztDkZq5Bd_...NxfnlH4cRA

Models folder's also been updated, go check the link in the first post. Also, important things to note -- the majority of the game's models (including all of the Pokémon themselves) all use colour masks (which you probably saw a few posts back), so don't be surprised if you convert textures only to find out that they're pure white. The layer mask ("lym") textures do all of the heavy lifting, and I've set up my script to automatically colourize the models if you've batch-converted the BNTX files directly to PNG. Also, player trainer models have to be imported in a specific order -- p2_base0001_00_default first, and then either p1_face0001_00_default for Rei, or p2_face0001_00_default for Akari. Afterwards, the other model parts can be imported in any order. Common NPCs (the "cc" folder) require you to import cc_base0001_00_young_m before any outfit or head models, and, uh... They all use the exact same bone structure. Enjoy seeing cursed proportions for a bunch of 'em!

(01-28-2022, 07:46 AM)Zangoose Wrote: Do the textures have some sort of Anti-Ripping piracy or something?
No, that'd be silly. The models are set up in such a manner so that they have a cleaner cel-shaded appearance and for optimization purposes (why duplicate a Pokémon's model and textures when you can just swap out a material file?).

So that's why the textures are white for certain models.
Dillon's Rolling Western/Dead-Heat Breakers Model Ripper

[Image: tumblr-0486036877ff6cde981b07b257d601a0-...87-540.gif]
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I wonder if it’s possible to bake the material colors to a texture? ?
[Image: 33426ca52b.png]
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