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Pokémon Model Ripping Project
I made the game icon if it can help any:
   
If you can't handle the heat.
You can't handle the Neutron Style.
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Thanked by: Lilothestitch
(01-28-2022, 10:39 AM)Ninja051 Wrote: Hi Random Talking Bush
The Script is error when i use it on 3ds Max 2022
I know exactly why that's happening, and I'm kicking myself for not fixing that earlier.

Re-download the script, it should be working for you now.

(01-28-2022, 01:27 PM)Lilothestitch Wrote: I wonder if it’s possible to bake the material colors to a texture? ?
3DS Max has something called "Render to Texture", not gonna go into too much detail as there's plenty of tutorials for that sorta thing. However, you'll want to make some adjustments to the materials first (apply the texture to a plane to get the whole texture size, remove the normal map and put self-illumination to 100% for each material), and then render individual material. You'll want to copy the output window to a new file instead of using the saved result (maybe it's my settings, but they always seem to be noisy / dithered).
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(01-28-2022, 06:11 PM)Random Talking Bush Wrote:
(01-28-2022, 10:39 AM)Ninja051 Wrote: Hi Random Talking Bush
The Script is error when i use it on 3ds Max 2022
I know exactly why that's happening, and I'm kicking myself for not fixing that earlier.

Re-download the script, it should be working for you now.

(01-28-2022, 01:27 PM)Lilothestitch Wrote: I wonder if it’s possible to bake the material colors to a texture? ?
3DS Max has something called "Render to Texture", not gonna go into too much detail as there's plenty of tutorials for that sorta thing. However, you'll want to make some adjustments to the materials first (apply the texture to a plane to get the whole texture size, remove the normal map and put self-illumination to 100% for each material), and then render individual material. You'll want to copy the output window to a new file instead of using the saved result (maybe it's my settings, but they always seem to be noisy / dithered).
Thanks I’m gonna try that.
[Image: 33426ca52b.png]
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Hey. is there any way to load these in Switch Toolbox? I can't seem to figure it out.
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(01-28-2022, 11:05 PM)Radical Charizard Wrote: Hey. is there any way to load these in Switch Toolbox? I can't seem to figure it out.
Not yet, I assume they're still working on compatibility for it.
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Is there a way I can measure the BDSP Models to the SwSh Models to see what the actual scale size is in 3ds Max?
[Image: 33426ca52b.png]
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(01-28-2022, 11:19 PM)Random Talking Bush Wrote:
(01-28-2022, 11:05 PM)Radical Charizard Wrote: Hey. is there any way to load these in Switch Toolbox? I can't seem to figure it out.
Not yet, I assume they're still working on compatibility for it.

Got it, thanks
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How do I fix the Pokémon Normal Maps from Legends Arceus?
[Image: 33426ca52b.png]
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(01-28-2022, 08:41 AM)Random Talking Bush Wrote: Script's been updated now!
https://mega.nz/file/z85nwABJ#-xgGUYUSDe...kycrmwOxJw

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.)


Thanks a lot for all your work.
Got my waifu Sudowoodo from PLA into VRChat, a nice upgrade from the older models.
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(01-30-2022, 01:52 AM)Lilothestitch Wrote: How do I fix the Pokémon Normal Maps from Legends Arceus?

You can use Texture Remix to fix them (you'll need Java Runtime Environment installed to use it).

Connect the red boxes together, the green boxes together, and the blue boxes together. And be sure to click on the checkbox under the blue box. Hope this can help!
If you can't handle the heat.
You can't handle the Neutron Style.
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(01-30-2022, 09:14 AM)DogToon64 Wrote:
(01-30-2022, 01:52 AM)Lilothestitch Wrote: How do I fix the Pokémon Normal Maps from Legends Arceus?

You can use Texture Remix to fix them (you'll need Java Runtime Environment installed to use it).

Connect the red boxes together, the green boxes together, and the blue boxes together. And be sure to click on the checkbox under the blue box. Hope this can help!

Thanks. Also when I import the Pokémon Models into 3ds Max, they have those white things on them. Is that normal?
[Image: 33426ca52b.png]
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And another little revision for my script, should help with 3DS Max users who aren't stuck in the past like myself.

Code:
Tweaked Pokémon Legends: Arceus models to correctly use Physical materials if using 3DS Max 2017 or above, and build / assign roughness and metalness maps accordingly.
https://mega.nz/file/GkwF1QiK#VuNPb2qIQ-...o6ijdTK24c
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Is there a way to go about porting the Legends Arceus models directly into blender? I don't have 3DS Max, and I'd like to do some ripping myself.
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How can I batch-converted the BNTX files directly to PNG for the script to automatically colourize the models?
The Switch BNTX script converts directly to DDS, not PNG.
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You can convert the DDS files to PNG files in Noesis.
If you can't handle the heat.
You can't handle the Neutron Style.
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