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Pokémon Model Ripping Project
How do you introduce character animation in Pokémonsv? I don't really understand all the extensions I don't know Sad
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Do we have a way to export the files from Brilliant Diamond and Pearl that keeps the vertex colors? Asset Studio seems to delete the vertex colors.
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I don't know how to insert the animation file even if I look at the past messages. Are there any reference materials on Youtube etc.?
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(12-08-2022, 03:28 PM)YeraySL Wrote:
(12-08-2022, 01:17 PM)Boolerex Wrote: Have the terastal hat model been uploaded anywhere?

I assume the effect around terastallized pokemon is a shader or something, although if someone know how to imitate it in blender, It would be helpful for me, their additional "hat" for each type seem like it own model for me.
they are in Effects folder they're ptcl, toolbox can export them

The hat model or the shader? Either way I don't have the game ripped myself, I just downloaded the SV stuff that RTB uploaded in mega but they don't seem to have those, so if someone else could upload them for me to download that would be very helpful ^^
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(12-02-2022, 08:34 PM)C-Y Wrote:
(12-02-2022, 07:42 PM)Lilothestitch Wrote:
(12-02-2022, 06:23 PM)Yunpol Wrote: I was able export the trmdl skeleton as an FBX just fine. Issue is I have no option to replace the trmdl with the fbx skeleton I have exported nor do I have an option to rename the .tranm file in the trpak file.

[Image: Screenshot_20221202_031707.png]
[Image: Screenshot_20221202_031809.png]

I mean I can also unpack the trapk and rename the tranm to a gfbanm from there, but now I have the issue to repack into a trpak file and said issue to replace the trmdl with the fbx skeleton.
I have the same issue with some of the Pokémon gfbanm files. Some of them don’t play properly and I’m having trouble with opening tranm.

I probably should have mentioned first that you need to replace the SV Pokemon in a SwSh gfxpack

These are the steps I follow to get an smd from tranm
[Image: 1c36Qwo.png]

Thank you! The animations worked!

https://files.catbox.moe/qb4ov2.webm
https://files.catbox.moe/yw4xym.webm


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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?


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(12-12-2022, 03:19 AM)レトロMB Wrote:
(12-02-2022, 08:34 PM)年 Wrote:
(12-02-2022, 07:42 PM)リロテスティッチ Wrote: 一部の Pokémon gfbanm ファイルで同じ問題が発生しています。それらのいくつかは正しく再生されず、トランを開くのに問題があります。

おそらく最初に、SwSh gfxpack の SV ポケモンを置き換える必要があることを言及する必要がありました。

これらは、tranm から smd を取得するための手順です。
[Image: 1c36Qwo.png]

ありがとうございました!アニメーションが機能しました!

https://files.catbox.moe/qb4ov2.webm
https://files.catbox.moe/yw4xym.webm
これらはすべて Blender 内で行われますか? また、画像に書いてある「GFBANM importer」が動かないのですが、どうすればいいですか?
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(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
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Here is a 1 hour long uncut video of me ripping Meowscarada's 3d model and animations.



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Does anyone have any insight in ripping trainer models and applying the multitude of textures to them in Blender? I've figured out a few of them, but pulling up Giacomo, all I can really manage with some of the many textures is making the stripes on his backpack glow, instead of giving them the glossy highlight that makes them look more like the nerdy plastic on old school 90s backpacks. Admittedly, making them look like LED patches is much cooler, but I thought it'd be neat if I could really emulate the game.

Just the node set up for what each texture should do would help a lot. TYIA.

( Also RE: the Blender script for opening TRMDLs, is there any reason the face mesh of trainers gets devoured? Working around it pulling them in Maya, but since I don't have a paid sub to Maya, I kinda gotta work en masse, but it'd be nice in the future to not have to, lol. :'> )
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(12-13-2022, 06:05 PM)Mortymer Wrote: Does anyone have any insight in ripping trainer models and applying the multitude of textures to them in Blender?  I've figured out a few of them, but pulling up Giacomo, all I can really manage with some of the many textures is making the stripes on his backpack glow, instead of giving them the glossy highlight that makes them look more like the nerdy plastic on old school 90s backpacks.  Admittedly, making them look like LED patches is much cooler, but I thought it'd be neat if I could really emulate the game.

Just the node set up for what each texture should do would help a lot.  TYIA.

( Also RE: the Blender script for opening TRMDLs, is there any reason the face mesh of trainers gets devoured?  Working around it pulling them in Maya, but since I don't have a paid sub to Maya, I kinda gotta work en masse, but it'd be nice in the future to not have to, lol.  :'> )

Ripping i cannot help since i just take the stuff from the MEGA drive. but for Applying textures, it's a tad more complicated but simpler than it seems. If the textures you ripped are in the DDS or BNTX format, you'll have to convert them into a useable one like PNG. (both my tutorials go over how to do it) and if the textures were exported correctly with the names, then ALB is albedo, AO is Ambient Occlusion, MTL is metalness or metallic (same thing), NRM is normal, RGN is roughness, and LYM is layermask.

[Image: zEbJzUj.png]
MTL, AO, NRM, and RGN are to be Non-color, and LYM needs the alpha (underneath color space) set to Channel Packed.

(likely because they use vertex shapes/shape keys, and since the importer can't convert them yet, it'll just get devoured.)
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(12-13-2022, 06:39 PM)FreohrWeohnataKausta Wrote: Ripping i cannot help since i just take the stuff from the MEGA drive. but for Applying textures, it's a tad more complicated but simpler than it seems. If the textures you ripped are in the DDS or BNTX format, you'll have to convert them into a useable one like PNG. (both my tutorials go over how to do it) and if the textures were exported correctly with the names, then ALB is albedo, AO is Ambient Occlusion, MTL is metalness or metallic (same thing), NRM is normal, RGN is roughness, and LYM is layermask.

[Image: zEbJzUj.png]
MTL, AO, NRM, and RGN are to be Non-color, and LYM needs the alpha (underneath color space) set to Channel Packed.

(likely because they use vertex shapes/shape keys, and since the importer can't convert them yet, it'll just get devoured.)

Awesome, thanks.  Any idea about EMV?  I thought it might be emission, but it just seemed to make the bag look like LEDs.
Here's one of the EMVs, and this is what I ended up with while I was dinking around with textures.

[Image: image.png] [Image: image.png]

Granted, turned up Emission a bit beyond 1 just to mess with the effect when I saw what it did, but.  Yeah.  :v  This does not replicate game texture, lol.
There's also MSK, which is roughly similar to the AOs in appearance, but I couldn't figure much how to utilize these, either.

( Ahh, okay.  I'll just pull them through Maya since frankly, I have no idea how to script for this, I usually pull from Unity.  Recently figured out pulling from Fire Emblem's absolute chaotic hellhole, Pokemon is still a mystery to me.  Maybe one day.  Power to people who are good at this though. )


edit: Figured out the MSK ... on the mixrgb, plugged into fac. Brilliant.
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hello
I would like to use the scarlet pokemon models, I found them in trmsh etc format, but I don't have 3dsmax to open them and I don't know how to get them in fbx format, if a kind soul can help me
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(12-14-2022, 09:44 AM)jeremikeyaert Wrote: hello
I would like to use the scarlet pokemon models, I found them in trmsh etc format, but I don't have 3dsmax to open them and I don't know how to get them in fbx format, if a kind soul can help me

If you use Blender, then you can use the script from the OP to open them there.
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(12-14-2022, 03:06 PM)Mortymer Wrote:
(12-14-2022, 09:44 AM)jeremikeyaert Wrote: hello
I would like to use the scarlet pokemon models, I found them in trmsh etc format, but I don't have 3dsmax to open them and I don't know how to get them in fbx format, if a kind soul can help me

If you use Blender, then you can use the script from the OP to open them there.

Question about that.

I have multiple versions of blender that I use for modding different games, and none of the versions I have work properly. (There's also not an Issues tab on the GitHub where I could post the error log it gives me, so I've gotta turn here.)

For you/anyone else who has gotten the script working, what version of Blender? Latest? I'm using 2.9.3 right now, IIRC.
For reference I'm trying to make just some minor tweaks to the female summer uniform as a way to dip my toes into modding ScVi. I'm downloaded the .ZIP files "SV-TrainersPlayer" and "SV-TrainersSharedTex".

Below is the error log Blender keeps vomiting at me when I try to import a model using the plugin:
Code:
Python: Traceback (most recent call last):
  File "C:\Users\<my-username>\AppData\Roaming\Blender Foundation\Blender\3.4\scripts\addons\PokemonSwitch.py", line 87, in execute
    from_trmdl(directory, f, self.rare, self.loadlods)
  File "C:\Users\<my-username>\AppData\Roaming\Blender Foundation\Blender\3.4\scripts\addons\PokemonSwitch.py", line 259, in from_trmdl
    trskl = trskl = open(os.path.join(filep, "p0_base.trskl"), "rb")
FileNotFoundError: [Errno 2] No such file or directory: 'C:\\Users\\<my-username>\\Desktop\\Things For Modding\\Nintendo Switch Stuff\\Scarlet Modding Attempts\\-- {  All Models  ] --\\chara\\model_pc\\p1_drs0000_uniform\\p0_base.trskl'


Again, any and all help would be hugely appreciated.

EDIT:

Okay, so I (think?) I got it working. In case anyone else suffers the way I did, here's what I did:
- Copied the 3-or-so files that matched the one mentioned in my above error code. the one called "p0_base.<blah>" and pasted them into the same subfolder as the clothing item I was trying to open. Now it actually works!

NOW my question is ... having successfully tweaked the mesh ... how the fresh heck do I re-export it to the mod file I'm working on? I've got Switch Toolbox but it won't even let me open any of the files with the mesh. Heck, it doesn't even show up in the "Open File" dialog without me swapping to "All Files" in the search.

I assume there's something else that has to be done in order to turn my ready-to-go .fbx back into the `.tr-whatever`file.
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