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Pokémon Model Ripping Project
(12-03-2018, 09:52 PM)JerseyXS97 Wrote: They are already shared, in a sense. It's not hard to use the provided tools, or even to just download and convert the LGPE textures to apply to the 3DS models.

Sorry. I meant that if someone would be willing to share the trainers/maps/map objects models through the forum in a similar format to the already published models in the main page. I mean, with a FBX or SMD filetype. Now I know that the 3DS creatures models can be used with the new LGP/LGE textures, so I'm only looking forward to getting my hands on trainers, maps, and map objects of the new game.
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Does anybody have the textures for the Secret Technique icons? Using Noesis they all come out distorted, except for Chop Down.
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Here are the said icons: By the way, I wanted to share the progress that has been made on the town maps, hopefully most of the blending techniques used in the game will be understood soon!

[Image: GxMjoqY.png]
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How did you manage to do that? I've been trying to put textures on the ground meshes, but those with the "null" texture keep giving me problems on the outside maps.
(12-05-2018, 03:19 PM)FabDelb Wrote: By the way, I wanted to share the progress that has been made on the town maps, hopefully most of the blending techniques used in the game will be understood soon!

[Image: GxMjoqY.png]
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(12-06-2018, 06:52 AM)ambros489 Wrote: How did you manage to do that? I've been trying to put textures on the ground meshes, but those with the "null" texture keep giving me problems on the outside maps.

I disassembled the fragment shader used.
Here's a simplified result for the "light grass/path" mesh:
[Image: ivL053j.png]
The real shader formula is a little more complicated, the value is multiplied with the vertex color value and alpha, and with the lower value between the cloud shadow value (another texture used) and the shadow from the buildings and other objects (a depth map generated in a first pass).

Edit: corrected a mistake in the formula
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I need the 3D models of the different maps of the game, the npcs and players with their animations in .smd or .obj as they did with the pack of sun and moon. they could upload please?
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Hello FabDelb, can i ask you to make a small tut for the terrain ? 


I'm still working on cliffs, grass covering and shadows to make it look better (like the game).
The grass covering use the second UV set (within unity and amplify shader).

[Image: 1785457982462.png?width=1442&height=664]
I will try to set the water later :p


As you can see, my terrain is all messed up and i need to fix it 
[Image: 1785496582462.png?width=1442&height=658]

If anyone find a fix for pokémon's animated materials/textures like charmander's flame and gastly mist... Pleaaase tell me :p
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(12-07-2018, 06:07 AM)Demothene Wrote: Hello FabDelb, can i ask you to make a small tut for the terrain ? 

Hey there!

The result you already achieved is truly awesome! You work as a team or on your own?
I wonder if we can manage to collaborate since we apparently both aim to get those Assets in Unity with as much visual fidelity as possible (I sent you a PM).

I can't make a tutorial yet because my process is super messy for now, but I can say I use RenderDoc to capture Yuzu emulator frames, and inspect the shaders used in the game.

However I wrote a Unity shader implementing the simplified formula I showed in my previous post and made a super quick tutorial to show how easy it is to get this effect to work in Unity3D (it takes no more than a minute).

Video tutorial and necessary files are here.
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How about generic NPC Trainers like Youngsters, Lasses, Sailors, Channelers etc.?

I hope that their models will get ripped sometime soon.
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(12-07-2018, 06:07 AM)Demothene Wrote: Hello FabDelb, can i ask you to make a small tut for the terrain ? 



I'm still working on cliffs, grass covering and shadows to make it look better (like the game).
The grass covering use the second UV set (within unity and amplify shader).



[Image: 1785457982462.png?width=1442&height=664]
I will try to set the water later :p



As you can see, my terrain is all messed up and i need to fix it 
[Image: 1785496582462.png?width=1442&height=658]





Thanks ! 
If anyone found a fix for pokémon's animated materials/textures like charmander's flame and gastly mist... Pleaaase tell me :p)
Where did you get the models of the game map and its textures and how could you open it in unity, could you tell me some tutorial, download link?
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(12-07-2018, 03:25 PM)FabDelb Wrote: Hey there!

The result you already achieved is truly awesome! You work as a team or on your own?
I wonder if we can manage to collaborate since we apparently both aim to get those Assets in Unity with as much visual fidelity as possible (I sent you a PM).

I can't make a tutorial yet because my process is super messy for now, but I can say I use RenderDoc to capture Yuzu emulator frames, and inspect the shaders used in the game.

However I wrote a Unity shader implementing the simplified formula I showed in my previous post and made a super quick tutorial to show how easy it is to get this effect to work in Unity3D (it takes no more than a minute).

Video tutorial and necessary files are here.

I decided to build a game 2 months ago and i'm on my own yeah, i never learned game dev before but yeah lets collaborate on it Smile
I added you to discord Smile


(12-07-2018, 08:03 PM)AshKratos89 Wrote: Where did you get the models of the game map and its textures and how could you open it in unity, could you tell me some tutorial, download link?

You can find thoses in the first post by RTB, download the script for 3dsmax and the models (Very easy to use !)

I only import the models in 3DSmax with the script. When it's done, i export it as FBX for game and place it in unity asset folder with textures. 
(Don't forget to convert the .dds to png )

Next i only work in unity with a node based shader (because i'm pretty new to C#)
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(12-08-2018, 05:58 AM)Demothene Wrote:
(12-07-2018, 03:25 PM)FabDelb Wrote: Hey there!

The result you already achieved is truly awesome! You work as a team or on your own?
I wonder if we can manage to collaborate since we apparently both aim to get those Assets in Unity with as much visual fidelity as possible (I sent you a PM).

I can't make a tutorial yet because my process is super messy for now, but I can say I use RenderDoc to capture Yuzu emulator frames, and inspect the shaders used in the game.

However I wrote a Unity shader implementing the simplified formula I showed in my previous post and made a super quick tutorial to show how easy it is to get this effect to work in Unity3D (it takes no more than a minute).

Video tutorial and necessary files are here.

I decided to build a game 2 months ago and i'm on my own yeah, i never learned game dev before but yeah lets collaborate on it Smile
I added you to discord Smile


(12-07-2018, 08:03 PM)AshKratos89 Wrote: Where did you get the models of the game map and its textures and how could you open it in unity, could you tell me some tutorial, download link?

You can find thoses in the first post by RTB, download the script for 3dsmax and the models (Very easy to use !)

I only import the models in 3DSmax with the script. When it's done, i export it as FBX for game and place it in unity asset folder with textures. 
(Don't forget to convert the .dds to png )

Next i only work in unity with a node based shader (because i'm pretty new to C#)

And where to place the 3DS max script? thank you
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Put it wherever you want. Just open it with MAXscript -> Run Script.
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how convert the .dds to png?
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(12-08-2018, 06:19 PM)AshKratos89 Wrote: how convert the .dds to png?

Use Noesis 4.31 to convert .dds textures.
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