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Pokémon Model Ripping Project
Yesssss now I can finally build my player character from X Big Grin

Thanks RTB!
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Oh, and sorry that not everything is named, I've only gone through and labelled the battle models and battle NPCs, not the overworld stuff yet. But it's better than nothing, at least.
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Can I ask how the textures work for the clothing and such? Alot of them are just white with the details in a sort of grey-ish tone
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(12-24-2014, 08:36 PM)MimiNeko Wrote: Can I ask how the textures work for the clothing and such? Alot of them are just white with the details in a sort of grey-ish tone
The textures use a mask for the skin colour, that's all that I know about 'em.
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Hello, thanks for doing this. I've been able to find all the NPC models for ORAS, but I cant find their texture files. Could I request the NPC Texture files please, and if that's too much. Just the texture files of Matt, Tabitha and the Looker. Thank you and merry Christmas.
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I'd like to put in a request for Weavile, Buizel, and Samurott, If you have time Smile .
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(12-25-2014, 03:40 PM)evilsbrother Wrote: Hello, thanks for doing this. I've been able to find all the NPC models for ORAS, but I cant find their texture files. Could I request the NPC Texture files please, and if that's too much. Just the texture files of Matt, Tabitha and the Looker. Thank you and merry Christmas.
The NPC's textures should be in the same archives as the models themselves.
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Hello all! I'm leaving here the lastest build of Ohana3DS:
https://www.dropbox.com/s/dcwxhjq547a92o...4.zip?dl=0

It loads built-in textures from BCH now. Also, the GARC tab was changed to Container tab, and now support both GARC and all the other containers the game uses to store stuff. Also, map models that had blank textures should now work better.

Also, thanks to the work made by Rei, the tool now have a map viewer/editor and other nice features. Check out the PPorg page to stay updated: http://projectpokemon.org/forums/showthr...CH-Tool%29
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Well there's a marvelous Christmas present. Also could help but notice the 'model edit' in the link.
[Image: 1471_Courage.jpg]
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(12-25-2014, 07:11 PM)gdkchan Wrote: Hello all! I'm leaving here the lastest build of Ohana3DS:
https://www.dropbox.com/s/dcwxhjq547a92o...4.zip?dl=0

It loads built-in textures from BCH now. Also, the GARC tab was changed to Container tab, and now support both GARC and all the other containers the game uses to store stuff. Also, map models that had blank textures should now work better.

Also, thanks to the work made by Rei, the tool now have a map viewer/editor and other nice features. Check out the PPorg page to stay updated: http://projectpokemon.org/forums/showthr...CH-Tool%29

Very nice work!

A problem I have at the moment is skin weighting on the models, and they appear to be lost when exported through Ohana3DS, do you think there'd be a fix to this?
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(12-26-2014, 03:00 PM)N1AF Wrote:
(12-25-2014, 07:11 PM)gdkchan Wrote: Hello all! I'm leaving here the lastest build of Ohana3DS:
https://www.dropbox.com/s/dcwxhjq547a92o...4.zip?dl=0

It loads built-in textures from BCH now. Also, the GARC tab was changed to Container tab, and now support both GARC and all the other containers the game uses to store stuff. Also, map models that had blank textures should now work better.

Also, thanks to the work made by Rei, the tool now have a map viewer/editor and other nice features. Check out the PPorg page to stay updated: http://projectpokemon.org/forums/showthr...CH-Tool%29

Very nice work!

A problem I have at the moment is skin weighting on the models, and they appear to be lost when exported through Ohana3DS, do you think there'd be a fix to this?

just the same thing happened with me when I managed to rip Swalot model, it doens't have the skin weighting. I cannot do it by myself, and it's yet so painful, since I'm using Cinema 4D, not 3DS max. besides, it seems the textures comes separately from the model in an independent file and Noesis can't read those files.  Cry
although just only the models are readed, At least it's something...
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the reason why there's no rigging or skin weights is cause gdkchan doesnt know where the weight offsets r for the models, or he just doesnt know how to code it properly? im not sure really.
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(12-29-2014, 08:20 AM)nbdown1 Wrote:
  • Body2 = Not sure what this is, could anyone tell me??
Peardian and I were discussing that earlier when I started uploading the Pokémon X/Y models, and he figured out that it's essentially an "inverse shadow mapping texture". That is to say, if you multiply that texture against the original (using "Linear Light" in Photoshop)...

[Image: pm0030_00_Body1.png]
plus
[Image: pm0030_00_Body2.png]
equals
[Image: pm0030_00_Body1Plus2.png]

And there goes most of the shading! As for the "ID" textures, yeah, each colour value actually corresponds with the kind of effect you get from touching it -- default petting, likes and dislikes, hot-to-the-touch, sharp, gooey, icy, et cetera. Unfortunately I lost the listings that I had -- Peardian had the funniest idea for a replacement texture idea for that.
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Thanked by: hminth
Ohh thank you for ripping these! As a artist this is real useful for getting propped colors. <xD
It was a pain to find out if that was gray or purple originally on mega Audino till i found this.
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Thanked by: Random Talking Bush
Where can I get xorPad of ORAS?The system of my 3ds can not support GW.
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