Users browsing this thread: 188 Guest(s)
Pokémon Model Ripping Project
Aahg, i can't get any of the files open... This is going to sound like a really silly request, but is there a download link with just the texture downloads? (I'm using them to get pokemon's base colors for drawing, and i'm missing all the gen 7 pokemon)
Reply
Thanked by:
Well that's one of them, but some of the others for it don't even show up at all. There's a few missing entirely from the extraction. Currently the only diffuse texture I can get out of it is the one for the lower body. The rest I can't find anywhere.
Reply
Thanked by:
Is Wally's new sm model not ripped yet?
I need it to compare the size of characters from alola to the ones from hoenn and kalos.
Reply
Thanked by:
(11-19-2016, 12:30 AM)Carpaccio Wrote: Well that's one of them, but some of the others for it don't even show up at all. There's a few missing entirely from the extraction. Currently the only diffuse texture I can get out of it is the one for the lower body. The rest I can't find anywhere.
Hm. I've checked the file itself, and these are the only textures in there:
Code:
pm0877_00_BodyA1.tga
DummyTex.tga
pm0877_00_BodyANor.tga
pm0877_00_BodyCMask.tga
pm0877_00_BodyCEnv01.tga
pm0877_00_BodyGMask1.tga
pm0877_00_BodyGMask2.tga
pm0877_00_BodyE1.tga
pm0877_00_BodyEEnv.tga
pm0877_00_BodyEMask.tga
pm0877_00_BodyA01Env.tga
pm0877_00_BodyA02Env.tga
pm0877_00_BodyAMask.tga

And I'm able to see and extract every single one of those in Ohana3DS.

(EDIT: Here's a tweaked version of Ohana3DS which fixes the 0x16 texture error, and also a separate version of the program which ignores alpha channels. You should be able to use both of 'em to get the textures fully intact.)
Reply
Thanked by: Chaze, Hallow
(11-19-2016, 10:26 AM)Random Talking Bush Wrote:
(11-19-2016, 12:30 AM)Carpaccio Wrote: Well that's one of them, but some of the others for it don't even show up at all. There's a few missing entirely from the extraction. Currently the only diffuse texture I can get out of it is the one for the lower body. The rest I can't find anywhere.
Hm. I've checked the file itself, and these are the only textures in there:
Code:
pm0877_00_BodyA1.tga
DummyTex.tga
pm0877_00_BodyANor.tga
pm0877_00_BodyCMask.tga
pm0877_00_BodyCEnv01.tga
pm0877_00_BodyGMask1.tga
pm0877_00_BodyGMask2.tga
pm0877_00_BodyE1.tga
pm0877_00_BodyEEnv.tga
pm0877_00_BodyEMask.tga
pm0877_00_BodyA01Env.tga
pm0877_00_BodyA02Env.tga
pm0877_00_BodyAMask.tga

And I'm able to see and extract every single one of those in Ohana3DS.

(EDIT: Here's a tweaked version of Ohana3DS which fixes the 0x16 texture error, and also a separate version of the program which ignores alpha channels. You should be able to use both of 'em to get the textures fully intact.)

RTB, are you gonna upload ripped models of npcs on this thread? If so, can you please upload Wally's model as well?
Reply
Thanked by:
(11-19-2016, 11:28 AM)pestopest Wrote: RTB, are you gonna upload ripped models of npcs on this thread? If so, can you please upload Wally's model as well?
At a bit of a later time, yeah. I gotta extract 'em all and give 'em a bit of a proper organization first.
Reply
Thanked by:
See there's alternate maps for a 'BodyG' and a 'BodyC' there, but no diffuse maps. That's what's confusing me because these are obviously needed, when assembling the model and looking at the UV's.
Reply
Thanked by:
(11-19-2016, 08:25 AM)pestopest Wrote: Is Wally's new sm model not ripped yet?
I need it to compare the size of characters from alola to the ones from hoenn and kalos.

You can find all npc overworld models in this zip
Reply
Thanked by:
May you rip Pikipek for me?
Reply
Thanked by:
(11-19-2016, 07:01 PM)Chaze Wrote:
(11-19-2016, 08:25 AM)pestopest Wrote: Is Wally's new sm model not ripped yet?
I need it to compare the size of characters from alola to the ones from hoenn and kalos.

You can find all npc overworld models in this zip

They are all .bin files.
I can't open them with ohana3ds. What do I have to open them?
Reply
Thanked by:
You'll need the latest build of Ohana to open them. You'll either have to compile it or find someone who has.
Workstation Specs
GFX Card: GeForce RTX 2080 Ti 11GB || Processor: Intel i9-9900k || RAM: 64GB || OS: Windows 10 Pro x64
Storage: 2x 4TB HDD + 3x 1TB HDD + 2x 250GB SSD + 500GB SSD + 500GB M2 NVMe + 1TB M2 SATA

Media Center Specs
GFX Card: GeForce GTX 1080 8GB || Processor: Intel i7-6700 || RAM: 16GB || OS: Windows 10 Pro x64
Storage: 500GB SSD + 1TB HDD + 4TB HDD

Laptop Specs
GFX Card: GeForce GTX 960M 4GB || Processor: Intel i5-6300HQ || RAM: 8GB || OS: Windows 10 Pro x64
Storage: 250GB SSD + 1TB HDD
Reply
Thanked by:
(11-20-2016, 04:46 AM)pestopest Wrote: I can't open them with ohana3ds. What do I have to open them?
(11-20-2016, 09:28 AM)MidnightXS Wrote: You'll need the latest build of Ohana to open them. You'll either have to compile it or find someone who has.
I've linked to a pair of fixed and alternate versions of the most recent one a few posts above (and also in the first post).
Reply
Thanked by:
(11-19-2016, 08:25 AM)pestopest Wrote: Is Wally's new sm model not ripped yet?
I need it to compare the size of characters from alola to the ones from hoenn and kalos.

Gen VI models are 80% the size of Gen VII models, so you have to enlarge then x1.25.

Just as a curiosity, after exporting with Ohana is that SM human models have realistic heights. Well, most of them (ex. Sophocles is ridiculously small and chubby and stands at 122 cm). Last weekend I was bored and measured several NPCs from Gen VI and VII using Blender and adding an object to compare.
Reply
Thanked by:
(11-07-2016, 02:00 PM)Chaze Wrote:
(11-07-2016, 10:52 AM)Deep Weeb Wrote: I've noticed that some characters, like trainers and even the protagonist themselves can look sideways in the game, but there's nothing about that in the textures.
Lass:
[Image: VSLass_SM.png][Image: 0Vf0qBY.png]

Ace Trainer:
[Image: VSAce_Trainer_F_SM.png][Image: yVkzbR7.png]

Protagonists:
[Image: 8j9x3Rm.jpg][Image: zW62U4r.png][Image: CLx0Nbc.png]
(also, the protags seem to have move expressions, perhaps those weren't included in the demo?)
Maybe there's some hidden pupils textures?
Maybe some material animations.
I really wanna know how it works, and it can be ripped/extracted too ?

The reason the models look sideways is because after the animation ends it's replaced by a static image.
Reply
Thanked by:
(11-19-2016, 04:09 PM)Carpaccio Wrote: See there's alternate maps for a 'BodyG' and a 'BodyC' there, but no diffuse maps. That's what's confusing me because these are obviously needed, when assembling the model and looking at the UV's.

I still can't figure out where the missing diffuse maps are.
Reply
Thanked by:


Forum Jump: