[x]Merry Christmas!


Users browsing this thread: 34 Guest(s)
Pokémon Model Ripping Project
(11-14-2019, 07:35 PM)jugol Wrote: EDIT: Is it ok to point this or too soon? Need more testing but seems the format is exactly the same as LGPE, except by one value (in RTB's script, search the line that says "fseek f 0x28" and change the 0x28 for 0x2C). Cheers!
It's actually more than just that, there's another change regarding rigging (try rotating a bone, you'll most likely break the model) and an additional vertex buffer type. Update to the script will be out tomorrow.
Reply
Thanked by: FabDelb, jugol
Update's live. Go nuts -- new stuff's in the first post. Map models later, they're kind of a mess currently. And go ahead and delete the old "Let's Go" importer if you had it before, as it's no longer needed / renamed.


Reply
Any chance you could provide a stl file for frosmoth? (946) don't have access to 3ds max
Reply
Thanked by:
(11-15-2019, 02:11 PM)Accensis Wrote: Any chance you could provide a stl file for frosmoth?  (946) don't have access to 3ds max
You can use Switch Toolbox if you don't care about rigging (for now, it's currently unsupported) to convert them to DAE, which you can then convert to any other formats you need.
Reply
Thanked by:
I'm trying to convert Zacian's BodyA and BodyB textures, but I can't, for some reason. Are they corrupt/not proper or do I have a DDS converter that doesn't work?
Reply
Thanked by:
(11-15-2019, 04:12 PM)Gabu Wrote: I'm trying to convert Zacian's BodyA and BodyB textures, but I can't, for some reason. Are they corrupt/not proper or do I have a DDS converter that doesn't work?
What's your method of converting them? Seems to be working for me with both Photoshop and Noesis. Could possibly be what you're using might not support DX10-based textures.

(EDIT: Also the same program I mentioned earlier, Switch Toolbox can open them just fine too!)
Reply
Thanked by:
(11-15-2019, 04:19 PM)Random Talking Bush Wrote:
(11-15-2019, 04:12 PM)Gabu Wrote: I'm trying to convert Zacian's BodyA and BodyB textures, but I can't, for some reason. Are they corrupt/not proper or do I have a DDS converter that doesn't work?
What's your method of converting them? Seems to be working for me with both Photoshop and Noesis. Could possibly be what you're using might not support DX10-based textures.
Ooh, I wasn't using either. I never really had to mess with DDS, so i thought i'd just use the first thing I found online. Thanks for letting me know that those two programs work.
Reply
Thanked by:
I'm still new to this model stuff and I'm having trouble lining up the textures in Unreal engine for a lot of the Pokemon, does anyone have a guide I could follow to try fix some of these issues?
Easiest example I can think of is Bulbasaur, when applying the textures to the bulb (I've tried both regular and mirrored) they don't line up with the model, while the textures for the main part of its body do.
Reply
Thanked by:
(11-16-2019, 07:29 AM)Z3nx Wrote: I'm still new to this model stuff and I'm having trouble lining up the textures in Unreal engine for a lot of the Pokemon, does anyone have a guide I could follow to try fix some of these issues?
Easiest example I can think of is Bulbasaur, when applying the textures to the bulb (I've tried both regular and mirrored) they don't line up with the model, while the textures for the main part of its body do.
More often than not you'll need to edit the textures and mirror them for the other half, but this is not always the case. Have a look at the "nor" textures for a reference point, if they're symmetrical / have a different aspect ratio than the "col" textures, then they'll need to be modified. Similarly, eye textures need to have both the left and right sides mirrored (but only halfway each).

Using Eevee as an example, you're looking to have results like these:
[Image: bhnLeAt.png]
[Image: iZYpCjM.png]
Reply
Thanked by:
I wonder if there is anyway i can rig the swsh models?
Reply
Thanked by:
(11-16-2019, 11:40 AM)tannguyen20011 Wrote: I wonder if there is anyway i can rig the swsh models?
If you use my MaxScript, they should already have rigging.
Reply
Thanked by: tannguyen20011
(11-16-2019, 12:30 PM)Random Talking Bush Wrote:
(11-16-2019, 11:40 AM)tannguyen20011 Wrote: I wonder if there is anyway i can rig the swsh models?
If you use my MaxScript, they should already have rigging.

INB4 They are like me and refuse to get 3DS Max without paying for it.
Reply
Thanked by:
(11-16-2019, 12:30 PM)Random Talking Bush Wrote:
(11-16-2019, 11:40 AM)tannguyen20011 Wrote: I wonder if there is anyway i can rig the swsh models?
If you use my MaxScript, they should already have rigging.
Im trying to change the pose of the model but i cant figure it out how to do it. what kind of software should i use to be able to do it ?
Reply
Thanked by:
Can't seem to find Sylveon in the SwSh pack. If Eevee's back, shouldn't ALL of its evolutions be back as well?

No sign of a folder "0700" and "0133" is Eevee alone.
Reply
Thanked by:
(11-16-2019, 04:14 PM)akuago220 Wrote: Can't seem to find Sylveon in the SwSh pack. If Eevee's back, shouldn't ALL of its evolutions be back as well?

No sign of a folder "0700" and "0133" is Eevee alone.
Just like with the 8th Generation Pokémon, all of the 6th/7th Generation are using internal IDs instead (1st-5th are in their original National Dex ordering). Here's a list of all of them (including those not in Sword/Shield, for completeness's sake):
(EDIT: I'll also append 'em to the post with the 8th Gen's.)
Reply
Thanked by:


Forum Jump: