Users browsing this thread: 28 Guest(s)
Pokémon Model Ripping Project
Is anyone having trouble with the Pokemon BDSP Models?
[Image: 33426ca52b.png]
Reply
Thanked by:
This has probably been brought up before, but I'm trying to extract the bin files from that "PMXY-Pokemon Models" and "PMORAS-Pokemon Models" folder, but every time I try to open it in Ohana (Both Versions) I get either an error saying "Access denied" or an "Unhandled exception" error. Does anyone know how to fix this?

   

   
Reply
Thanked by: DogToon64
I've downloaded and extracted all 3 Sword/Shield Pokemon models archives, however none of them has Decidueye folder (I assume it should be called pm0724_00). Is it called differently?
Reply
Thanked by:
Is there any plans on releasing the modified bms script for gfpaks?
Reply
Thanked by:
(02-01-2022, 07:55 AM)Shararamosh Wrote: I've downloaded and extracted all 3 Sword/Shield Pokemon models archives, however none of them has Decidueye folder (I assume it should be called pm0724_00). Is it called differently?
Yeah, it's got a different name. All Pokémon models from 6th Generation onward use a different set of internal IDs instead of their regular Pokédex number, and Decidueye's internal ID is actually 843 (I have a full list of them all in the first post), so you'd be looking for "pm0843" for that instead.
Reply
Thanked by: DogToon64
To those who are trying to figure out the Legends Arceus Pokemon textures, since the color isn't baked onto the albedo, here is what I've done in Blender, since I don't know how to work 3ds Max:
[Image: Xn9tRwL.png]
(If it doesn't appear, then just right-click>open in new tab- since I have no idea how to use embedded images)

I call this method 'Color Assignment', since it uses a RGBA texture with different colors for different slots. And using a mixRGB (in blender) for each slot, you can assign each color slot a different color.
You'll have to use a SeparateRGB on the color, since each color is in its own channel.

Note: The texture that assigns the color- LYM- should be set to Channel Packed so that it will work correctly. How you can do it is by clicking [N] on your keyboard, going to the [Node] tab at the top of the side menu that appeared, and then finding the [Properties] closed menu, opening it, and then clicking the dropdown menu next to [Alpha:] and changing it from "Straight" to "Channel Packed"

Doing Color Assignment in 3ds Max should be a similar process like above, but since I don't know how to work 3dsMax, you'll have to figure that out yourself.

This is what Torterra looks like when the colors are applied like the image above:
[Image: P4WjjGs.png]

These two nodes on the far right, with the Multiply mixRGB node going into the color slot, is for Ambient Occlusion. Ambient Occlusion (AO) is just shadows baked onto a texture, and gives the model shadows that are permanently there:
[Image: 3gNzlC1.png]
I use the AO texture plugged into a multiply with the fac at 1 so that the AO is multiplied onto everything. it's also at the end of the color Assignment sequence so that it lies on top of everything else

Now, with and without AO, Torterra would look like this:
[Image: 1FYi0F3.png][Image: 4IGzH4j.png]
as you can see, the dark markings going over its head are gone without AO.

This is just a lil mini-tutorial going over what I know of getting colors and AO applied, so if you have questions or need clarification, I'm willing to help out in any way I can.

While I was going over the editing of this, I saw a user asked: 

Quote:How do I fix the Pokémon Normal Maps from Legends Arceus?

And my answer is: They don't need fixing. In Blender, they work perfectly fine without need for fixing at all. Other programs might need fixing, but in Blender, it works fine.
Reply
(02-03-2022, 02:29 PM)FreohrWeohnataKausta Wrote: And my answer is: They don't need fixing. In Blender, they work perfectly fine without need for fixing at all. Other programs might need fixing, but in Blender, it works fine.

One thing I will add is that the normal maps need to be fixed in order to be accepted onto the Models Resource. The staff can do it for you, but doing it yourself can save them time as well as getting your submission reviewed a bit faster.
If you can't handle the heat.
You can't handle the Neutron Style.
Reply
Thanked by: Lilothestitch
Did anyone notice how the Pokemon have white stuff on them? How do I fix that?

[Image: bqPqdCC.png]
[Image: 33426ca52b.png]
Reply
Thanked by:
Can someone tell me where I can find the trainer model files? Thanks!
Reply
Thanked by:
(02-03-2022, 09:05 PM)Lilothestitch Wrote: Did anyone notice how the Pokemon have white stuff on them? How do I fix that?

[Image: bqPqdCC.png]
in blender, it was because i set the Color 1 of the Mix node to white, or plugged in the Albedo texture into there

https://imgur.com/a/kM3ImCy

I got rid of it by setting the Color 1 to black and removing the Albedo texture. so doing the equivalent in 3ds Max should work.

(02-04-2022, 04:25 PM)SaturnUmbreon Wrote: Can someone tell me where I can find the trainer model files? Thanks!

In Arceus Legends files, the player character files will be in the PLA-Trainers file, and in this file path: 'PLA-Trainers\chara\data\pc\' I don't know which one is for Female or Male yet though, since i haven't meddled with those files yet.
For important NPCs, Adaman, Cyllene, Irina, Arezu, etc., they'll be in the '\data\tr\' folder;
For General NPCs, they're going to be in the 'data\cc\' folder;

In the other games, i'd say that they'll be in the Trainer file, or equivalently named.

I also have a question of my own: Do we have animations for Legends Arceus ripped yet, or is that still out of reach?
Reply
Thanked by: Lilothestitch
Ah brilliant thank you! Do you know how I should go about extracting the HKX files out of interest? I tried a few methods and none of them worked, so if you have a good method I'd be grateful to hear it
Reply
Thanked by:
(02-04-2022, 05:05 PM)FreohrWeohnataKausta Wrote: In Arceus Legends files, the player character files will be in the PLA-Trainers file, and in this file path: 'PLA-Trainers\chara\data\pc\' I don't know which one is for Female or Male yet though, since i haven't meddled with those files yet.
For important NPCs, Adaman, Cyllene, Irina, Arezu, etc., they'll be in the '\data\tr\' folder;
For General NPCs, they're going to be in the 'data\cc\' folder;

In the other games, i'd say that they'll be in the Trainer file, or equivalently named.

I also have a question of my own: Do we have animations for Legends Arceus ripped yet, or is that still out of reach?
1. P1's the male protagonist (Rei), P2's is the female protagonist (Akari), which I believe has been the naming pattern since Sun / Moon (minus Let's Go). For the former you actually need to hop into the P2 folder and import Akari's "base" file first since Rei doesn't have a counterpart.

2. Yeah, either "Trainers" or "Characters" is what you'd be looking for with the filenames I set up.

3. Unfortunately no, moreso than Let's Go and Sword/Shield because Legends: Arceus also uses a newer format format (TRANM) compared to the originals (GFBANM).
Reply
(02-04-2022, 05:10 PM)SaturnUmbreon Wrote: Ah brilliant thank you! Do you know how I should go about extracting the HKX files out of interest? I tried a few methods and none of them worked, so if you have a good method I'd be grateful to hear it

Np! And I have absolutely no idea. I don't even try with ripping that stuff; I leave it to the professionals. I just concern myself with setting the models up to work.

(02-04-2022, 05:19 PM)Random Talking Bush Wrote:
(02-04-2022, 05:05 PM)FreohrWeohnataKausta Wrote: In Arceus Legends files, the player character files will be in the PLA-Trainers file, and in this file path: 'PLA-Trainers\chara\data\pc\' I don't know which one is for Female or Male yet though, since i haven't meddled with those files yet.
For important NPCs, Adaman, Cyllene, Irina, Arezu, etc., they'll be in the '\data\tr\' folder;
For General NPCs, they're going to be in the 'data\cc\' folder;

In the other games, i'd say that they'll be in the Trainer file, or equivalently named.

I also have a question of my own: Do we have animations for Legends Arceus ripped yet, or is that still out of reach?
1. P1's the male protagonist (Rei), P2's is the female protagonist (Akari), which I believe has been the naming pattern since Sun / Moon (minus Let's Go). For the former you actually need to hop into the P2 folder and import Akari's "base" file first since Rei doesn't have a counterpart.

2. Yeah, either "Trainers" or "Characters" is what you'd be looking for with the filenames I set up.

3. Unfortunately no, moreso than Let's Go and Sword/Shield because Legends: Arceus also uses a newer format format (TRANM) compared to the originals (GFBANM).

1. Ah, I guessed correctly. I wasn't too sure, but I was guessing that p1 was Rei and p2 was Akari. didn't put it in the post because I wanted to make sure i was correct, rather than give bad info.

3. Rip, oh well. Here's hoping ya'll can figure out the new file format somehow!
Reply
Thanked by:
I can´t wait for the models to be uploaded, they look so beautiful! Especially the protagonists
Reply
Thanked by:
(02-04-2022, 07:50 PM)Enderfacio Wrote: I can´t wait for the models to be uploaded, they look so beautiful! Especially the protagonists

Currently I have all of the wardens in submission right now, waiting for approval. If these go through I'll be trying to get the other trainers
Reply
Thanked by: Enderfacio


Forum Jump: