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Pokemon Mystery Dungeon: Rescue Team DX Model Ripping Project
#46
Now I gotta figure out, how to Rip the Pokemon Square building models, since the .ab file for that area is pretty big.
Dillon's Rolling Western/Dead-Heat Breakers Model Ripper

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#47
2/15/2022
While trying to rip the Pokemon Square buildings, I came across some Pokémon Statue models. So I ripped those first.
[Image: image.png]
[Image: image.png]
[Image: image.png]
[Image: image.png]
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#48
2/17/2022
Done the Big Renders for the 4 statue models I ripped recently

So far done 136 model rips, I had to get rid of a few duplicates. And that rip of that dungeon area due to lacking a lot of textures.
Pending Submissions: 136
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#49
2/17/2022
Reripped the Kecleon model, since the old rip I accidently exported it to FBX and the bones broke. So I replaced it with a new rip
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#50
(02-17-2022, 07:00 PM)Zangoose Wrote: 2/17/2022
Reripped the Kecleon model, since the old rip I accidently exported it to FBX and the bones broke. So I replaced it with a new rip

Are the models tiny when you import them into Blender?
[Image: 33426ca52b.png]
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#51
(02-17-2022, 09:39 PM)Lilothestitch Wrote:
(02-17-2022, 07:00 PM)Zangoose Wrote: 2/17/2022
Reripped the Kecleon model, since the old rip I accidently exported it to FBX and the bones broke. So I replaced it with a new rip

Are the models tiny when you import them into Blender?

Yep when you first rip the models via AssetStudio, they are tiny.

When you first import the models after ripping them via AssetStudio, the size of the models is 0.010.
[Image: image.png]

But you can resize them to make them bigger. I usually scale them to be big enough so I can see them better.
[Image: image.png]

Then you got to get rid of these rays
[Image: image.png]

And then the model is this result, but we are not finished yet.
[Image: image.png]

And then I export it as a .dae so the textures won't have the backface issue.
[Image: image.png]

And this is the final result.
[Image: image.png]
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#52
Imagine if these models get accepted, after two years of the release date of the game. Would be cool to see, but it may not be accepted for a while due to the large amount of models still being checked to be accepted.
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#53
(02-18-2022, 07:50 AM)Zangoose Wrote: Imagine if these models get accepted, after two years of the release date of the game. Would be cool to see, but it may not be accepted for a while due to the large amount of models still being checked to be accepted.
When you extract from Assets Studio, what size do you have them exported at?
[Image: 33426ca52b.png]
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#54
(02-19-2022, 03:41 AM)Lilothestitch Wrote:
(02-18-2022, 07:50 AM)Zangoose Wrote: Imagine if these models get accepted, after two years of the release date of the game. Would be cool to see, but it may not be accepted for a while due to the large amount of models still being checked to be accepted.
When you extract from Assets Studio, what size do you have them exported at?

AssetStudio exports the models very small as 0.010, but I resize them to be big enough to be viewed easily (Usually size 4.0 or 5.0 or something like that for some models)
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#55
2/20/2022
Ripped the Female Pikachu High-Poly model and updated the Pikachu model upload to include it inside the Pikachu Model zip file.
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#56
2/21/2022
Now I can rip the inside of the buildings, since I can export all of the textures at once.
[Image: image.png]
There will be two versions of the buildings, the .dae so the textures will work correctly without the backface issue, and the original .obj

Here is the Pokemon Square model (For some reason the textures for the rest didn't load, or show up, so I will be ripping the buildings from this instead)
[Image: image.png]

Here is the Kangaskhan Storage building
[Image: image.png]

The Makuhita Dojo
[Image: image.png]

Pelipper Post Office
[Image: image.png]

These 3 colored houses
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Gulpin Link Shop
[Image: image.png]
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#57
Likely need to re-rip the other two houses (Green and Blue) since the roof is clipping through. But the yellow house is fine.
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#58
2/22/2022 (What a interesting day)

Done a few more big renders for the new models I have uploaded recently.

I may put all of these models in a zip folder and put it in a different forum once I get them all in there.

My renders may look a little cut off, so likely the admins may replace some.

Edit: I may double check on the model polygon count, just in case I need to rip the other mons (The Low-Poly models in DX, may have a little more polygons than the Super Mystery Dungeon models but I gotta check and see) (Because Blender won't let you check the model poly count separately when 2 models are present at once)

[Image: image.png]
Apparently DX's lower poly models have 4 more polygons than the Super models, but the models nearly look identical.
[Image: image.png]

So likely the only models for the low-poly models that had major differences will be the ones I will rip (If they have the scarf added on, likely going to be used for a Super Mystery Dungeon mod)
* Cubone
* Skitty
* Machop
* Psyduck
* Eevee

Edit: Also reripped the house models, and now they look right. And updated the upload
[Image: image.png]
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#59
2/22/2022
Ripping the low-poly models for Machop, Cubone, Skitty, Psyduck, and Eevee. (For those people who play Super Mystery Dungeon, you are free to use these for mods once the models get approved)
[Image: image.png]
[Image: image.png]
[Image: image.png]
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Also I forgot to rip Eevee's High Poly model, so here they are
[Image: image.png]
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#60
The only differences I seen with the low-poly models in DX really is the slightly higher poly count (Usually 4-5 polys more) and higher resolution textures. I can't really rip all of the models on my own due to time constants but, if you guys are willing to help out. It will be appreciated.
Dillon's Rolling Western/Dead-Heat Breakers Model Ripper

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