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I'm trying to extract the map models from X & Y, but I don't know where exactly they are/what tools to extract them with. Could anyone help me on this?
(10-15-2022, 02:07 AM)Hbot Wrote: [ -> ]I'm trying to extract the map models from X & Y, but I don't know where exactly they are/what tools to extract them with. Could anyone help me on this?

To clarify:

I've read that the map models are located in a/0/1/3 and I managed to extract that using GARCtool, but all that was in there were .133 files that only contained textures, and .bin files that I can't seem to open with anything.

I've gotten all the map textures from my last time ripping stuff from X/Y a while ago, but I can't find the actual models.


In other news, I've also kept the map textures for ORAS from my last foray into ripping, as well as the map models which I was able to find in that game.
If anyone is interested in those, I can put them up in a MEGA or something
(10-15-2022, 02:03 PM)Hbot Wrote: [ -> ]
(10-15-2022, 02:07 AM)Hbot Wrote: [ -> ]I'm trying to extract the map models from X & Y, but I don't know where exactly they are/what tools to extract them with. Could anyone help me on this?

To clarify:

I've read that the map models are located in a/0/1/3 and I managed to extract that using GARCtool, but all that was in there were .133 files that only contained textures, and .bin files that I can't seem to open with anything.

I've gotten all the map textures from my last time ripping stuff from X/Y a while ago, but I can't find the actual models.


In other news, I've also kept the map textures for ORAS from my last foray into ripping, as well as the map models which I was able to find in that game.
If anyone is interested in those, I can put them up in a MEGA or something

please do i am interested in the ORAS Maps
Boy o boi i'm back. time to deal with a few things and promote my video again.

(08-23-2022, 11:19 AM)Benjooo88 Wrote: [ -> ]Can someone tell me quick, where i can find the House interior models in Pokemon Lets Go? I mean what folder. I searched everywhere, but i cant find them
a bit late, but make sure that you're looking in the correct files. "Field Maps" is the .7z you wanna download to find it, and from my own explorations of the files back when: 'r' means Route, 't' means Town, and i haven't exactly deciphered what the letters after that mean, but the numbers translate to what town/route it is. so, t001 would be pallet town, and t001r01 would probably mean Pallet town, room 01, which might be the player's room.

I suggest looking through the models in this method, and you might get better results.

(09-06-2022, 03:02 PM)theMrJoey Wrote: [ -> ]Heya. I’m pretty new to using blender and 3d stuff in general. I was able to use AssetStudio to get the Turtwig .obj and textures from Brilliant Diamond. However, whenever I import them into Blender I can’t seem to get the eye textures to apply correctly. I had to edit the body textures by mirroring the exported texture and placing both the mirrored png and the original in a 1024X512 png. I’m just not sure how I would go about doing the same for the eye and iris texture, and how to layer them properly onto the model. I know there are already some Turtwig models uploaded, but I wanted to try to get it with the updated textures and poly count.
(if you're new to blender n 3d stuff in general, i suggest watching the Donut Tutorial series as that's a good tutorial to learn the basics of blender)

For eye and body textures, it's a known issue with PKMN models and some textures only having one side. My Legends Arceus tutorial goes over this roughly 12 minutes in, if you just want to watch up to that part. And fixing it can be by editing the UVs as i showed in the tutorial, or what you did by mirroring the png and merging it together to make a full 1024x1024 texture. The Eye and Iris textures can be fixed the same two ways.

(10-11-2022, 06:59 PM)Griggle788 Wrote: [ -> ]
(10-11-2022, 03:24 PM)Random Talking Bush Wrote: [ -> ]
(10-11-2022, 10:03 AM)Griggle788 Wrote: [ -> ]Well the reference images are correct but when I checked the UV mapping the highlighted areas are located in the wrong spots. When I get a chance I can take a screen shot of what happens.
More often than not, you can fix that by making the actual texture symmetrical. You can do that by doubling the texture width and putting a mirrored copy on the right half of the texture (e.g. 512x512 -> 1024x512). It's a typical thing that Game Freak does for their models so that they can pair symmetrical diffuse textures with asymmetrical normal maps and such.

Well I was able to relatively figure out the eyes but the body is extremally hard. If you look at Eyes 1 this is how it looks at 1st. I then rotated the left eye on X Axis and overlapped the right and it then looks like Eyes 2. The body looks like a complete mess.

Same thing as above. Just follow what I said above and it'll fix the problems. 

In other news, I might make a video that goes over what the general things you encounter with Pokemon models and how to fix them, since this is a very prevalent issue, and there's not much documentation on it. I'll have to gather what sorts of problems are most prevalent and then get to getting an idea of how to fix them, so if any of ya'll wanna give me examples of the most common issues with PKMN models/textures, then go ahead and send them my way. (Note: I'll only deal with mainline games; L:A, XY, SM, SwSh, etc. so any of the stuff that're common issues for models in those games)
(10-15-2022, 06:47 PM)SniperDragon32 Wrote: [ -> ]
(10-15-2022, 02:03 PM)Hbot Wrote: [ -> ]
(10-15-2022, 02:07 AM)Hbot Wrote: [ -> ]I'm trying to extract the map models from X & Y, but I don't know where exactly they are/what tools to extract them with. Could anyone help me on this?

To clarify:

I've read that the map models are located in a/0/1/3 and I managed to extract that using GARCtool, but all that was in there were .133 files that only contained textures, and .bin files that I can't seem to open with anything.

I've gotten all the map textures from my last time ripping stuff from X/Y a while ago, but I can't find the actual models.


In other news, I've also kept the map textures for ORAS from my last foray into ripping, as well as the map models which I was able to find in that game.
If anyone is interested in those, I can put them up in a MEGA or something

please do i am interested in the ORAS Maps
Here you go.
I've named a few files after the locations I've figured out they belong to, but the rest is as I extracted it.
And here is a more in-depth list of which location each map file is, and which texture file matches up with it.

Anyway I know some people have already ported maps from X/Y (and US/UM too), I just need to know how to get my hands on them myself and/or what I'm doing wrong.
One last thing: This is where I got the .3ds files I've been working with from, in case it's of any importance.
dumped the game since I got it early, there is a new archive file located in pokemonsv\arc folder which holds [Image: image.png] these files, the data.trpfs should have the models.
Nothing doing with leaked content. Wait until the game's actual release date before assistance can be given.
(11-09-2022, 11:23 PM)Random Talking Bush Wrote: [ -> ]Nothing doing with leaked content. Wait until the game's actual release date before assistance can be given.

no problem, already know you are working on it behind the scenes like always! ?
(11-09-2022, 11:26 PM)pokefunny123945 Wrote: [ -> ]
(11-09-2022, 11:23 PM)Random Talking Bush Wrote: [ -> ]Nothing doing with leaked content. Wait until the game's actual release date before assistance can be given.

no problem, already know you are working on it behind the scenes like always! ?

I have questions about data.trpfs file too. 
Both programs, switch-toolbox and ryunjix, don't read this type of file. 
Will we be able to access the .gpfpak files after November 18th?
So good news and bad news. Good news is I've got all of the Pokémon and trainer models from Scarlet / Violet properly named and ready to go! Bad news: the script itself isn't ready quite yet! Turns out that trainer models use morphs to control facial animation this time around instead of face bones, so I'm going to need some extra time to figure those out first (partly because I've never worked with adding a Morpher via MaxScripting before).

(In the meantime, this should give people some time to play through the game themselves before the ripping tools are ready.)
Some pokemon use morphs as well, someone found data for them apparantly, an example is Sprigatito's mouth is fully open with the absence of a jaw bone, unless previous rips were faulty and missed those important bones.
(11-18-2022, 06:07 PM)pokefunny123945 Wrote: [ -> ]Some pokemon use morphs as well, someone found data for them apparantly, an example is Sprigatito's mouth is fully open with the absence of a jaw bone, unless previous rips were faulty and missed those important bones.
I'm guessing the latter, I see nine bones for its mouth upon importing its model (lower_jaw, left_jaw_a/b/c, right_jaw_a/b/c, left_teeth and right_teeth).
(11-18-2022, 06:07 PM)pokefunny123945 Wrote: [ -> ]Some pokemon use morphs as well, someone found data for them apparantly, an example is Sprigatito's mouth is fully open with the absence of a jaw bone, unless previous rips were faulty and missed those important bones.

That’s very interesting. I didn’t know that Pokémon can use Morphs now.
Wow, you guys already ripped the Scarlet And Violet models that quickly?
Do the Scarlet and Violet use Material colors for the Pokémon and Trainer Models like the ones in Pokémon Legends Arceus?