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(10-16-2014, 06:11 PM)Goldtex Wrote: [ -> ]I'm kind of curious, maybe this new BCH format is the same as Smash Bros?
It's not. It's closer to X/Y, but at the same time it's different enough that they're *still* not the same format.
omg that may model... @_@

must.. need... lol

good progress so far RTB
This isn't a request, but I can't wait to see Wally. Big Grin
(10-16-2014, 06:15 PM)Random Talking Bush Wrote: [ -> ]
(10-16-2014, 06:11 PM)Goldtex Wrote: [ -> ]I'm kind of curious, maybe this new BCH format is the same as Smash Bros?
It's not. It's closer to X/Y, but at the same time it's different enough that they're *still* not the same format.

What's different about the format?
(10-16-2014, 06:46 PM)Lilothestitch Wrote: [ -> ]
(10-16-2014, 06:15 PM)Random Talking Bush Wrote: [ -> ]
(10-16-2014, 06:11 PM)Goldtex Wrote: [ -> ]I'm kind of curious, maybe this new BCH format is the same as Smash Bros?
It's not. It's closer to X/Y, but at the same time it's different enough that they're *still* not the same format.

What's different about the format?

(10-16-2014, 12:35 AM)Random Talking Bush Wrote: [ -> ]Header information's different, how the vertex information is stored is also slightly different. ...

(10-16-2014, 01:01 AM)Random Talking Bush Wrote: [ -> ]...(the polygon data's no longer stored next to each vertex chunk, it's all in one bunch at the end!)
lets just think of it as a different BCH version.. xD

lets name it... BCH Version 11?
while X/Y BCH format is Version 9 and SSB 3DS is version 10.. yeah lets just go with that :v
(10-16-2014, 11:11 PM)Demonslayerx8 Wrote: [ -> ]lets just think of it as a different BCH version.. xD

lets name it... BCH Version 11?
while X/Y BCH format is Version 9 and SSB 3DS is version 10.. yeah lets just go with that :v
But then there's also Kirby Triple Deluxe that uses an even more different form of BCH. So what would that make it, then? :V
mmm good point... u got me there...
Then again, there's also MDL0 Version 8 that was used for a few early Wii games... so X/Y = 8, Kirby = 9, Smash = 10, OR/AS = 11? None of the script things I've written for a specific BCH-model game works with another, so they're all different in their own ways.
sure lets go with that...

cause in MDL0's, different version numbers had different headers and offsets, so its very plausible..

edit:
heh thats interesting.. pokemon x/y uses normal maps only in 3d mode.. i checked out the normal maps of mega char x that someone linked here.. seems to act that way in 3D mode only(?)
Oh, that's interesting. I'm not sure why a cel shaded game would need a normal map like that, but nice.
(10-16-2014, 06:59 PM)Random Talking Bush Wrote: [ -> ]
(10-16-2014, 06:46 PM)Lilothestitch Wrote: [ -> ]
(10-16-2014, 06:15 PM)Random Talking Bush Wrote: [ -> ]It's not. It's closer to X/Y, but at the same time it's different enough that they're *still* not the same format.

What's different about the format?

(10-16-2014, 12:35 AM)Random Talking Bush Wrote: [ -> ]Header information's different, how the vertex information is stored is also slightly different. ...

(10-16-2014, 01:01 AM)Random Talking Bush Wrote: [ -> ]...(the polygon data's no longer stored next to each vertex chunk, it's all in one bunch at the end!)

(10-17-2014, 03:25 PM)Random Talking Bush Wrote: [ -> ]Eh, what the heck. Have some more.

#127 Pinsir
#127 Pinsir
#142 Aerodactyl
#142 Aerodactyl
#214 Heracross
#214 Heracross
#409 Rampardos
#409 Rampardos
#566 Archen
#566 Archen
#658 Greninja
#658 Greninja
#667 Litleo
#667 Litleo
#673 Gogoat
#673 Gogoat
#675 Pangoro
#675 Pangoro
#686 Inkay
#686 Inkay
#692 Clauncher
#692 Clauncher
#697 Tyrantrum
#697 Tyrantrum
#699 Aurorus
#699 Aurorus
#707 Klefki
#707 Klefki
#710 Pumpkaboo
#710 Pumpkaboo
#711 Gourgeist
#711 Gourgeist
May
May


(EDIT: Forgot two.)

Good job RTB.
yaaay thanks for may!!!

now what about Brandon? o.o.. or any other chars
(10-17-2014, 06:15 PM)Demonslayerx8 Wrote: [ -> ]yaaay thanks for may!!!

now what about Brandon? o.o.. or any other chars
Next update. It took me nearly 7 hours to get just May's model in working condition along with her textures.