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You are welcome man o/


I have some particle systems to share, that is poke atk
like bubbles, storm (gust), and others...
just need make animations to model use it in unity...
(12-05-2015, 09:46 PM)RadamanthysMI Wrote: [ -> ]You are welcome man o/


I have some particle systems to share, that is poke atk
like bubbles,  storm (gust), and others...
just need make animations to model use it in unity...

particles are easy to do, but making them as animations is not advised. Unity has a particle system dedicated for, well, particles. you have full control using scripting, which for attacks like bubble/beam makes them look slightly random every time like the games.

Ever noticed how razor leaf has randomly placed leaves each time?
(Programmer's perspective when gaming comes across as having too much time Tongue)

Afternote:
Seems the newest release of ohana supports material animations for maps (ORAS at least) though I cannot find ANY information on locations for such.
They are OBVIOUSLY making slow progress.

If enough people ask gdkchan to focus on pokemon game animations next, we might can get these animations released sooner.

I would LOVE to discuss an Animation Resource section with a VG resource mod once we are able to grab these. I will be ripping them like candy from a baby Tongue
particle system is really easy to some ppls, I'm not too good to make (but scripting I think easy), but i was thinking about buy more particle assets in assets store xD


I want a fire blast T___T

I want only 3 things to be happy and create my first beta version...
* a throw ball animation (mine is sucks)
*others atk particles
*the others inicial pokes xD
(12-07-2015, 06:40 AM)RadamanthysMI Wrote: [ -> ]particle system is really easy to some ppls,  I'm not too good to make (but scripting I think easy), but i was thinking  about buy more particle assets in assets store xD


I want a fire blast  T___T

I want only 3  things to be happy and create my first beta version...
* a throw ball animation (mine is sucks)
*others atk particles
*the others inicial pokes xD

if you have some attack particles in Unity, I would gladly like to have them as well.
Since as I said before, I will start making virtual reality projects for Oculus rift, and Unity seems pretty easy for me at the start. Although I am not so good at scripting, I stored on my Youtube channel plenty of playlists with tutorials about scripting in Unity, C#, and other C variants, including some JavaScript. Just need to learn stuff like Mecanim and start doing some scripts (My first one was a Day/Night cycle that includes a sun and a moon, perfect for one of my custom VR environments).
Anyone here uses 3DS Max 2015 or something similar and also uses wallworm importer/exporter?
Because I am having a lot of problems with the importer. It apparently makes the mesh of the model as another bone for some odd reason, which I can't delete as it will delete the mesh itself. I even weighted the model properly twice, but it still acting like this because the wallworm importer for some stupid reason made the mesh as another bone, messing up everything. If anyone could help me, it will be appreciated.

Some Pictures depicting the problem.
http://imgur.com/a/TXlvy
http://imgur.com/a/IFzIR
5 packys that i pay...
https://mega.nz/#!ehUmkaxJ!3qvR49DdeNTvl...-3bZ7KMWFQ
somethings u can use to pokemon atk effects Big Grin
(cartoon fx pack 1, 2.0, 2.18, 3 and 4)
(12-08-2015, 08:22 AM)Farlavor Wrote: [ -> ]
(12-07-2015, 06:40 AM)RadamanthysMI Wrote: [ -> ]particle system is really easy to some ppls,  I'm not too good to make (but scripting I think easy), but i was thinking  about buy more particle assets in assets store xD


I want a fire blast  T___T

I want only 3  things to be happy and create my first beta version...
* a throw ball animation (mine is sucks)
*others atk particles
*the others inicial pokes xD

if you have some attack particles in Unity, I would gladly like to have them as well.
Since as I said before, I will start making virtual reality projects for Oculus rift, and Unity seems pretty easy for me at the start. Although I am not so good at scripting, I stored on my Youtube channel plenty of playlists with tutorials about scripting in Unity, C#, and other C variants, including some JavaScript. Just need to learn stuff like Mecanim and start doing some scripts (My first one was a Day/Night cycle that includes a sun and a moon, perfect for one of my custom VR environments).

I said I COULD, but until I get to that point, don't expect it. my hands are tied trying to get the battle engine working right now.

Also, trash JS anything with unity. Grab the newest version, learn C#, and forget Unityscript, as it is no longer supported (for good reason)
Fallenleader
we are working in fan games, I think that we can help the others xD...
Tell us how u want your battle system.
u want make something like generations? I've ripped all scripts, maybe u can see the scripts to create a reference and make your battle system... something is obsolete and using boo plug in. .. but it can help a loooooooot

(we can talk about make a fan game here or here is only about the ripping models? Embarassed)
I would like to request Monferno, Granbull and Breloom!
Does anybody here have the overworld models? Not the overworld trainers, the actually world.
(12-13-2015, 05:33 AM)MidnightXS Wrote: [ -> ]Does anybody here have the overworld models? Not the overworld trainers, the actually world.

I think that somebody has managed to get the Overworld models, Not the trainers. just the entire world map.

and BTW, Is it me or is this topic kinda unattended? It was supposed that Bunnelby and other models are in the works since... August or september?. So What happened to those models?. What happened to this project? is it cancelled or what?  Cry

it makes me remember on MayBeePah and KHDDD models, that has to be delayed for over 6 months and we didn't had any news making that topic almost like a spam filler. I would install 3DS max 2012, but how can I do if my computer is as slow as a backwards snail and almost the statues moves even faster than my computer? and with just 7.0GB of disk space?  Unimpressed
Specially because I would never fix the split texture parts for C4D like RTB does, and neither I can do good animations on 3DS max. making C4d the best choice. Any ideas of how to revive this dead project? Any chance of a free next gen laptop to replace this piece of garbage that is supposed to be called PC?  Rolleyes

I would just give my soul to satan to have a "MSI GT72 2QE-293ES i7-4980HQ/32GB/1TB+512 SSD/GTX980M/17.3" Laptop
Gosh, with that stuff, I would just enjoy a more productive routine of making stuff neverendlessly. Sad
(12-08-2015, 10:50 AM)Lopunny Wrote: [ -> ]Anyone here uses 3DS Max 2015 or something similar and also uses wallworm importer/exporter?
Because I am having a lot of problems with the importer. It apparently makes the mesh of the model as another bone for some odd reason, which I can't delete as it will delete the mesh itself. I even weighted the model properly twice, but it still acting like this because the wallworm importer for some stupid reason made the mesh as another bone, messing up everything. If anyone could help me, it will be appreciated.

Some Pictures depicting the problem.
http://imgur.com/a/TXlvy
http://imgur.com/a/IFzIR

Just going to put this here in case anyone could help me out in this problem. Also, more pictures depicting the problem.
http://i.imgur.com/GzNfQ5D.png
http://i.imgur.com/jmd4PZ4.png

Also, to whoever is using 3DS Max 2015, does anyone know why everytime I undo an edit, the models acts like this?
http://i.imgur.com/2xSKEW8.png
(EDIT: Turns out that was a bug for 3DS Max 2015 & above. So, nothing much can done to deal with this bug, but to make a report to Autodesk.)
okay, I asume this, Having to wait since August 21 up to today without any news about the working models RTB is doing, and meanwhile my computer keeps filling my HD space with garbage, (Now at 8.51 Gigabytes) then I gotta say something, I can't do anything with a cheap 500GB HD while I'm saving money for a Ps4, specially with a computer that is a piece of garbage in every way. For plenty of reasons, I prefer a PS4 with 400€ than a gaming laptop that costs 4200€, excluding the Oculus rift that can make it up to 4500€ aproximately. Over 11 times the prize and neither I have the cash for it.
Honestly I cannot just install 3DS Max and do the rippings myself, since I dunno anything of how to perform perfect rips of those Pokemon from either X/Y or OR/AS. And I may make them as buggy as Mystie's models from Teddiursa, Suicune and others, that they have both the eyes and mouth separated from model mesh, and making a subdivision will make it holes in face. not mentioning that I cannot move their heads, the eyes and mouth aren't connected to the head rig and it's vertices aren't wielded. How could you RTB fix that problem? What is the DAE exporter you used that made Cinema 4D to import the models so perfectly?
Is there any good way to recover up to 20GB (estimated diskspace) without having to delete all the videos I'm using for creative purposes and make the computer to not continue eating disk space for the lulz?

And Loppuny, considering the problem you have with other plugins, I'd suggest you uninstall that plugin and try it with just the native tools from 3DS max, or report to the creator of that plugin if he can fix this. I cannot understand how 3DS Max works, I definitely quit from it, and Rather prefer Cinema 4D since it has streching joints, Hypernurbs (Realtime subdivision surface while editing the models), You can apply Cel Shading without having to edit individual materials by using Sketch and Toon, and you can export it to FBX natively (For those who make stuff for GMOD or Unity). and sometimes, 3DS Max makes those kind of wierd bugs when undoing certain edits, but it affects only the editor, the render might keep the mesh perfectly. if by any chance it became buggy in render, then I suggest backup the model file once imported by saving it as a Max file before you do any edit, and load it instead of using Undo. Also by wielding all the vertexes, you can solve it as well, I reccomend it specially when you import a fresh model, since sometimes when you rip stuff, it has double vertices, and wielding them you can join all the parts of the model, and perhaps it may solve the problem of the separated model faces like happened on Mystie's models (I cannot solve it, since I did an export after wielding the vertices and on Cinema 4D kept the faces unattached to the mesh, reason of that I'm asking RTB how to fix it)
(12-15-2015, 01:41 PM)Farlavor Wrote: [ -> ]---Big wall of text---

I have already informed wallworm of this issue a few days ago. He's currently investigating this issue. Evidently, I don't think I will seem to get much help here anyways. So I might as well stop asking for help here.
Not to sound like a BIG OL' WIENER but I literally just made an account here to request models of:

Gorebyss
Steelix
Onix