The VG Resource
Pokémon Model Ripping Project - Printable Version

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+---- Forum: Project Organization (https://www.vg-resource.com/forum-119.html)
+---- Thread: Pokémon Model Ripping Project (/thread-25872.html)



RE: Pokémon X/Y Model Ripping Project - Lilothestitch - 10-11-2014

RTB I downloaded the Pokémon X & Y files but the files are .bin instead of .bch. If I use the 3DS Max Script of the beta, would it still work if I import that file?


RE: Pokémon X/Y Model Ripping Project - Random Talking Bush - 10-11-2014

(10-11-2014, 03:11 PM)Lilothestitch Wrote: RTB I downloaded the Pokémon X & Y files but the files are .bin instead of .bch. If I use the 3DS Max Script of the beta, would it still work if I import that file?
Yes. Extension doesn't matter, but it checks for both *.BIN and *.BCH.


RE: Pokémon X/Y Model Ripping Project - Lilothestitch - 10-11-2014

(10-11-2014, 03:50 PM)Random Talking Bush Wrote:
(10-11-2014, 03:11 PM)Lilothestitch Wrote: RTB I downloaded the Pokémon X & Y files but the files are .bin instead of .bch. If I use the 3DS Max Script of the beta, would it still work if I import that file?
Yes. Extension doesn't matter, but it checks for both *.BIN and *.BCH.

Thank you RTB. I'm going to test the script.


RE: Pokémon X/Y Model Ripping Project - Random Talking Bush - 10-11-2014

I've fixed another few things with the scripts, Bellsprout and possibly others will work now. And I think I've noticed a bit of a pattern -- Pokémon that have moving irises all seem to have broken rigging. Wonder if that means anything...? I might be able to find a way to fix it based off of that thought.


RE: Pokémon X/Y Model Ripping Project - Lilothestitch - 10-11-2014

RTB I know what title we should give you. Let's call you the Ultimate Model Ripper. How does that sound?


RE: Pokémon X/Y Model Ripping Project - Demonslayerx8 - 10-11-2014

There's an error with Keldeo Resolute form.. Otherwise.. everything else seems fine to me. Thanks RTB!
[Image: eQXyd6y.png]


RE: Pokémon X/Y Model Ripping Project - Random Talking Bush - 10-11-2014

(10-11-2014, 07:19 PM)Demonslayerx8 Wrote: There's an error with Keldeo Resolute form.. Otherwise.. everything else seems fine to me. Thanks RTB!
[Image: eQXyd6y.png]
Fixed it. Redownload the script and it'll work. And thankfully it doesn't seem to have rigging problems, either.

...I really need to add a failsafe if it doesn't find a specific vertex type...


RE: Pokémon X/Y Model Ripping Project - Demonslayerx8 - 10-11-2014

alright cool, and thanks. btw what about the trainer models?


RE: Pokémon X/Y Model Ripping Project - Lilothestitch - 10-11-2014

Why are the Pokemon models rotated like they are laying down?


RE: Pokémon X/Y Model Ripping Project - Random Talking Bush - 10-11-2014

(10-11-2014, 09:34 PM)Demonslayerx8 Wrote: alright cool, and thanks. btw what about the trainer models?
I'll be getting to those soon.


(10-11-2014, 09:51 PM)Lilothestitch Wrote: Why are the Pokemon models rotated like they are laying down?
It's because they use a different "up" axis compared to 3DS Max, simple as that. Just rotate the root bone forward by 90 degrees, easy enough. Unless some parts of the model stay behind, in that case you'll have to wait until I get around to uploading those myself.

Anyway, updated the script again, I tested it on the first 151 Pokémon and it no longer crashes for any of them. A lot of them are still broken rigging-wise, though, but I'll have to figure that out later.


RE: Pokémon X/Y Model Ripping Project - Lilothestitch - 10-11-2014

(10-11-2014, 09:58 PM)Random Talking Bush Wrote:
(10-11-2014, 09:34 PM)Demonslayerx8 Wrote: alright cool, and thanks. btw what about the trainer models?
I'll be getting to those soon.


(10-11-2014, 09:51 PM)Lilothestitch Wrote: Why are the Pokemon models rotated like they are laying down?
It's because they use a different "up" axis compared to 3DS Max, simple as that. Just rotate the root bone forward by 90 degrees, easy enough. Unless some parts of the model stay behind, in that case you'll have to wait until I get around to uploading those myself.

Anyway, updated the script again, I tested it on the first 151 Pokémon and it no longer crashes for any of them. A lot of them are still broken rigging-wise, though, but I'll have to figure that out later.
Also the textures are missing.


RE: Pokémon X/Y Model Ripping Project - Random Talking Bush - 10-11-2014

(10-11-2014, 10:05 PM)Lilothestitch Wrote: Also the textures are missing.

(10-11-2014, 04:14 AM)Random Talking Bush Wrote: If you're looking for the textures, they are all in the archive that Kazo put up in the previous post. Except for Spinda and its missing textures, but screw that thing I'll deal with it later.



RE: Pokémon X/Y Model Ripping Project - o0DemonBoy0o - 10-11-2014

(10-11-2014, 12:59 PM)Random Talking Bush Wrote: I've fixed the script now, re-download it and you should be able to import Vaporeon just fine.

And as for the other question, I'm actually not sure, particularly because I don't know what I'd need to do to extract the "logo" model files.

Thanks.
As for those logo models I think this might help if you are ever interested in getting them.


RE: Pokémon X/Y Model Ripping Project - Lilothestitch - 10-11-2014

There is an error with Palkia.


RE: Pokémon X/Y Model Ripping Project - Random Talking Bush - 10-12-2014

(10-11-2014, 11:11 PM)Lilothestitch Wrote: There is an error with Palkia.
Yes, I know. That's one of the models I was talking about that doesn't seem to have the vertex information match with any other models with the same setup. There's something I'm missing, and I don't know what...