The VG Resource
Pokémon Model Ripping Project - Printable Version

+- The VG Resource (https://www.vg-resource.com)
+-- Forum: The Resources (https://www.vg-resource.com/forum-109.html)
+--- Forum: The Models Resource (https://www.vg-resource.com/forum-111.html)
+---- Forum: Project Organization (https://www.vg-resource.com/forum-119.html)
+---- Thread: Pokémon Model Ripping Project (/thread-25872.html)



RE: Pokémon X/Y/OR/AS Model Ripping Project - MandL27 - 03-16-2015

(03-16-2015, 01:49 PM)Random Talking Bush Wrote:
(03-16-2015, 12:46 PM)MandL27 Wrote:
(03-15-2015, 05:39 AM)Random Talking Bush Wrote: a lot of models
So the Cyndaquil line has fire in its T-poses, but not in their idle animations? Odd. Anyway, I'll probably be trying some of these out later today if I can get Blender to read the files (it refuses to like .obj files from this site for whatever reason, and a lot of uploads are in that format).
It's not just you, believe it or not a number of files I've tried don't work with 3DS Max either. However, if you have Noesis, you can try re-converting that OBJ file to an OBJ file (rebuilding it, in other words), and it should work then.
I got most of them to work with 3D Studio (at least the ones from Sonic Colors). And what is Noesis? Google isn't helping me.
Edit: When you said "multiply the inverted shadow map on the texture," did you mean invert the colors on the shadow map and then overlay it using Fireworks' Multiply blend mode? (iirc Photoshop uses that as well)
Edit 2: Got the DAE files to load properly in Blender, but they're missing textures. How would I load the textures?


RE: Pokémon X/Y/OR/AS Model Ripping Project - nobody231 - 03-16-2015

(03-16-2015, 07:48 PM)MandL27 Wrote:
(03-16-2015, 01:49 PM)Random Talking Bush Wrote:
(03-16-2015, 12:46 PM)MandL27 Wrote: So the Cyndaquil line has fire in its T-poses, but not in their idle animations? Odd. Anyway, I'll probably be trying some of these out later today if I can get Blender to read the files (it refuses to like .obj files from this site for whatever reason, and a lot of uploads are in that format).
It's not just you, believe it or not a number of files I've tried don't work with 3DS Max either. However, if you have Noesis, you can try re-converting that OBJ file to an OBJ file (rebuilding it, in other words), and it should work then.
I got most of them to work with 3D Studio (at least the ones from Sonic Colors). And what is Noesis? Google isn't helping me.
Edit: When you said "multiply the inverted shadow map on the texture," did you mean invert the colors on the shadow map and then overlay it using Fireworks' Multiply blend mode? (iirc Photoshop uses that as well)
Edit 2: Got the DAE files to load properly in Blender, but they're missing textures. How would I load the textures?
You'd need tutorials to learn how to texture. Here is a good one for Blender. 
http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Texture_Settings
This assumes you already have some understanding of materials. If you want more for Blender, I suggest you read the whole thing.

And Noesis... I'll just give you it. https://drive.google.com/file/d/0B1t2rzsHHd-zVDBSdEZDZ3NuS0E/view?usp=sharing


RE: Pokémon X/Y/OR/AS Model Ripping Project - Trikeboy - 03-16-2015

Yay, good to see Calem and Serena are out. Is there any way to get the change of clothes for them? It would be good to have my version of Serena from my game.


RE: Pokémon X/Y/OR/AS Model Ripping Project - Random Talking Bush - 03-16-2015

(03-16-2015, 11:23 PM)Trikeboy Wrote: Yay, good to see Calem and Serena are out.  Is there any way to get the change of clothes for them?  It would be good to have my version of Serena from my game.
I'll have those up a bit later. The models I uploaded recently were the "prebuilt" ones in the X/Y's (and OR/AS's) files.


RE: Pokémon X/Y/OR/AS Model Ripping Project - Epichao - 03-17-2015

Glad to finally see the mudkip line, complete with Mega Swampert! Thanks, RTB, and great work!


RE: Pokémon X/Y/OR/AS Model Ripping Project - MandL27 - 03-17-2015

(03-16-2015, 10:44 PM)nobody231 Wrote:
(03-16-2015, 07:48 PM)MandL27 Wrote:
(03-16-2015, 01:49 PM)Random Talking Bush Wrote: It's not just you, believe it or not a number of files I've tried don't work with 3DS Max either. However, if you have Noesis, you can try re-converting that OBJ file to an OBJ file (rebuilding it, in other words), and it should work then.
I got most of them to work with 3D Studio (at least the ones from Sonic Colors). And what is Noesis? Google isn't helping me.
Edit: When you said "multiply the inverted shadow map on the texture," did you mean invert the colors on the shadow map and then overlay it using Fireworks' Multiply blend mode? (iirc Photoshop uses that as well)
Edit 2: Got the DAE files to load properly in Blender, but they're missing textures. How would I load the textures?
You'd need tutorials to learn how to texture. Here is a good one for Blender. 
http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Texture_Settings
This assumes you already have some understanding of materials. If you want more for Blender, I suggest you read the whole thing.

And Noesis... I'll just give you it. https://drive.google.com/file/d/0B1t2rzsHHd-zVDBSdEZDZ3NuS0E/view?usp=sharing
Does this apply to when materials are already loaded? The materials load properly, but the model is untextured, so can I just map the materials to polygons as usual?


RE: Pokémon X/Y/OR/AS Model Ripping Project - nobody231 - 03-17-2015

(03-17-2015, 07:03 AM)MandL27 Wrote:
(03-16-2015, 10:44 PM)nobody231 Wrote:
(03-16-2015, 07:48 PM)MandL27 Wrote: I got most of them to work with 3D Studio (at least the ones from Sonic Colors). And what is Noesis? Google isn't helping me.
Edit: When you said "multiply the inverted shadow map on the texture," did you mean invert the colors on the shadow map and then overlay it using Fireworks' Multiply blend mode? (iirc Photoshop uses that as well)
Edit 2: Got the DAE files to load properly in Blender, but they're missing textures. How would I load the textures?
You'd need tutorials to learn how to texture. Here is a good one for Blender. 
http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Texture_Settings
This assumes you already have some understanding of materials. If you want more for Blender, I suggest you read the whole thing.

And Noesis... I'll just give you it. https://drive.google.com/file/d/0B1t2rzsHHd-zVDBSdEZDZ3NuS0E/view?usp=sharing
Does this apply to when materials are already loaded? The materials load properly, but the model is untextured, so can I just map the materials to polygons as usual?
Yeah, just add the textures to the materials. Select the material first in the Material part, then head over to Textures. That should get the textures to map to the materials.


RE: Pokémon X/Y/OR/AS Model Ripping Project - MandL27 - 03-17-2015

(03-17-2015, 08:00 PM)nobody231 Wrote:
(03-17-2015, 07:03 AM)MandL27 Wrote:
(03-16-2015, 10:44 PM)nobody231 Wrote: You'd need tutorials to learn how to texture. Here is a good one for Blender. 
http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Texture_Settings
This assumes you already have some understanding of materials. If you want more for Blender, I suggest you read the whole thing.

And Noesis... I'll just give you it. https://drive.google.com/file/d/0B1t2rzsHHd-zVDBSdEZDZ3NuS0E/view?usp=sharing
Does this apply to when materials are already loaded? The materials load properly, but the model is untextured, so can I just map the materials to polygons as usual?
Yeah, just add the textures to the materials. Select the material first in the Material part, then head over to Textures. That should get the textures to map to the materials.
I meant to edit that part out, since I was in the wrong viewport mode, but thanks anyway. Now if only I could get the Sonic Generations models to not import completely wrong so that I can mix the two...


RE: Pokémon X/Y/OR/AS Model Ripping Project - nobody231 - 03-17-2015

(03-17-2015, 08:05 PM)MandL27 Wrote:
(03-17-2015, 08:00 PM)nobody231 Wrote:
(03-17-2015, 07:03 AM)MandL27 Wrote: Does this apply to when materials are already loaded? The materials load properly, but the model is untextured, so can I just map the materials to polygons as usual?
Yeah, just add the textures to the materials. Select the material first in the Material part, then head over to Textures. That should get the textures to map to the materials.
I meant to edit that part out, since I was in the wrong viewport mode, but thanks anyway. Now if only I could get the Sonic Generations models to not import completely wrong so that I can mix the two...

Those models work fine for me. At least, the SMD ones that require me to apply textures myself. The Collada models work strangely, as the bones are rotated the wrong way. So I'll walk you through it.

1. Import the DAE file.
2. Select the armature.
3. Go to Edit Mode.
4. On the bottom bar of the 3D View, click on that icon that shows two circles intersecting at a point (the Pivot center button). Choose 3D cursor. 
5. Rotate the model by 90 degrees. That's it, everything should work now!


RE: Pokémon X/Y/OR/AS Model Ripping Project - Mr Ki - 03-19-2015

How do I convert raw model, bch, and .mm files to Obj, or 3ds? I'm trying to open them in Google sketchup.


RE: Pokémon X/Y/OR/AS Model Ripping Project - nobody231 - 03-19-2015

(03-19-2015, 11:09 AM)Mr Ki Wrote: How do I convert raw model, bch, and .mm files to Obj, or 3ds? I'm trying to open them in Google sketchup.

Use a program like Blender or 3DS Max in between. But you'll lose poseability by doing so.


RE: Pokémon X/Y/OR/AS Model Ripping Project - rick737 - 03-21-2015

It's nice to see #419 Floatzel is out but does it have any way to have #418 Buizel if it doesn't bother you?


RE: Pokémon X/Y/OR/AS Model Ripping Project - OS-PRIME - 03-21-2015

(03-21-2015, 07:48 AM)rick737 Wrote: It's nice to see #419 Floatzel is out but does it have any way to have #418 Buizel if it doesn't bother you?
Patience young man.
Or you could try and rip it yourself.


RE: Pokémon X/Y/OR/AS Model Ripping Project - jugol - 03-21-2015

Look at the baby I found on a/1/5/2

There are three models textured for day, night and evening and another three for their respective skies. This folder has several other files that Ohana can't read, I guess some these are the non-fixed landmarks like mirage islands and Sky Pillar (that appears only during Episode Delta).

Also, since the Hoenn model is so big, I noticed a small bug in Ohana3DS SMD exporter: the vortex coordinates have a thousand comma (ex: 1,234.00) that other programs fail to read for values over 1000, and you have to remove the commas manually.

The file where I found this model has a lot of other stuff: battle backgrounds, models for several cutscenes (credits, HMs, Mt. Chimney cable car, flying to space on Rayquaza), but most files can't be read by Ohana3DS. Right now I'm uploading to Dropbox, can I post a download link for just this unpacked folder?.

Edit: https://dl.dropboxusercontent.com/u/73261431/2_.rar


RE: Pokémon X/Y/OR/AS Model Ripping Project - Dragarden - 03-22-2015

Can I request Cottonee, Whimsicott, and Leavanny next?