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Pokémon Model Ripping Project
(03-03-2015, 04:52 PM)TheGag96 Wrote: Hi, did you ever upload the ripped Jigglypuff model you posted a screenshot of back in October? I'd love to have it!

Hey pal, please be patient and don't pressure RTB.  Smile
1° It's not polite, he has a lot of stuff to work on.
2° It takes time for model to be uploaded, trust me, since there are only a bunch of guys working on the submissions.
So just wait and if you can't there are a lot of ways to obtain it by yourself, so wait a little more ok?  Wink
Cold as Regice Cool
[Image: Regice_Signature_by_evanscythe13.png]
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While ripping some of the models I noticed that Squirtle was mysteriously missing a .dae file. When is this planned to be fixed because with how I'm using models the .dae is the only ripping option I can use.
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(03-02-2015, 10:33 AM)kutaras Wrote: Hi guys!
I've uploaded Nincada, Ninjask and Shedinja they are in queue for approval, but I think that the model of Ninjask it's not good enough, because I had trouble exporting/rigging/Texturing it.
Here are some screenshots:
Nincada
[Image: zZFFd1D.jpg]
Ninjask
[Image: AGF8jyT.jpg]
Shedinja
[Image: bfseKl7.jpg]

I just realized that my cursor was in the way while I took the picture, Oops! Very Sad

You know you can create a icon by placing a direct link to the render using [tmricon img='' url='']NAME[/tmricon]
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(03-04-2015, 05:51 PM)TheGamedawg Wrote: While ripping some of the models I noticed that Squirtle was mysteriously missing a .dae file.  When is this planned to be fixed because with how I'm using models the .dae is the only ripping option I can use.
Whoops. Fixed!

(03-02-2015, 10:33 AM)kutaras Wrote: Hi guys!
I've uploaded Nincada, Ninjask and Shedinja they are in queue for approval, but I think that the model of Ninjask it's not good enough, because I had trouble exporting/rigging/Texturing it.
I've had to decline all three of 'em, as they all have model and rigging issues that need fixing. Sorry.
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(03-04-2015, 09:17 AM)kutaras Wrote: Hey pal, please be patient and don't pressure RTB.  Smile
1° It's not polite, he has a lot of stuff to work on.
2° It takes time for model to be uploaded, trust me, since there are only a bunch of guys working on the submissions.
So just wait and if you can't there are a lot of ways to obtain it by yourself, so wait a little more ok?  Wink

I'm not trying to pressure him, I was just wondering whether or not he had finished it. By the looks of the screenshot he had posted, it seemed as though he was nearly (if not completely) done.
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(03-04-2015, 06:47 PM)Random Talking Bush Wrote:
(03-04-2015, 05:51 PM)TheGamedawg Wrote: While ripping some of the models I noticed that Squirtle was mysteriously missing a .dae file.  When is this planned to be fixed because with how I'm using models the .dae is the only ripping option I can use.
Whoops. Fixed!
I've downloaded it again and the .dae still isn't showing up.  Do I need to wait a couple days for it to update on MR or something?
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Don't worry i realized just yesterday that I was doing something wrong when exporting the files from C4D to other formats.
Sadly I can't fix this issue so I have to wait untill i buy a some good plugins.

(03-04-2015, 05:59 PM)ThatTrueStruggle Wrote: You know you can create a icon by placing a direct link to the render using [tmricon img='' url='']NAME[/tmricon]
Yes I know but i don't know why I didn't think about it earlier   Cry
Cold as Regice Cool
[Image: Regice_Signature_by_evanscythe13.png]
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I want to try and help edit and upload some models, but when I opened up the raw model files with Ohana 3ds, some of them look weird.


[Image: kHJ9TQ8qkfBfCreQ-f4kKcweotJ6vkvHFiJZIVi6...w1125-h782]

[Image: SMzzQhSmePocTin32kdFasiYGHPjqtA0fZa7UQRF...w1125-h782]

[Image: zJaQQwCcB1WiNhAdgGQ05RIyuxN1DVSvxtEVtHhg...w1125-h695]

Is that normal in Ohana? 
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I would love to say your work as been really amazing. I wanted to ask how you do get the animation to work in 3ds max and also a request for the rest of the megas. Can you try making them in poses. Thanks Big Grin
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Hey, I'm having trouble with some of of Yveltal's texture files. I'm still pretty new at this, so I can't figure out how to make the black areas of the masks transparent in Blender.Also, does anyone know how to properly apply the texture files for Oblivion Wing to it?
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(09-14-2014, 04:15 AM)Random Talking Bush Wrote: Next set planned (italics = ready):
#001: Bulbasaur
#002: Ivysaur
#003: Venusaur / Mega Venusaur
#144: Articuno
#145: Zapdos
#146: Moltres
#155: Cyndaquil
#156: Quilava
#157: Typhlosion
#158: Totodile
#159: Croconaw
#160: Feraligatr
#235: Smeargle
#243: Raikou
#244: Entei
#245: Suicune
#255: Torchic
#255: Combusken
#419: Floatzel
#483: Dialga
#484: Palkia
#487: Giratina (Altered / Origin Form)
#649: Genesect
#720: Hoopa / Hoopa Unbound
Suicune has already been uploaded a while back btw.
Just an amateur (very amateur) 3D animator here. Don't mind me.
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(03-08-2015, 02:02 AM)DJTHED Wrote: Suicune has already been uploaded a while back btw.
I had completely forgotten about that. Soooooo never mind that, then.


(03-06-2015, 07:08 PM)BlackXtar Wrote: I would love to say your work as been really amazing. I wanted to ask how you do get the animation to work in 3ds max and also a request for the rest of the megas. Can you try making them in poses. Thanks Big Grin
I really don't know much about extracting animations from games, so I can't say at this moment. Sorry.
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Did I mention how much I hate the BCH model format? Because I really hate the BCH model format.

Here's a newer revision of my script that should fix a lot (but STILL not all -- in fact this newer one breaks some models completely) of the formerly-broken models, since I located the bytes for where the node headers start instead of just doing guesswork. Also has a partly-working script for Omega Ruby now, but I still haven't figured out how to calculate the vertex counts for those yet so I have a few failsafes (which fail at times) pick up the slack for me. I am a very sloppy coder, but then again I'm not even that skilled in doing so.

Again, do not expect this to work with everything, but it'll definitely work for some of the formerly-broken models now (in particular, the ones with the wrong rig sets applied to polygon groups like Bulbasaur and Ninjask).
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Couple questions about this ripping project:
1: As for requests, what about the fully evolved Unova starters and/or Haxorus?
2: For the textures, how hard would it be for the end user (read: anyone not doing ripping/uploading) to edit the textures to remove the outlines? Outside of a cel-shaded environment, they're kinda unfitting.
3DS FC: 2105-8909-0435
NNID: MandL27
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I have done some quick tests using your ORAS script RTB using Lopunny and Mega Lopunny BCH files. Lopunny imports the correct model but the weightings seem to be placed in wrongs groups with such as some ears holding arms and things, whilst some groups are just empty. Mega Lopunny has an error importing saying the vertex index in face is out of range [8,7,6]. This causes only about 1/3 of the model to import, however what is imported seems to be weighted almost perfectly. I hope you can fix these Scripts soon RTB, keep up the good work. I haven't tried the script with XY models as I don't have the XY BCHs.
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