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Pokémon Model Ripping Project
(11-12-2016, 03:34 PM)Fallenleader Wrote:
(11-12-2016, 03:19 PM)Makoto Wrote:
(11-12-2016, 10:07 AM)Chaze Wrote: If someboy interested in, here are some (maybe all) Overworld NPC models.
Lot of names probably incorrect but I didn't searched for them, I don't want to spoiler the game for myself.

How do i open them?

Literally install Visual Studio, and compile the latest version of Ohana3DS Rebirth. I made a crappy readme to guide users on compiling it, which is immediately visible on the github project page. The models import immediately and are fully ready (aside from animation only exports as SMD).

I'm a nice person. I will even periodically reupload with the latest version of Ohana and inform users here.
https://www.dropbox.com/s/rdwcxjyqv4vy9w...S.zip?dl=0


I uploaded too a few posts agoBig Grin


By the way anybody found the player animations? Because I can't Sad
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Is there some way to combine the Pokemon files for each pokemon into one archive to read in Ohana? I really am stumped on why the Ultra Beasts and some of the other Pokemon are failing to load UV's on export...
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(11-12-2016, 07:01 PM)Carpaccio Wrote: Is there some way to combine the Pokemon files for each pokemon into one archive to read in Ohana? I really am stumped on why the Ultra Beasts and some of the other Pokemon are failing to load UV's on export...

Are you sure you unpacked the Garc properly?

Which pokemon in particular aren't working. What number after Dec_ is the file so I can find it easily and try it?
Are you sure it isn't the importer of you 3D program that isn't the problem?
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(11-12-2016, 07:01 PM)Carpaccio Wrote: Is there some way to combine the Pokemon files for each pokemon into one archive to read in Ohana? I really am stumped on why the Ultra Beasts and some of the other Pokemon are failing to load UV's on export...

What 3d software you use? What format you use?

For me all the pokemon UV-s are messed

fridge Don't say your UV-s are not messed.. Wink

Still searching player character animations/skeletions
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(11-01-2016, 02:26 PM)HEXX5 Wrote:
(11-01-2016, 12:54 PM)gdkchan Wrote: I managed to RE the new Sun/Moon animation format, and made some duct tape code to get it (kind of) working.
Heres some screens:
Unfortunately they seems to use scaling (with negative values, so hacky) quite a bit to flip some parts of the model, and SMD doesn't support scales, so animations exported to smd have some issues with flipped members (fingers usually). I will probably work on a DAE animation exporter at some point.

Does the current method extract both armature and UV animations? Or is it currently restricted to just armature? Just curious, love the work you put into this!
Material animations have the same format but are not yet supported.

(11-12-2016, 08:52 PM)Chaze Wrote:
(11-12-2016, 07:01 PM)Carpaccio Wrote: Is there some way to combine the Pokemon files for each pokemon into one archive to read in Ohana? I really am stumped on why the Ultra Beasts and some of the other Pokemon are failing to load UV's on export...

What 3d software you use? What format you use?

For me all the pokemon UV-s are messed

fridge Don't say your UV-s are not messed.. Wink

Still searching player character animations/skeletions
Hmm... I remember seeing the player animation on the two box models (first two files) inside the (overworld NPCs?) GARC, dunno if it works with the player model or its just a testing leftover through.
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(11-12-2016, 08:52 PM)Chaze Wrote:
(11-12-2016, 07:01 PM)Carpaccio Wrote: Is there some way to combine the Pokemon files for each pokemon into one archive to read in Ohana? I really am stumped on why the Ultra Beasts and some of the other Pokemon are failing to load UV's on export...

What 3d software you use? What format you use?

For me all the pokemon UV-s are messed

fridge Don't say your US-s are not messed.. Wink

Still searching player character animations/skeletions


I haven't had a problem with any UV's at all. I use Blender and both DAE and SMD have all UV's working okay. I don't know why you all are, I am sure I am using the same Ohana so it can't be that.

I am not quite to sure where the player models are.
I found that some maps are in A/0/9/8. Some others are in a/1/6/2. There are probably more around.
Some other Map parts like signs are in a/1/1/2
The actual map pictures/textures are in a/1/5/9

I am finding hair and clothes all over the place some on a/1/ some in a/2
Also why do maps and NPC's have the textures and animations in one file but Pokemon are separate?

I can't seem to find the players either.
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I compiled the latest Ohana3DS build, and I have UV mapping issues in exported SU/MO models.
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If the Pokémon Sun and Moon doesn't use .bch then what do they use?
[Image: 33426ca52b.png]
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(11-13-2016, 12:00 AM)Lilothestitch Wrote: If the Pokémon Sun and Moon doesn't use .bch then what do they use?

they use .gf format, so pretty much gfmdl
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Okay so i have the UV issues too, but I figured out the problem, I just don't know how to fix it.

So each Pokemon has the normal textures, of course, but both halves of the Pokemon are UV mapped to the same side. When viewing in Ohana it looks fine.

https://puu.sh/sgJge/66422aa18f.jpg

But on export I think it splits up the halves so that they're not UV mapped to a single side anymore, if that makes sense. Here is Wimpod with the single texture:

https://puu.sh/sgJnm/4dddbcfc0b.jpg

Then, when I copy the texture, flip it, and make it a single image, like so:

https://puu.sh/sgJpV/6a065c1560.png
https://puu.sh/sgJsH/a10f3ac1e9.png

This is the result: https://puu.sh/sgJtB/cb1c908467.jpg

Not sure if that made sense buuuuut w/e. Does anyone know how to fix this without the textures being modified or the UVs being remapped?

UV mapping before modifying the texture: https://puu.sh/sgJJD/4264a055fb.png and after: https://puu.sh/sgJM6/03e482e7cb.png
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(11-13-2016, 07:35 AM)MidnightXS Wrote: Okay so i have the UV issues too, but I figured out the problem, I just don't know how to fix it.

So each Pokemon has the normal textures, of course, but both halves of the Pokemon are UV mapped to the same side. When viewing in Ohana it looks fine....

....Not sure if that made sense buuuuut w/e. Does anyone know how to fix this without the textures being modified or the UVs being remapped?

Oh this is the issue people are talking about?
I always fixed this easily so I never thought it was a problem.

The UV's are not on the same side in Ohana or the games, the texture is mirrored on the X axis once inside Ohana/Pokemon. Its like this so the game only needs half the texture and saves space.

So the only solutions are to either;
  1. Set up the texture to mirror within the 3D software (I know Blender can do this)
  2. Flip the other half of the UV's back so they are on the same side. (What I usually do)
  3. Mirror the texture like you did before.

To not have to do anything you could try and get gdkchan to set up an option to mirror the texture as it exports from Ohana, but I don't know easy or hard that would be, or if he even has the time to do that.
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Welp, you explained it much better than I did. Thank you. It's a bit tedious to have to do this with every Pokemon so I'll try for your 4th option.
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(11-13-2016, 09:00 AM)fridge225 Wrote: The UV's are not on the same side in Ohana or the games, the texture is mirrored on the X axis once inside Ohana/Pokemon. Its like this so the game only needs half the texture and saves space.
Not exactly how the game or the tool does through. It just sets the U component scale on the UV transform to 2 (effectively doubling the U value) and the texture U wrapping mode to Mirrored Repeat. This way a U value of... let's say, 0.7 is first doubled, so 0.7 * 2 = 1.4. Since we are using the mirrored wrap, and the value is > 1, it will pick the pixel at the position 0.4 from right to left (mirrored!), or 0.6 from left to right. All without needing to touch on the texture.

As for the reason they do it this way, I believe that they originally use a texture with the two halves when modelling the mons on maya, then they halve the texture after exported and setup the UV transform and wrap to compensate for the change.
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(11-13-2016, 09:35 AM)gdkchan Wrote: Not exactly how the game or the tool does through. It just sets the U component scale on the UV transform to 2 (effectively doubling the U value) and the texture U wrapping mode to Mirrored Repeat. This way a U value of... let's say, 0.7 is first doubled, so 0.7 * 2 = 1.4. Since we are using the mirrored wrap, and the value is > 1, it will pick the pixel at the position 0.4 from right to left (mirrored!), or 0.6 from left to right. All without needing to touch on the texture.

As for the reason they do it this way, I believe that they originally use a texture with the two halves when modelling the mons on maya, then they halve the texture after exported and setup the UV transform and wrap to compensate for the change.

I see.
I know it involved mirroring something inside the game.
I sort of reverse that effect when I use Pokemon models. I double the U value and then scale the right side along the center of all the UV's by -1 so thee right side is on top of the left side and they all fit in the half texture.

Is it something you think you could get Ohana to automatically solve?
I only use a handful of models, but it can be pretty tiresome fixing them all up for each material.
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By the way I wanna ask everybody what project are you working on?
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