11-16-2019, 05:09 PM (This post was last modified: 11-16-2019, 05:10 PM by Z3nx.)
(11-16-2019, 10:51 AM)Random Talking Bush Wrote: More often than not you'll need to edit the textures and mirror them for the other half, but this is not always the case. Have a look at the "nor" textures for a reference point, if they're symmetrical / have a different aspect ratio than the "col" textures, then they'll need to be modified. Similarly, eye textures need to have both the left and right sides mirrored (but only halfway each).
Using Eevee as an example, you're looking to have results like these:
I've setup the texture like the normal, however it still doesn't line up for some reason
Attached an image of workflow
(11-17-2019, 10:30 AM)ambros489 Wrote: Does anybody know where I can find the map models? I can't find the gfbmdl files for the interior maps, like the lab or the PKMN center.
for once I love that the files and folders have actual names and not the likes of a/0/1/2/3
Maps are in romfs\bin\field\model
Worth noting that textures are in a completely separated folder, romfs\bin\archive\field\area\texture
Talking about textures, I found something interesting. Remember the infamous tree? Turns out the texture was never low res - it was straight up a bad texture.
11-17-2019, 03:12 PM (This post was last modified: 11-17-2019, 04:13 PM by ettoreuyuyuy.)
Someone has already found a way to extract the animations from the models. As much as I try I can't find the way. I have Toolbox and the "gfbmdl" filesCan anyone help me or guide me? Thank you.
(11-18-2019, 07:05 AM)manurocker95 Wrote: Nah, you need to use Switch Toolbox
Thanks! I just got it working. Question, How do i get the textures working in switch toolkit?
Forgive me for getting me into your conversation, but how did you manage to use the Ohana for The Sword & Shield models if they come in GFBMDL.
They didn't. Ohana is only useful for the 3DS games' models.
For the Switch games' model you can either:
1) Use Autodesk 3DSMax and the MAXScript that Bush uploaded to import the models, export as FBX, then import into Blender.
Or...
2) Use Switch Toolkit (which I haven't used, myself, so I don't know how it works).
11-19-2019, 05:18 AM (This post was last modified: 11-19-2019, 05:27 AM by lethal234.)
Hey all, just trying to find out what the green channel in Swsh's amb texture is used for. Assuming the Red channel is for occlusion.
Not sure if it's for highlights/outlines or if the whole texture is actualy supposed to be for occlusion.
(11-19-2019, 06:36 PM)WolfosB Wrote: hi! im new to all this, but ive began to upload models ive ripped. has anyone else done the same yet?
Not yet, and even if anything were to be submitted, it won't be accepted until the end of the month at the earliest so that people can see all of the new Pokémon in-game first before the floodgates open up for the new content on the Resources.