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Pokémon Model Ripping Project
(04-29-2022, 06:57 PM)FreohrWeohnataKausta Wrote:
(04-29-2022, 12:25 PM)Xathonn Wrote:
(04-29-2022, 08:37 AM)FreohrWeohnataKausta Wrote: ohboy.

Okay. So. The Script that RTB used was a custom script that auto-colored everything for them. We don't have access to those scripts because they haven't shared them. What you can do is recreate it in blender, since what the Legends:Arceus models use is something i like to call 'Color Assignment'. Color Assignment is where the colors are decided by the game engine upon running- where the textures don't have a set color, but instead use an ID/Color Assignment Map, which is the RGB/A texture (named LYM in L:A files).

I have a tutorial that I created some time back that goes over this, https://youtu.be/Ewy5w3Nj_NA , so you can watch that and learn how to set it all up in Blender, which, if possible since i don't know 3ds max, you can set it up in 3ds Max after.

And if you want the actual colors of the models, then it's either a guessing game, or you somehow manage to extract the exact colors from one of the other files in the extracts, since those are stored in there. (i believe the files are the .trmtr that the color's stored in). So if you crack that code, feel free to share the info here.
 The blender shaders to fix the color would only work in blender I heard correct? Or is there a way to export the correct colored ones as an image texture for use in Unity and stuff like that?

You can indeed export the fully-colored texture by a method called 'Baking'. I don't have a tutorial for that, and most of the tutorials I've seen typically don't do it in the way I like to do it.

The way I do it, I attach the input that goes into the Principled BDSF into the Material output, and bake out by Emit with 5px, with Render Samples at 1 (so it goes by faster).
Example:

*image*
I've gotten the textures on this mostly fixed, although there's a weirdness with the eyes. I took a few pictures of what's going on with descriptions. https://imgur.com/a/jXuvJML
I'm not super experienced with model making, fairly new to it. Do you know why this would be happening?
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(04-30-2022, 01:19 PM)Xathonn Wrote:
(04-29-2022, 06:57 PM)FreohrWeohnataKausta Wrote:
(04-29-2022, 12:25 PM)Xathonn Wrote:  The blender shaders to fix the color would only work in blender I heard correct? Or is there a way to export the correct colored ones as an image texture for use in Unity and stuff like that?

You can indeed export the fully-colored texture by a method called 'Baking'. I don't have a tutorial for that, and most of the tutorials I've seen typically don't do it in the way I like to do it.

The way I do it, I attach the input that goes into the Principled BDSF into the Material output, and bake out by Emit with 5px, with Render Samples at 1 (so it goes by faster).
Example:

*image*
I've gotten the textures on this mostly fixed, although there's a weirdness with the eyes. I took a few pictures of what's going on with descriptions. https://imgur.com/a/jXuvJML
I'm not super experienced with model making, fairly new to it. Do you know why this would be happening?

That's the same fix as i told F0x06 earlier: set the LYM to Raw- that'll fix it. If anything you use uses the Color Assignment method, always set the Color ID Map to Raw, or make the alpha Channel Packed (though making it Raw is easier, since it's right there and not in a new menu) so that it will work and show up in Cycles.
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(04-30-2022, 06:29 PM)FreohrWeohnataKausta Wrote:
(04-30-2022, 01:19 PM)Xathonn Wrote:
(04-29-2022, 06:57 PM)FreohrWeohnataKausta Wrote: You can indeed export the fully-colored texture by a method called 'Baking'. I don't have a tutorial for that, and most of the tutorials I've seen typically don't do it in the way I like to do it.

The way I do it, I attach the input that goes into the Principled BDSF into the Material output, and bake out by Emit with 5px, with Render Samples at 1 (so it goes by faster).
Example:

*image*
I've gotten the textures on this mostly fixed, although there's a weirdness with the eyes. I took a few pictures of what's going on with descriptions. https://imgur.com/a/jXuvJML
I'm not super experienced with model making, fairly new to it. Do you know why this would be happening?

That's the same fix as i told F0x06 earlier: set the LYM to Raw- that'll fix it. If anything you use uses the Color Assignment method, always set the Color ID Map to Raw, or make the alpha Channel Packed (though making it Raw is easier, since it's right there and not in a new menu) so that it will work and show up in Cycles.
I had it as channel packed from following the tutorial, tried to set LYM to Raw but nothing changed. It should be fine as Piplup is pretty inconsistent in everything it shows up in about whether it has the blue eyes or not. It does in the game, but it should still work with black eyes for what I want it for.
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(04-29-2022, 06:57 PM)FreohrWeohnataKausta Wrote:
(04-29-2022, 12:25 PM)Xathonn Wrote:
(04-29-2022, 08:37 AM)FreohrWeohnataKausta Wrote: ohboy.

Okay. So. The Script that RTB used was a custom script that auto-colored everything for them. We don't have access to those scripts because they haven't shared them. What you can do is recreate it in blender, since what the Legends:Arceus models use is something i like to call 'Color Assignment'. Color Assignment is where the colors are decided by the game engine upon running- where the textures don't have a set color, but instead use an ID/Color Assignment Map, which is the RGB/A texture (named LYM in L:A files).

I have a tutorial that I created some time back that goes over this, https://youtu.be/Ewy5w3Nj_NA , so you can watch that and learn how to set it all up in Blender, which, if possible since i don't know 3ds max, you can set it up in 3ds Max after.

And if you want the actual colors of the models, then it's either a guessing game, or you somehow manage to extract the exact colors from one of the other files in the extracts, since those are stored in there. (i believe the files are the .trmtr that the color's stored in). So if you crack that code, feel free to share the info here.
 The blender shaders to fix the color would only work in blender I heard correct? Or is there a way to export the correct colored ones as an image texture for use in Unity and stuff like that?

You can indeed export the fully-colored texture by a method called 'Baking'. I don't have a tutorial for that, and most of the tutorials I've seen typically don't do it in the way I like to do it.

The way I do it, I attach the input that goes into the Principled BDSF into the Material output, and bake out by Emit with 5px, with Render Samples at 1 (so it goes by faster).
Example:

*image*
I've been trying to bake the textures in the way you recommended, attaching directly to the material output and the same settings you said. It works for the eye textures and the body a textures, but the body b textures just become completely blank. When viewed in the image editor with Color and Alpha it is just blank, fully transparent, while just Color shows it as only black. The body a textures end up looking completely right on the other hand.
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(04-30-2022, 09:37 PM)Xathonn Wrote:
(04-29-2022, 06:57 PM)FreohrWeohnataKausta Wrote:
(04-29-2022, 12:25 PM)Xathonn Wrote:  The blender shaders to fix the color would only work in blender I heard correct? Or is there a way to export the correct colored ones as an image texture for use in Unity and stuff like that?

You can indeed export the fully-colored texture by a method called 'Baking'. I don't have a tutorial for that, and most of the tutorials I've seen typically don't do it in the way I like to do it.

The way I do it, I attach the input that goes into the Principled BDSF into the Material output, and bake out by Emit with 5px, with Render Samples at 1 (so it goes by faster).
Example:

*image*
I've been trying to bake the textures in the way you recommended, attaching directly to the material output and the same settings you said. It works for the eye textures and the body a textures, but the body b textures just become completely blank. When viewed in the image editor with Color and Alpha it is just blank, fully transparent, while just Color shows it as only black. The body a textures end up looking completely right on the other hand.

Send over a few full-screen screenshots over this way so i can understand what's happening better. But it's likely that you didn't set it to raw/channel packed. or something funky is going on.

(04-30-2022, 07:43 PM)Xathonn Wrote:
(04-30-2022, 06:29 PM)FreohrWeohnataKausta Wrote:
(04-30-2022, 01:19 PM)Xathonn Wrote: I've gotten the textures on this mostly fixed, although there's a weirdness with the eyes. I took a few pictures of what's going on with descriptions. https://imgur.com/a/jXuvJML
I'm not super experienced with model making, fairly new to it. Do you know why this would be happening?

That's the same fix as i told F0x06 earlier: set the LYM to Raw- that'll fix it. If anything you use uses the Color Assignment method, always set the Color ID Map to Raw, or make the alpha Channel Packed (though making it Raw is easier, since it's right there and not in a new menu) so that it will work and show up in Cycles.
I had it as channel packed from following the tutorial, tried to set LYM to Raw but nothing changed. It should be fine as Piplup is pretty inconsistent in everything it shows up in about whether it has the blue eyes or not. It does in the game, but it should still work with black eyes for what I want it for.

likely something funky is going on here, too. I'll have to see what your stuff looks like to accurately guess at what's going on. I'm thinking that it's either not set to raw/channel packed or you've messed up the color assignment stuff when setting it up.
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(04-30-2022, 11:14 PM)FreohrWeohnataKausta Wrote:
(04-30-2022, 09:37 PM)Xathonn Wrote:
(04-29-2022, 06:57 PM)FreohrWeohnataKausta Wrote: You can indeed export the fully-colored texture by a method called 'Baking'. I don't have a tutorial for that, and most of the tutorials I've seen typically don't do it in the way I like to do it.

The way I do it, I attach the input that goes into the Principled BDSF into the Material output, and bake out by Emit with 5px, with Render Samples at 1 (so it goes by faster).
Example:

*image*
I've been trying to bake the textures in the way you recommended, attaching directly to the material output and the same settings you said. It works for the eye textures and the body a textures, but the body b textures just become completely blank. When viewed in the image editor with Color and Alpha it is just blank, fully transparent, while just Color shows it as only black. The body a textures end up looking completely right on the other hand.

Send over a few full-screen screenshots over this way so i can understand what's happening better. But it's likely that you didn't set it to raw/channel packed. or something funky is going on.

(04-30-2022, 07:43 PM)Xathonn Wrote:
(04-30-2022, 06:29 PM)FreohrWeohnataKausta Wrote: That's the same fix as i told F0x06 earlier: set the LYM to Raw- that'll fix it. If anything you use uses the Color Assignment method, always set the Color ID Map to Raw, or make the alpha Channel Packed (though making it Raw is easier, since it's right there and not in a new menu) so that it will work and show up in Cycles.
I had it as channel packed from following the tutorial, tried to set LYM to Raw but nothing changed. It should be fine as Piplup is pretty inconsistent in everything it shows up in about whether it has the blue eyes or not. It does in the game, but it should still work with black eyes for what I want it for.

likely something funky is going on here, too. I'll have to see what your stuff looks like to accurately guess at what's going on. I'm thinking that it's either not set to raw/channel packed or you've messed up the color assignment stuff when setting it up.
Here is an album of everything. Weirdly I'm getting different results when baking than I was earlier despite not changing anything. https://imgur.com/a/nWdFwp2
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(04-30-2022, 01:19 PM)Xathonn Wrote:
(04-29-2022, 06:57 PM)FreohrWeohnataKausta Wrote:
(04-29-2022, 12:25 PM)Xathonn Wrote:  The blender shaders to fix the color would only work in blender I heard correct? Or is there a way to export the correct colored ones as an image texture for use in Unity and stuff like that?

You can indeed export the fully-colored texture by a method called 'Baking'. I don't have a tutorial for that, and most of the tutorials I've seen typically don't do it in the way I like to do it.

The way I do it, I attach the input that goes into the Principled BDSF into the Material output, and bake out by Emit with 5px, with Render Samples at 1 (so it goes by faster).
Example:

*image*
I've gotten the textures on this mostly fixed, although there's a weirdness with the eyes. I took a few pictures of what's going on with descriptions. https://imgur.com/a/jXuvJML
I'm not super experienced with model making, fairly new to it. Do you know why this would be happening?

Why don't you rip Piplup's model from Old Gen games, like Sun and Moon? Most likely the models are the same, but they're simple to rip in old generations. If you're not interested in animations this would be the easier way, you will save yourself the troubles of textures baking. Try with Ohana3DS!
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(05-01-2022, 08:51 AM)F0x06 Wrote:
(04-30-2022, 01:19 PM)Xathonn Wrote:
(04-29-2022, 06:57 PM)FreohrWeohnataKausta Wrote: You can indeed export the fully-colored texture by a method called 'Baking'. I don't have a tutorial for that, and most of the tutorials I've seen typically don't do it in the way I like to do it.

The way I do it, I attach the input that goes into the Principled BDSF into the Material output, and bake out by Emit with 5px, with Render Samples at 1 (so it goes by faster).
Example:

*image*
I've gotten the textures on this mostly fixed, although there's a weirdness with the eyes. I took a few pictures of what's going on with descriptions. https://imgur.com/a/jXuvJML
I'm not super experienced with model making, fairly new to it. Do you know why this would be happening?

Why don't you rip Piplup's model from Old Gen games, like Sun and Moon? Most likely the models are the same, but they're simple to rip in old generations. If you're not interested in animations this would be the easier way, you will save yourself the troubles of textures baking. Try with Ohana3DS!

I have gotten them through Ohana, but the issue is the model is pretty low poly and textures pretty low res. Arceus model is a lot smoother and has more stuff like eyelid bones. I also want to learn how to rip the legends Arceus models successfully so that I can get stuff like Kleavor.
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(05-01-2022, 01:02 PM)Xathonn Wrote:
(05-01-2022, 08:51 AM)F0x06 Wrote:
(04-30-2022, 01:19 PM)Xathonn Wrote: I've gotten the textures on this mostly fixed, although there's a weirdness with the eyes. I took a few pictures of what's going on with descriptions. https://imgur.com/a/jXuvJML
I'm not super experienced with model making, fairly new to it. Do you know why this would be happening?

Why don't you rip Piplup's model from Old Gen games, like Sun and Moon? Most likely the models are the same, but they're simple to rip in old generations. If you're not interested in animations this would be the easier way, you will save yourself the troubles of textures baking. Try with Ohana3DS!

I have gotten them through Ohana, but the issue is the model is pretty low poly and textures pretty low res. Arceus model is a lot smoother and has more stuff like eyelid bones. I also want to learn how to rip the legends Arceus models successfully so that I can get stuff like Kleavor.

Got it

Thanks to this thread I managed to rip PLA models, textures and animations. I still hope Switch Toolbox will simplify the procedure... Have a nice day

   
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(05-01-2022, 12:47 AM)Xathonn Wrote:
(04-30-2022, 11:14 PM)FreohrWeohnataKausta Wrote:
(04-30-2022, 09:37 PM)Xathonn Wrote: I've been trying to bake the textures in the way you recommended, attaching directly to the material output and the same settings you said. It works for the eye textures and the body a textures, but the body b textures just become completely blank. When viewed in the image editor with Color and Alpha it is just blank, fully transparent, while just Color shows it as only black. The body a textures end up looking completely right on the other hand.

Send over a few full-screen screenshots over this way so i can understand what's happening better. But it's likely that you didn't set it to raw/channel packed. or something funky is going on.

(04-30-2022, 07:43 PM)Xathonn Wrote: I had it as channel packed from following the tutorial, tried to set LYM to Raw but nothing changed. It should be fine as Piplup is pretty inconsistent in everything it shows up in about whether it has the blue eyes or not. It does in the game, but it should still work with black eyes for what I want it for.

likely something funky is going on here, too. I'll have to see what your stuff looks like to accurately guess at what's going on. I'm thinking that it's either not set to raw/channel packed or you've messed up the color assignment stuff when setting it up.
Here is an album of everything. Weirdly I'm getting different results when baking than I was earlier despite not changing anything. https://imgur.com/a/nWdFwp2

mh- i think i might know what you're doing wrong. when you're baking, you're overwriting the textures that are already there, rather than writing on a new texture. That's on me, since i didn't explain it.

duplicate one of the texture nodes using ctrl+d or just add in a new one normally. if you duplicated it, click the 'x' button on the far right of the node, next to the name bar. now, click on the '+new' button and in there change the Width and Height to 2048x2048 or 2048x1024 depending on the texture stuff. (if you had to flip the UVs, then use the latter- if no, do the former).

once that's done, name the texture whatever you want and then make sure that the other materials that're connected to the model also have this done, but without the texture making part- just leave them blank, until you go to bake them. in which case, you make the other textures in the adjacent materials blank with only the one having a texture. sounds complicated, but it's really not.
Just need to have only one texture baking per material, per bake, with blank texture nodes selected in the other materials so that nothing will be overwritten.

once you've done all that, it should be ready to bake.
ireallyneedtomakeabakingtutorialsometime

not that sorry about late reply, but i had literally passed out in the middle of writing this, and only finished it now.
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(05-01-2022, 12:47 AM)Xathonn Wrote:
(04-30-2022, 11:14 PM)FreohrWeohnataKausta Wrote:
(04-30-2022, 09:37 PM)Xathonn Wrote: I've been trying to bake the textures in the way you recommended, attaching directly to the material output and the same settings you said. It works for the eye textures and the body a textures, but the body b textures just become completely blank. When viewed in the image editor with Color and Alpha it is just blank, fully transparent, while just Color shows it as only black. The body a textures end up looking completely right on the other hand.

Send over a few full-screen screenshots over this way so i can understand what's happening better. But it's likely that you didn't set it to raw/channel packed. or something funky is going on.

(04-30-2022, 07:43 PM)Xathonn Wrote: I had it as channel packed from following the tutorial, tried to set LYM to Raw but nothing changed. It should be fine as Piplup is pretty inconsistent in everything it shows up in about whether it has the blue eyes or not. It does in the game, but it should still work with black eyes for what I want it for.

likely something funky is going on here, too. I'll have to see what your stuff looks like to accurately guess at what's going on. I'm thinking that it's either not set to raw/channel packed or you've messed up the color assignment stuff when setting it up.
Here is an album of everything. Weirdly I'm getting different results when baking than I was earlier despite not changing anything. https://imgur.com/a/nWdFwp2

Update on this, kind of figured out how to fix the issue. I needed to take the UV map of the body 2 parts and move it down 1 "tile" so now it actually makes the textures, however each texture is a bit too dark compared to how it should be. Also is there a way to make the baked textures go into their own file? Currently when I click bake it overwrites body a's ao file, body b's normal map file, and eye's alb file to make the textures. Attached the textures from sun/moon that has the correct colors vs the baked texture colors. The colors looked correct in blender before texture baking.


Attached Files Thumbnail(s)
       
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(05-02-2022, 04:39 PM)FreohrWeohnataKausta Wrote:
(05-01-2022, 12:47 AM)Xathonn Wrote:
(04-30-2022, 11:14 PM)FreohrWeohnataKausta Wrote: Send over a few full-screen screenshots over this way so i can understand what's happening better. But it's likely that you didn't set it to raw/channel packed. or something funky is going on.


likely something funky is going on here, too. I'll have to see what your stuff looks like to accurately guess at what's going on. I'm thinking that it's either not set to raw/channel packed or you've messed up the color assignment stuff when setting it up.
Here is an album of everything. Weirdly I'm getting different results when baking than I was earlier despite not changing anything. https://imgur.com/a/nWdFwp2

mh- i think i might know what you're doing wrong. when you're baking, you're overwriting the textures that are already there, rather than writing on a new texture. That's on me, since i didn't explain it.

duplicate one of the texture nodes using ctrl+d or just add in a new one normally. if you duplicated it, click the 'x' button on the far right of the node, next to the name bar. now, click on the '+new' button and in there change the Width and Height to 2048x2048 or 2048x1024 depending on the texture stuff. (if you had to flip the UVs, then use the latter- if no, do the former).

once that's done, name the texture whatever you want and then make sure that the other materials that're connected to the model also have this done, but without the texture making part- just leave them blank, until you go to bake them. in which case, you make the other textures in the adjacent materials blank with only the one having a texture. sounds complicated, but it's really not.
Just need to have only one texture baking per material, per bake, with blank texture nodes selected in the other materials so that nothing will be overwritten.

once you've done all that, it should be ready to bake.
ireallyneedtomakeabakingtutorialsometime

not that sorry about late reply, but i had literally passed out in the middle of writing this, and only finished it now.

This worked thank you! Was able to get all the textures out in the correct colors. Attached an image of the fbx opened in a new blender file with the image textures applied. Looks great!


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(05-01-2022, 02:27 PM)F0x06 Wrote:
(05-01-2022, 01:02 PM)Xathonn Wrote:
(05-01-2022, 08:51 AM)F0x06 Wrote: Why don't you rip Piplup's model from Old Gen games, like Sun and Moon? Most likely the models are the same, but they're simple to rip in old generations. If you're not interested in animations this would be the easier way, you will save yourself the troubles of textures baking. Try with Ohana3DS!

I have gotten them through Ohana, but the issue is the model is pretty low poly and textures pretty low res. Arceus model is a lot smoother and has more stuff like eyelid bones. I also want to learn how to rip the legends Arceus models successfully so that I can get stuff like Kleavor.

Got it

Thanks to this thread I managed to rip PLA models, textures and animations. I still hope Switch Toolbox will simplify the procedure... Have a nice day
I hope we can get them on the site soon.
Dillon's Rolling Western/Dead-Heat Breakers Model Ripper

[Image: tumblr-0486036877ff6cde981b07b257d601a0-...87-540.gif]
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Hello all, I'm new to this thread and I've been meaning to ask, which is the id for Gardevoir in the LA folder? I've been meaning to try to export the model myself.
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I was able to dump Pokémon Textures from Pokémon HOME with Ninja Ripper
[Image: 33426ca52b.png]
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