01-19-2023, 02:07 PM
(This post was last modified: 01-19-2023, 02:09 PM by Lilothestitch.)
Look what I have imported into Super Smash Bros. Brawl as Stage Elements for my upcoming Spear Pillar Remake.
480 - Uxie
481 - Mesprit
482 - Azelf
483 - Dialga
484 - Palkia
487 - Giratina
488 - Cresselia
491 - Darkrai
493 - Arceus
Posts: 8
Threads: 0
Joined: Dec 2022
Any ideas on how to tackle baking the layer maps on eyes that aren't their own object?
The eyes on the Clauncher model are attached to the body mesh and when I try to make its own UV map, the texture goes out of whack
Posts: 47
Threads: 0
Joined: Sep 2017
01-20-2023, 08:05 PM
(This post was last modified: 01-20-2023, 08:09 PM by Amalgam Wildcard.)
Anyone else had issues importing Regieleki (SV one) into Blender using the .trmdl tool? Gives some sort of Python error and then imports the skeleton without the mesh. Able to import it into 3DS Max fine, but then when I import the exported .fbx into Blender the .smd animations I export no longer fit and it comes out funky.
Like I can line up the skeletons EXACTLY, but the skeleton for the .smd file looks like it has smaller bones than the .trmdl file put into 3DS Max then exported to .fbx
Posts: 47
Threads: 0
Joined: Sep 2017
01-21-2023, 12:40 AM
(This post was last modified: 01-21-2023, 12:40 AM by Amalgam Wildcard.)
Also, what are the meshes/textures/materials for the different terastralizing forms and where are they found?
Posts: 26
Threads: 9
Joined: May 2020
01-22-2023, 01:08 AM
(This post was last modified: 02-27-2023, 09:25 PM by Random Talking Bush.)
(01-04-2023, 11:11 PM)RetroMB Wrote: (01-03-2023, 06:52 PM)MarioBroz7 Wrote: I was wondering can anyone rip the animations of the player trainer and the npc trainers in scarlet in violet?
Yeah, I can rip the trainer animations. Lately, I been using this nifty tool called Trinity Mod Loader to extract literally every file from the game. This tool is generally popular for modding Scarlet/Violet, but it's also surprisingly good at exporting files (such as .tranm)
For every model folder (such as "model_uq"), there was also an animation folder along with it (such as "motion_uq"). Random Talking Bush just never bothered to upload those motion folders for some reason.
In any case, I already extracted Every file from SV and put it in a compressed 7-zip folder. It's about 22.4 GB in total when you unzip it, but I'll leave a link here if you're still interested: https://mega.nz/folder/ThEFDRRC#Mmktq72Mz-nxCethlhdAjg
---
The only downside is that I know how to turn these .tranm into usable .smd files, but the faces unfortunately stay pretty static. I honestly don't know much about how SV handles the faces and Shape Keys. https://files.catbox.moe/tlfq58.webm
*image* If possible could you do this with Legends Arceus animations? I've been dying to get my hands on the animations for Kadabra and Alakazam but I can't get a rom to rip them myself due to having a new Switch.
Posts: 1
Threads: 0
Joined: Jan 2023
01-24-2023, 12:57 AM
(This post was last modified: 02-27-2023, 09:25 PM by Random Talking Bush.)
(01-22-2023, 01:08 AM)Radical Charizard Wrote: (01-04-2023, 11:11 PM)RetroMB Wrote: (01-03-2023, 06:52 PM)MarioBroz7 Wrote: I was wondering can anyone rip the animations of the player trainer and the npc trainers in scarlet in violet?
Yeah, I can rip the trainer animations. Lately, I been using this nifty tool called Trinity Mod Loader to extract literally every file from the game. This tool is generally popular for modding Scarlet/Violet, but it's also surprisingly good at exporting files (such as .tranm)
For every model folder (such as "model_uq"), there was also an animation folder along with it (such as "motion_uq"). Random Talking Bush just never bothered to upload those motion folders for some reason.
In any case, I already extracted Every file from SV and put it in a compressed 7-zip folder. It's about 22.4 GB in total when you unzip it, but I'll leave a link here if you're still interested: https://mega.nz/folder/ThEFDRRC#Mmktq72Mz-nxCethlhdAjg
---
The only downside is that I know how to turn these .tranm into usable .smd files, but the faces unfortunately stay pretty static. I honestly don't know much about how SV handles the faces and Shape Keys. https://files.catbox.moe/tlfq58.webm
*image* If possible could you do this with Legends Arceus animations? I've been dying to get my hands on the animations for Kadabra and Alakazam but I can't get a rom to rip them myself due to having a new Switch. Wondering this aswell but for legend arceus player animations, is it possible to get the trainer animations or maybe link a tutorial of how to rip them? Thanks!
Posts: 2
Threads: 0
Joined: Aug 2022
01-24-2023, 11:52 AM
(This post was last modified: 01-24-2023, 12:06 PM by xavieER.
Edit Reason: Adding more detail, may append more later.
)
Posting this here for a bit of space, I may have found a starting point for the eyes in blender, but I haven't figured out how to get the eyes to move around to focus on a subject. Using the mix nodes in blender, I can set the individual layers of the eye to be the factor input telling the nodes what colors go where and the mix nodes to replace the individual layers of white to their appropriate locations. I have linked the blend file for anyone to play with below. I have a few ideas to use the separate RGB nodes to automate the process, but I will need to do some more experimenting to make sure it works on more than one Pokemon.
In the files for the SV models on the site there is a txt file that has details on what textures to use and where. On here, the layers and order of operations for the eyes are detailed. Each layer for the eyes has a corresponding RGB value that matches the each layer. Plunging this into a mix node allows the RGB value to replace what ever value is used for each layer.
https://drive.google.com/drive/folders/1...share_link
Posts: 1
Threads: 0
Joined: Jun 2022
(01-24-2023, 11:52 AM)xavieER Wrote: Posting this here for a bit of space, I may have found a starting point for the eyes in blender, but I haven't figured out how to get the eyes to move around to focus on a subject. Using the mix nodes in blender, I can set the individual layers of the eye to be the factor input telling the nodes what colors go where and the mix nodes to replace the individual layers of white to their appropriate locations. I have linked the blend file for anyone to play with below. I have a few ideas to use the separate RGB nodes to automate the process, but I will need to do some more experimenting to make sure it works on more than one Pokemon.
In the files for the SV models on the site there is a txt file that has details on what textures to use and where. On here, the layers and order of operations for the eyes are detailed. Each layer for the eyes has a corresponding RGB value that matches the each layer. Plunging this into a mix node allows the RGB value to replace what ever value is used for each layer.
https://drive.google.com/drive/folders/1...share_link
The image is exterminly blurry and kinda hard to tell what it is saying for some of the nodes.
Posts: 2
Threads: 0
Joined: Aug 2022
(01-25-2023, 12:47 PM)ThePhantomX64 Wrote: (01-24-2023, 11:52 AM)xavieER Wrote: Posting this here for a bit of space, I may have found a starting point for the eyes in blender, but I haven't figured out how to get the eyes to move around to focus on a subject. Using the mix nodes in blender, I can set the individual layers of the eye to be the factor input telling the nodes what colors go where and the mix nodes to replace the individual layers of white to their appropriate locations. I have linked the blend file for anyone to play with below. I have a few ideas to use the separate RGB nodes to automate the process, but I will need to do some more experimenting to make sure it works on more than one Pokemon.
In the files for the SV models on the site there is a txt file that has details on what textures to use and where. On here, the layers and order of operations for the eyes are detailed. Each layer for the eyes has a corresponding RGB value that matches the each layer. Plunging this into a mix node allows the RGB value to replace what ever value is used for each layer.
https://drive.google.com/drive/folders/1...share_link
The image is exterminly blurry and kinda hard to tell what it is saying for some of the nodes.
I included the blend file in the folder too for easier reference. Here is a cleaner view.
Posts: 8
Threads: 0
Joined: Nov 2022
is there a dump of the map files from ORAS? the link in the OP only has trainers and pokemon
Posts: 3
Threads: 0
Joined: Mar 2020
(01-17-2023, 01:25 AM)Weirdkid_12 Wrote: Hello, I've sifted through the latest few pages and have not seen this issue answered or brought up.
Using the blender script linked in the initial post, I could import several player assets from RTB's Mega link. But for some reason, I receive an error when importing the player base model. I'm unsure if I've done something wrong, if this is an error with the script, or if it's the model itself.
Blender returns this error:
Quote:Python: Traceback (most recent call last):
File "C:\Users\*****\AppData\Roaming\Blender Foundation\Blender\3.3\scripts\addons\PokemonSwitch.py", line 85, in execute
from_trmdlsv(directory, f, self.rare, self.loadlods)
File "C:\Users\*****\AppData\Roaming\Blender Foundation\Blender\3.3\scripts\addons\PokemonSwitch.py", line 340, in from_trmdlsv
if chara_check == "Rei" or chara_check == "Akari":
UnboundLocalError: local variable 'chara_check' referenced before assignment
NPCs seem to work just fine, too. It is only the player's base that returns this error. I'd appreciate any help resolving the issue.
Has anyone else experienced this? Am I alone in this issue? Sorry to bump my post like this, but I am really clueless and would appreciate assistance lol
Posts: 47
Threads: 0
Joined: Sep 2017
01-29-2023, 02:59 PM
(This post was last modified: 01-29-2023, 03:00 PM by Amalgam Wildcard.)
(01-28-2023, 08:36 PM)Weirdkid_12 Wrote: (01-17-2023, 01:25 AM)Weirdkid_12 Wrote: Hello, I've sifted through the latest few pages and have not seen this issue answered or brought up.
Using the blender script linked in the initial post, I could import several player assets from RTB's Mega link. But for some reason, I receive an error when importing the player base model. I'm unsure if I've done something wrong, if this is an error with the script, or if it's the model itself.
Blender returns this error:
Quote:Python: Traceback (most recent call last):
File "C:\Users\*****\AppData\Roaming\Blender Foundation\Blender\3.3\scripts\addons\PokemonSwitch.py", line 85, in execute
from_trmdlsv(directory, f, self.rare, self.loadlods)
File "C:\Users\*****\AppData\Roaming\Blender Foundation\Blender\3.3\scripts\addons\PokemonSwitch.py", line 340, in from_trmdlsv
if chara_check == "Rei" or chara_check == "Akari":
UnboundLocalError: local variable 'chara_check' referenced before assignment
NPCs seem to work just fine, too. It is only the player's base that returns this error. I'd appreciate any help resolving the issue.
Has anyone else experienced this? Am I alone in this issue? Sorry to bump my post like this, but I am really clueless and would appreciate assistance lol
The only error I've had so far was when I tried to import Regieleki using the the Blender script for .trmdl and it said it had too many bones or something like that
3DS Max was able to import and export the model, but made it have bigger bones and the animations no longer fit properly on it
(01-29-2023, 02:59 PM)Amalgam Wildcard Wrote: 3DS Max was able to import and export the model, but made it have bigger bones and the animations no longer fit properly on it Uncheck the "Scale to LG/SwSw models?" option before importing it. The script has that enabled by default to make them match the scaling used for the first two Switch games, and unchecking that will revert it back to the original size, which should make it work with the animations.
Posts: 47
Threads: 0
Joined: Sep 2017
(01-29-2023, 03:33 PM)Random Talking Bush Wrote: (01-29-2023, 02:59 PM)Amalgam Wildcard Wrote: 3DS Max was able to import and export the model, but made it have bigger bones and the animations no longer fit properly on it Uncheck the "Scale to LG/SwSw models?" option before importing it. The script has that enabled by default to make them match the scaling used for the first two Switch games, and unchecking that will revert it back to the original size, which should make it work with the animations.
Oooh... I'll definitely have to try that! Thanks!
Posts: 8
Threads: 0
Joined: Dec 2022
Slowly getting there
|