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Pokemon Battle Revolution Opened
In my search for any leads for information on the model format, I ran across this blog post, made by a user called ImaginaryZ. He'd completely cracked the format, and even gotten them to load in Blender 2.49.

I wondered if I could reach him to ask what the compression method was, and eventually found some other places where he had a presence. One thing led to another, and he and I were chatting real-time. He did even better than simply answer the question I'd asked; he sent me the tool he used to fully extract the meshes, as well as the script to load them in Blender, and more importantly, said it was alright to distribute.

That said, this is exactly what I'm doing now with this post. I'm leaving it up to you guys, knowing you'll have the drive to get all 490-howevermany, and get them archived, in the native pose. No longer will there need to be printscreened models for this game.

There are a couple things to note, however.
First is that there are zero bones. Everything was done with vertex animation. This means that the most likely format for export would be .obj.
Second, the extractor will put out a model for both the shiny and normal forms, as well as for male/female differences, so up to 4 models, even if there aren't any gender differences.
Third, textures will be output as TGA, and not PNG.
Finally, he said it would work for most models, so there may be a couple that won't convert.

So, that all out of the way, again, major thanks to ImaginaryZ for these. All credit should go to him for all of this. This is the extractor. Make sure you extract the folders as well, as the converter won't work if they don't exist as subdirectories. Simply put the pokemon files you want to extract in the files subdirectory (Venusaur's is already there), and the converter will go through all of them as a batch. And this is the script for importing into Blender 2.49. When run, it opens the file dialog. You pick the .obm file to import, and it will bring it in. At that point, you could export to .obj, or do whatever you like (I think I might try rigging the Mewtwo for my own purposes).

Hope this helps you all.
Is an official ripping project in order? Smug

Of course, someone else will have to start it because I'm still in the middle of a zillion things like usual...

BTW, can you inform those of us who do not use Blender (I use Cinema 4D Studio R13) of any instructions on what we need to do?
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I think a project would be in order.

However, I don't know what might be done to be able to import .obm models into anything other than Blender. I mean, I have no idea what the format is, and the only one that does is the creator of the tool/format. If there was documentation of the format, then I'm sure scripts could be written to import them into other programs. Unfortunately, I'm no scripter, so I wouldn't be able to do it.
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Since it doesn't sound like the models export with any rigging anyway, would it be possible for him to add an option to export as .OBJ (.DAE would be the best but I know that would be a lot of effort or not possible) so more people could help? Or would that hurt the models or be too much work for him? It's just I've never used Blender (I'm sure there are others who haven't either) and I really want to help with the game's ripping. Depending on how the process of getting them ready goes (it shouldn't be too much different from how the BRRES model procedure goes right?), I could get a lot of models done pretty fast (see the PokéPark project).

Thanks for your attention.
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If anyone wants the *.FSYS files, here they all are:
Miscellaneous (I don't think any of these work with the extractor...)

But yeah. Seeing as how the model extractor gives me the same results as the PBR models that ImaginaryZ sent me ages ago, I should probably mention that quite a lot of Pokémon have missing pieces. For those ones (which is probably all ones using older models), it's best to just use 3DVia Printscreen or DX Ripper (not to be mistaken with 3D Ripper DX) with Pokémon Colosseum, which will give you the T-posed models without any missing pieces, but there may be a few parts that need realigned (such as Aggron's eyes and jaw). But then there's also the case of certain models using multiple UV maps (Luvdisc's cheeks, for one), which 3DVia doesn't get.

I'll see about making a list of which ones aren't working right sometime next month.
I'd like to help out in this project. I was looking for some way to ripping Pokemon models beforehand.
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Well, here's what he and I managed to piece together...

Apparently, the converter only 'grabs' the first object it finds, leaving all the others behind. For example, Porygon only exports its main body. The 'feet', head and tail, all separate objects, don't export.

If there's any further breaking of the format to be done, it'll be found via the .out files the converter produces. Those are the uncompressed model files, though what we'll find without someone who knows how to crack the format putting in the effort would probably be limited. ImaginaryZ only worked on it long enough to find there being no armatures to the meshes.
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Doesn't quite explain how poor Combusken ends up a small clump of indistinguishable mesh, though...but I guess you guys are working on that. Anyway, here's a list of I've already managed to convert:

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Thank you guys. This really helped me extracted Regigigas & Giratina with the program.
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Hey guys,

Was anyone able to extract the vertex animations? I was able to get the models, but none of the animations

As for getting the models into cinema4d, it seems you'll have to rip it into blender 2.49 on windows (wouldn't work on my mac) and then export it from blender as an obj which should come in two files; the model and the material. You can then use that to import it into cinema4d.

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I've been able to convert the Machop and Porygon families, and to rig Machoke (no hard feelings, Darkliger01).
The future of things to come...
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Switch FC - SW-6321-5752-9422
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Has anyone been able to do anything with the wzx_waza_***.fsys files?
They should be where the moves/animations are stored as the action table only contains a 48 bytes of *something* and these files are named after moves in Colosseum.

Upon extracting the LZSS files and decompressing them, I find that the first file always (so far) has the first four bytes of "TCOD" then 2 null bytes, 2 bytes that I don't know the purpose of yet, then 8 more null bytes and "FTBL".

The readable sections of text refer to damage messages and sometimes items, always finished with "HEAD".

Also near the end, I keep finding the same 4 byte words, GVAR, PRSQ, STRG, VECT, GIRI, ARRY, MTBL.

Has anyone seen these before or can point me in the right direction as to what I should be looking for?
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Here's an interesting discovery in the .out files for Mewtwo (these are the uncompressed contents of the .fsys).

The only thing I can think of for these are vertex groups, but considering there's also listings for: 'mewtwo', 'origin' and 'center', maybe these are actually the bone names. I've listed all the ones I've found, starting with what is most used for a pelvis name, as well as their locations in the .out file so you can verify for yourselves:

1844C hips
1E9E4 tail1
1F758 tail2
20BDC tail3
22128 tail4
236FC tail5
24D10 tail6
26378 tail7
27A48 spine
2B00C neck
2D860 head
30F14 mouth
316D0 armR
34C94 foreR
367C0 hand_r
37C30 yubic_r
39008 yubia_r
3A38C yubib_r
3B650 armL
3EC14 foreL
41174 hand_l
42800 yubib_l
438C0 yubic_l
44A34 yubia_l
49268 upLegL
4C82C legL
4F0C8 footL
5268C toeL
5423C upLegR
57800 legR
5A714 footR
5DCD8 toeR

Note: I ran 'finger' through Google Translate to Japanese, and guess what it said... "yubi". Considering Mewtwo has 3 fingers on each hand, it's not too much to figure out from there.

I'm hoping that this a bones list instead of just vertex groups, though even having the vertex groups being exported would be useful. I figure at that point, we could at least build skeletons for them in Blender.

EDIT: Oh... my... god. Looking for similar names in pkx_448.fsys_0.out (Lucario's file), I've found labels that highly suggest there are joints (and thus 'bones') in the models:

1C2C8 left_arm_ikTarget
1DA20 right_arm_ikTarget
1F1A0 left_leg_ikTarget
21AF4 right_leg_ikTarget

Yes, you're seeing references to what I believe to be inverse kinematics. Unless I'm mistaken, these require joints to use.
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Welp. :I
I guess no hope in converting those? Also even if you did how would you make them usable by the models?
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Reverse Engineering magic.
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