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#46
...I loaded the file from RTB's folder, exported the model to .PSK, then individually right-clicked on each texture > Export > PNG.

I know what happened now though. When I loaded the .PSK in Noesis, I figured the textures would be fine since I had them in the folder, and kept checking "No textures" on each export. I guess I should've re-loaded each of them before posting them Blank

I'll try to fix it now.
Okay, I re-did everything just to be sure and re-exported it with the textures and re-loaded each format a couple times. It should be fine now.

http://www.mediafire.com/?oye3v6ia988fz5c
[Image: sweet-capn-cakes-deltarune.gif]
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#47
Very nice for your first rip! There's just one more thing you need to do to it before I upload it. You don't have to re-export it or anything, as it only requires a little bit of tweaking of the DAE with a text editor. I recommend Notepad++ because it's free and really nifty.

When you open up the DAE, you'll see a section like this near the very top:
Code:
<library_images>
    <image id="Image">
      <init_from>../../Programs/Noesis/EmongaEyeNl</init_from>
    </image>
    <image id="Image1">
      <init_from>../../Programs/Noesis/EmongaBodyNl</init_from>
    </image>
    <image id="Image2">
      <init_from>../../Programs/Noesis/EmongaMouthNl</init_from>
    </image>
  </library_images>
This is what gives the locations of the textures for the loaded model. Unfortunately, Noesis doesn't really set these properly, so you have to tweak them yourself. You want it to look like this:
Code:
<library_images>
    <image id="Image">
      <init_from>EmongaEyeNl.png</init_from>
    </image>
    <image id="Image1">
      <init_from>EmongaBodyNl.png</init_from>
    </image>
    <image id="Image2">
      <init_from>EmongaMouthNl.png</init_from>
    </image>
  </library_images>
The unnecessary folder paths were removed, and the file extension was added to the end. That way, the textures will load properly when you open the model. And don't worry, I gave this tutorial to Roxas, too. Tongue
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#48
And here's a link for notepad++. Smile
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#49
Oh okay, because Roxas' models looked funny when I loaded them. Tongue

Thank you, I'll fix it in a jiffy!
[Image: sweet-capn-cakes-deltarune.gif]
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#50
(11-20-2011, 10:06 AM)Mighty Jetters Wrote: Oh okay, because Roxas' models looked funny when I loaded them. Tongue

Thank you, I'll fix it in a jiffy!

Yeah, the .dae's do get a weird look. But if You change the Hardness under Specular to 50 in Blender(if that's what Your using), then It will look normal. Smile I actually just learned that.Tongue

EDIT: If You go into notepad++ and do Ctrl+F and Search <shininess> and hit find next. You will see this:

<shininess>
<float>0</float>
</shininess>

Change <float>0</float> to <float>50</float>. There will be a few so just keep hitting "find next" and changing the value until all of them are changed. That will remove the odd look. Smile
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#51
Like this, right?

Updated!! Is it okay now? Cute http://www.mediafire.com/?rcctrod8s1urcip
[Image: sweet-capn-cakes-deltarune.gif]
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#52
Yep, the textures load properly! Unfortunately, it looks like you forgot to check "Flip UVs" when exporting it from Noesis. Tongue

[Image: picture4tp.png]
Batman meets Castle Crashers...?

I'll be able to put it on the site as soon as fix that little issue. (Be sure to modify the DAE again.) And then you'll have your first model submission! Big Grin
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#53
...Oh. I have Blender but don't use it because it's too complicated, so when I checked Flip UV's in Noesis and re-loaded, it looked that way instead of normal. I'll do it though!

Fixed. http://www.mediafire.com/?zlcii88bwfdjh4i
[Image: sweet-capn-cakes-deltarune.gif]
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#54
There, that's better. Well, almost! You forgot to add ".png" for the DAE's texture paths this time. Tongue
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#55
*Freezes in time*

Fixed. <_> http://www.mediafire.com/?7201d1w002ca0c1

I'm sorry about this. I guess I'm getting over-excited about my first submission and it's making me forget things. Shy
[Image: sweet-capn-cakes-deltarune.gif]
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#56
(11-20-2011, 12:43 PM)Mighty Jetters Wrote: ...Oh. I have Blender but don't use it because it's too complicated,

Well, if You want to learn blender, I would suggest YouTube. Smile And I would also suggest looking for the tutorials for Your version of Blender. Because Blender 2.5+ is way different from Blender 2.49.

Mighty Jetters Wrote:I'm sorry about this. I guess I'm getting over-excited about my first submission and it's making me forget things. Shy

Yeah, I was having a hard time getting these models just right as well.Tongue

P.S. I like Your Avatar.Smile
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#57
Don't worry, it happens to me all the time. Tongue


And with that, your first submissions is up on the site! Congrats! Big Grin
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#58
*Ahem*, now then, can I do Escavalier, Roggenrola and Surskit?

I also would like to do the Snivy line, but I have a question about it... it and some other models like Buneary show up funky like this in BRRES Viewer (Snivy has these super long antennas and Buneary is just wacky), how do I fix it?

EDIT: And thank you Roxas, I love it too. It was a Halloween gift. Big Grin
[Image: sweet-capn-cakes-deltarune.gif]
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#59
(11-20-2011, 03:33 PM)Mighty Jetters Wrote:
*Ahem*, now then, can I do Escavalier, Roggenrola and Surskit?

Yeah, go ahead. Smile

(11-20-2011, 03:33 PM)Mighty Jetters Wrote: I also would like to do the Snivy line, but I have a question about it... it and some other models like Buneary show up funky like this in BRRES Viewer (Snivy has these super long antennas and Buneary is just wacky), how do I fix it?

My guess is that the long antennas are actually vine whip and the ears on Buneary are for ear effects. If You look at the animations in Brres viewer, You should be able to see them used in some way. So it's probably fine to leave them.Smile
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#60
Buneary's an odd case, likewise with the bird Pokémon (they have two sets of wings -- one folded up, and one spread). The game shrinks down the set it doesn't need, and keeps the other one visible. So yeah, keep 'em the way they are, while they will need some more work, it'll work out better in the end.
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