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Pokémon Model Ripping Project
(11-01-2016, 02:09 PM)Chaze Wrote:
(11-01-2016, 01:41 PM)gdkchan Wrote:
(11-01-2016, 01:20 PM)Chaze Wrote: Cool!
I hope when S/M comes out it will be work perfectly. I need 1st gen animations for my unreal project. And I way too bad in animating.
Tested with a Pokémon and seems to be working

Can you upload the files somewhere? Or maybe the xorpad file? 
I want to try it out in UE4  Smile Thank you!


EDIT: I found a solution to extract the files without xorpad files and I made some progress.

Could you describe you got the animations? I'm new, would love to use the models and animations in a project but do not know how or where to get them :/
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(11-04-2016, 04:07 AM)Trikeboy Wrote:
(10-31-2016, 03:38 PM)crueldude100 Wrote: So I got the textures fixed http://i.imgur.com/lQKnltK.png

If you want'em then you can tell me and i'll pm you with the fixed textures :0

Could you please also send me a link to the thread where you found the ripped model? I wanna see if I can find other ripped models there ;w;

Can you explain how you did it?  I've been trying to get the textures for the hair in X&Y.  The only texture I can get is the white, shaded textures.  It might be a similar way of finding the textures in S&M.

It's pretty easy. The hair for example consists of three information:
1) the white shaded texture
2) the highlight texture
3) and the base color.

If you are writing a shader the math behind this is simply: 
Code:
ResultImage = WhiteShadedTexture + HighlightTexture + BaseColor - 1;


In Photoshop your first layer is a layer with the base color. 
Then you "Linear Burn" the white shaded texture and "Linear Dogde (Add)" the highlight texture:

   

The skin behaves nearly the same, but you don't have a highlight texture. Instead you sometimes have a mask texture.
The mask tells which areas need to be modified (white) and which you have to leave as it is (black);
With a mask the math is:
Code:
ResultImage = MaskTexture * (WhiteShadedTexture + BaseColor - 1) + (MaskTexture - 1) * WhiteShadedTexture;

Without a mask simply:
Code:
ResultImage = WhiteShadedTexture + BaseColor - 1;


In Photoshop you precede as above. 
You "Linear Burn" the white shaded texture with the base color and apply the mask:

   
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(11-04-2016, 07:17 PM)waielal Wrote:
(11-04-2016, 04:07 AM)Trikeboy Wrote:
(10-31-2016, 03:38 PM)crueldude100 Wrote: So I got the textures fixed http://i.imgur.com/lQKnltK.png

If you want'em then you can tell me and i'll pm you with the fixed textures :0

Could you please also send me a link to the thread where you found the ripped model? I wanna see if I can find other ripped models there ;w;

Can you explain how you did it?  I've been trying to get the textures for the hair in X&Y.  The only texture I can get is the white, shaded textures.  It might be a similar way of finding the textures in S&M.

It's pretty easy. The hair for example consists of three information:
1) the white shaded texture
2) the highlight texture
3) and the base color.

If you are writing a shader the math behind this is simply: 
Code:
ResultImage = WhiteShadedTexture + HighlightTexture + BaseColor - 1;


In Photoshop your first layer is a layer with the base color. 
Then you "Linear Burn" the white shaded texture and "Linear Dogde (Add)" the highlight texture:



The skin behaves nearly the same, but you don't have a highlight texture. Instead you sometimes have a mask texture.
The mask tells which areas need to be modified (white) and which you have to leave as it is (black);
With a mask the math is:
Code:
ResultImage = MaskTexture * (WhiteShadedTexture + BaseColor - 1) + (MaskTexture - 1) * WhiteShadedTexture;

Without a mask simply:
Code:
ResultImage = WhiteShadedTexture + BaseColor - 1;


In Photoshop you precede as above. 
You "Linear Burn" the white shaded texture with the base color and apply the mask:

Thank you for that but it is the base colors I'm trying to find
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Does anyone have a more recent offset list for X/Y and OR/AS? I used to have a list telling me where things were (e.g. a/0/1/2 - insert content type here e.g. "pokemon models" or "pokemon sprites"), but I seem to have lost that and cannot find it. It would take a while to extract and dig through to find overworld characters, pokemon models, etc, etc, and my old lists were actually quite outdated as well. Any help is appreciated. I mainly need map models, NPC and PC models (I may wait for S/M to be released BC their models are closer to in battle ones rather than chibi like versions), and pokemon offsets, since that is what I am after.

Edit: Found them. https://gist.github.com/nallar/367a195712dc9cfc6f6c
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(11-04-2016, 04:07 AM)Trikeboy Wrote:
(10-31-2016, 03:38 PM)crueldude100 Wrote:
(10-31-2016, 07:36 AM)Deep Weeb Wrote: Some Anon in 8chan managed to rip the female protag model, butit has some problems with the textures, the skin is too pale. (probably because that way is easier to choose the different skin tones)
Could anyone fix this?
[Image: ea89db1f51176aaf27a5b0e93365065f9172d4f2...d1b7f3.png]
[Image: 4f9ba0b9eeeb6acf7804c80b0c4251743790ea61...f46f4c.png]

Download

So I got the textures fixed http://i.imgur.com/lQKnltK.png

If you want'em then you can tell me and i'll pm you with the fixed textures :0

Could you please also send me a link to the thread where you found the ripped model? I wanna see if I can find other ripped models there ;w;

Can you explain how you did it?  I've been trying to get the textures for the hair in X&Y.  The only texture I can get is the white, shaded textures.  It might be a similar way of finding the textures in S&M.

I used the recolor tool in paintdotnet to color the hair. For the skin texture the same thing but for the eyelid textures I had to crop out the eyes and use plugins etc till I got it looking right.
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I've noticed that some characters, like trainers and even the protagonist themselves can look sideways in the game, but there's nothing about that in the textures.

Lass:
[Image: VSLass_SM.png][Image: 0Vf0qBY.png]

Ace Trainer:
[Image: VSAce_Trainer_F_SM.png][Image: yVkzbR7.png]

Protagonists:
[Image: 8j9x3Rm.jpg][Image: zW62U4r.png][Image: CLx0Nbc.png]
(also, the protags seem to have move expressions, perhaps those weren't included in the demo?)

Maybe there's some hidden pupils textures?
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(11-07-2016, 10:52 AM)Deep Weeb Wrote: I've noticed that some characters, like trainers and even the protagonist themselves can look sideways in the game, but there's nothing about that in the textures.
Lass:
[Image: VSLass_SM.png][Image: 0Vf0qBY.png]

Ace Trainer:
[Image: VSAce_Trainer_F_SM.png][Image: yVkzbR7.png]

Protagonists:
[Image: 8j9x3Rm.jpg][Image: zW62U4r.png][Image: CLx0Nbc.png]
(also, the protags seem to have move expressions, perhaps those weren't included in the demo?)
Maybe there's some hidden pupils textures?
Maybe some material animations.
I really wanna know how it works, and it can be ripped/extracted too ?
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I'm sorry for butting in, but...somebody leaked the complete ROM of Pokemon Moon. I'm not going to provide the link to it, of course.

All I'm saying is...should we start ripping models from the ROM now that it's available, or should we wait until Sun & Moon are actually released first before we start doing so?

Just saying.
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(11-08-2016, 11:33 AM)//X-Gluon// Wrote: I'm sorry for butting in, but...somebody leaked the complete ROM of Pokemon Moon.  I'm not going to provide the link to it, of course.

All I'm saying is...should we start ripping models from the ROM now that it's available, or should we wait until Sun & Moon are actually released first before we start doing so?

Just saying.

In my honest opinion, I think it's best we wait until the actual game is released, so that we don't get into any sort of trouble. Besides, it's only 10 days until the games are out.
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(11-08-2016, 11:52 AM)Yunpol Wrote:
(11-08-2016, 11:33 AM)//X-Gluon// Wrote: I'm sorry for butting in, but...somebody leaked the complete ROM of Pokemon Moon.  I'm not going to provide the link to it, of course.

All I'm saying is...should we start ripping models from the ROM now that it's available, or should we wait until Sun & Moon are actually released first before we start doing so?

Just saying.

In my honest opinion, I think it's best we wait until the actual game is released, so that we don't get into any sort of trouble. Besides, it's only 10 days until the games are out.

I think that only the things that have been already confirmed officially should be ripped.
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I hope this isn't against the Rules....
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(11-08-2016, 01:13 PM)Deep Weeb Wrote:
(11-08-2016, 11:52 AM)Yunpol Wrote:
(11-08-2016, 11:33 AM)//X-Gluon// Wrote: I'm sorry for butting in, but...somebody leaked the complete ROM of Pokemon Moon.  I'm not going to provide the link to it, of course.

All I'm saying is...should we start ripping models from the ROM now that it's available, or should we wait until Sun & Moon are actually released first before we start doing so?

Just saying.

In my honest opinion, I think it's best we wait until the actual game is released, so that we don't get into any sort of trouble. Besides, it's only 10 days until the games are out.

I think that only the things that have been already confirmed officially should be ripped.
Very well.  That's the reaction I expected.
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Interesting to note for animators that a few of the main characters now have proper mouth bone controls, rather than just sprites!

[Image: yjjjyf.jpg]
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(11-08-2016, 07:32 PM)N1AF Wrote: Interesting to note for animators that a few of the main characters now have proper mouth bone controls, rather than just sprites!
It's from demo or the leaked one?
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(11-08-2016, 07:42 PM)Chaze Wrote:
(11-08-2016, 07:32 PM)N1AF Wrote: Interesting to note for animators that a few of the main characters now have proper mouth bone controls, rather than just sprites!
It's from demo or the leaked one?

Full version, demo didn't have the battle models packed in, just overworld ones.

I'm just observing though, not releasing. They're out there if you want a nosy yourself.
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